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River Movement Bug?

Posted: Sun Dec 02, 2007 8:48 pm
by bigus
IN designing the Trans Mississippi senerio I wanted to block the Mississippi from Union Movement to a degree. I had at Island 10 , New Madrid and Arkansas Post ,Forts at level 5+ entrenchment all with Garrisons and heavy guns. I also had created a river fleet with 6 gunboat elements and 8 transport elements stationed at Island 10. Here's the problem.

when I move units south in transports with escorts, the forts will fire on the ships and take quite a punishment. HOWEVER if I use normal movement and then click on "move by river" I can bypass the forts and navel units with no damage! This does not seem right IMO!

My question is.....Is this intentional or a bug?

I know that the forts will block supply but too be able to move a full division
past heavily fortified positions just does'nt seem right.

bigus

Posted: Sun Dec 02, 2007 9:33 pm
by berto
I can confirm that--after testing this in bigus' Trans Mississippi scenario--by means of the "Move by River" order, one can move a "virtual" naval force, loaded with infantry, cavalry, HQ, and four Supply Wagons, past one fort after another without any of the forts firing a shot! Yes, the "virtual" naval force suffers from loss of cohesion and attrition along the way, but there are apparently no direct combat losses whatsoever. :tournepas

By contrast, an "actual" naval force of river transports and gunboats, loaded with troops and sailors, gets completely blown out of the water by those very same river forts.

Posted: Sun Dec 02, 2007 9:46 pm
by willgamer
berto wrote:I can confirm that--after testing this in bigus' Trans Mississippi scenario--by means of the "Move by River" order, one can move a "virtual" naval force, loaded with infantry, cavalry, HQ, and four Supply Wagons, past one fort after another without any of the forts firing a shot! Yes, the "virtual" naval force suffers from loss of cohesion and attrition along the way, but there are apparently no direct combat losses whatsoever. :tournepas

By contrast, an "actual" naval force of river transports and gunboats, loaded with troops and sailors, gets completely blown out of the water by those very same river forts.



Yikes! :8o:

Is it too obvious to suggest the quick fix is to restrict "virtual" transport to safe river segments only. Specifially, as soon as a v-transport encounters a river segment capable of inflicting damage, if immediately stops moving in the preceding segment. :niark:

Posted: Sun Dec 02, 2007 10:07 pm
by bigus
willgamer wrote:Yikes! :8o:

Is it too obvious to suggest the quick fix is to restrict "virtual" transport to safe river segments only. Specifially, as soon as a v-transport encounters a river segment capable of inflicting damage, if immediately stops moving in the preceding segment. :niark:



Yes that would work!
As well as having "virtual transport" units only able too drop off units in friendly controlled regions with harbor values.
Too invade enemy regions or regions fully controlled by the enemy you would need transport "units" etc..
I thought I read in the manual that this was the case?

bigus

Posted: Mon Dec 03, 2007 3:03 pm
by Pocus
This was a bug, sorry for it gents. I plan to put online a new patch within some days, but it won't be compatible with previous games though.

Posted: Tue Dec 04, 2007 12:04 am
by bigus
Pocus wrote: I plan to put online a new patch within some days, but it won't be compatible with previous games though.


I'm not sure what you mean by this Pocus.

Is the DB and CSV splitter etc about too change?. IE: Will my other scenerios have too be redone?

On the other hand The Trans Mississippi scenerio is WIP so I'm not worried about losing a save if this is what you meant.

Bigus

Posted: Tue Dec 04, 2007 1:39 am
by Gray_Lensman
deleted

Posted: Tue Dec 04, 2007 9:20 am
by Pocus
Yes saved games, but if the DB change, you have to recreate your scenarios.

Posted: Wed Dec 05, 2007 10:50 pm
by bigus
Pocus wrote:Yes saved games, but if the DB change, you have to recreate your scenarios.


Thats good since I create my own Data base of units and cities I'm o.k
If the Alias.ini changes then I think I'm in trouble.
thanx for the reply.

Bigus

Posted: Wed Dec 05, 2007 11:19 pm
by Gray_Lensman
deleted

Posted: Thu Dec 06, 2007 4:14 am
by bigus
@gray....... Ya I'm not sure. I don't change anything To the game DB. I generate my own DB too use for the scenerio. At the very least I won't have the new rail links but I think the scenerio will run. At the very worst Pocus & co will change the names of the regions, then I'm in trouble. Likewise if they change leader names etc then I'm back too re-doing the scenerio.
I will be submitting All files when I send them in though.

now back on topic.......

I tested out more on the river movement and I can say that even though you can bypass the forts in this way, it is virtually impossible to maintain a force of any size for very long. The attrition rate is not forgiving. So even though it might be a bug I don't think even the dumbest commander would subject his force too this kind of punishment. Even with a navel force I was hard pressed to keep my force from melting away.

bigus

Posted: Thu Dec 06, 2007 9:08 am
by Pocus
As long as you provide me with the XLS file of the scenario, this is okay.