Pocus wrote:New release candidate 3 is out, it should fixes all issues with rail movements.
About Charleston, I see the problem. If not in clear weather, 17 days is a normal cost. You will want to strip the Charleston forces of the slower units.
Gray_Lensman wrote:The rail line is still graphically depicted in Amherst VA and the rail TransLinks are in place, so there must be another reason that you are not getting the move you are expecting.
LSSpam wrote:That cuts the movement down to 15 days.
It's a 30 minute boat ride from Charleston to Fort Sumter. Movement time should be like a day, it's just never been an issue before because it at least fell on the first turn. Now, even stripping the units down, it still falls on the 2nd turn.
Can you tell me how to just change it myself?
simovitch wrote:This same increase in cost out of Fredricksburg was in 1.06d, so nothing has changed with the patch AFAIK.
About Sumter movement cost: This is because the starting weather is 'mud'.
richfed wrote:I was under the impression that weather was randomly generated each time a scenario is started [speaking of the April '61 Campaign]. If that is true, why would it always be mud on the South Carolina coast. Wasn't this declared a bug - and fixed - long ago?
Maybe [probably] I'm confused!!![]()
I like random - makes starting strategy a variable, too!![]()
Obviously there is something wrong with Rail movement between 135 Louisa VA <-> 143 Amherst VA <-> 133 Nelson VA. (but the TranLinks are all in the respective .rgn files)
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