SkyWestNM
Sergeant
Posts: 83
Joined: Tue Feb 17, 2009 7:20 pm
Location: High atop a desert wonderland

Confirmation in 1.13b

Fri Apr 03, 2009 6:10 pm

I can at least confirm that yes, in 1.13b, the bombardment labels are incorrect. My Mississippi batteries at last have started to fire now when I press the button telling them not to. :wacko:

This is a MAJOR malfunction and deserves to be corrected in future patches. The USA already owns the riverways.

User avatar
cptcav
Lieutenant
Posts: 107
Joined: Tue Jan 20, 2009 9:32 pm
Location: Orange County, CA

Fri Apr 03, 2009 8:21 pm

SkyWestNM wrote:I can at least confirm that yes, in 1.13b, the bombardment labels are incorrect. My Mississippi batteries at last have started to fire now when I press the button telling them not to. :wacko:

This is a MAJOR malfunction and deserves to be corrected in future patches. The USA already owns the riverways.


What is the issue here? :confused:

CptCav

SkyWestNM
Sergeant
Posts: 83
Joined: Tue Feb 17, 2009 7:20 pm
Location: High atop a desert wonderland

Fri Apr 03, 2009 8:27 pm

When you toggle the bombardment button on artillery eligible to bombard passing ships to the "IN" position the tool tip reads "Your units have orders to NOT bombard passing ships". That label is incorrect. It actually is the reverse. You have now enabled and ordered the bombarding of passing ships.

SkyWestNM
Sergeant
Posts: 83
Joined: Tue Feb 17, 2009 7:20 pm
Location: High atop a desert wonderland

Fri Apr 03, 2009 8:28 pm

Ps to Cap Cav.......Brave Rifles.....

User avatar
Chertio
Lieutenant
Posts: 147
Joined: Tue Feb 20, 2007 11:48 pm

Fri Apr 03, 2009 8:38 pm

[AACW.exe 1.13d beta; all other files 1.13b]

Confirmed that the ship bombard button is still working backwards.

Attached turn, Sherman is at Austin MS (south of Memphis) with a CSN fleet just downriver ready to play with the guns.
Attachments
BombardButton.zip
(372.92 KiB) Downloaded 267 times

User avatar
ShovelHead
Sergeant
Posts: 78
Joined: Sat Mar 07, 2009 7:02 am
Location: Huntington Beach, California

Fri Apr 03, 2009 9:43 pm

Chertio wrote:[AACW.exe 1.13d beta; all other files 1.13b]
Confirmed that the ship bombard button is still working backwards.


The string is in the LocalStrings_AGE.csv file located in the Settings directory. The string name is strSpecToLandBombard.
Click to NOT Bombard passing ships with your units.

User avatar
cptcav
Lieutenant
Posts: 107
Joined: Tue Jan 20, 2009 9:32 pm
Location: Orange County, CA

Sat Apr 04, 2009 12:24 am

SkyWestNM wrote:Ps to Cap Cav.......Brave Rifles.....


AI-EE-YAH!!!

User avatar
Chertio
Lieutenant
Posts: 147
Joined: Tue Feb 20, 2007 11:48 pm

Sat Apr 04, 2009 1:47 am

Click to NOT Bombard passing ships with your units


My only point being that under 1.13d-beta when a unit is set to bombard passing enemy ships it does not; when it is set to NOT bombard it does, i.e. there is still this bug in 1.13d-beta.

User avatar
Chertio
Lieutenant
Posts: 147
Joined: Tue Feb 20, 2007 11:48 pm

Sat Apr 04, 2009 1:50 am

The string is in the LocalStrings_AGE.csv file located in the Settings directory. The string name is strSpecToLandBombard.
Click to NOT Bombard passing ships with your units.


So should be a quick fix... in any case with the new beta 1.13d exe over 1.13b files it is still not working.

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sat Apr 04, 2009 2:11 am

deleted

User avatar
Chertio
Lieutenant
Posts: 147
Joined: Tue Feb 20, 2007 11:48 pm

Sat Apr 04, 2009 2:55 am

That would be like a cat chasing it's tail.


Ne'er a truer word.

A sample bombardment scenario five posts above, works back-to-front under the .exe from 1.13b and 1.13d both.

The strSpecToLandBombard string seems to be only a multilingual text for the tooltip to describe what the button does, not a 0/1 switch which determines what happens. Changing the wording would still leave the button graphics wrong so - unless there is some other moddable text file which has the logic in it - which I doubt -looks like it is the code which needs fixing.

[Edit: suggested 5 posts below that the coding remains the same, but the button graphic is changed and the tooltip descriptions are reworded. Default would then be no bombard until the button is pushed which seems sensible, also makes for an easy fix :) .]

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sat Apr 04, 2009 3:07 am

deleted

User avatar
Chertio
Lieutenant
Posts: 147
Joined: Tue Feb 20, 2007 11:48 pm

Sat Apr 04, 2009 3:15 am

near the Pea Ridge Arkansas battlefield... Touring there tomorrow


Have a great day!

SkyWestNM
Sergeant
Posts: 83
Joined: Tue Feb 17, 2009 7:20 pm
Location: High atop a desert wonderland

Sat Apr 04, 2009 4:29 am

Ditto....Have a great tour :)

User avatar
Chertio
Lieutenant
Posts: 147
Joined: Tue Feb 20, 2007 11:48 pm

Sat Apr 04, 2009 6:26 am

An oddment is that all of the buttons (I think) by default do nothing - don't build a depot, enter a structure, form a division or corps, force march, destroy the railroad &c &c. The buttons get ignored if they are not pushed.

The "engage passing ships" button is supposed to work in the reverse way: do something depending on conditions (guns, entrenchment levels) unless the button is pushed in which case do NOT (capitals in the original). Messy and actually works the opposite way anyhow...

I think from other posts that I have read, that entrenched forces can only engage ships if they have long-range guns - 6lb, 10lb, 12lb won't work whatever the setting.

If so it would seem reasonable to fix this by reversing the way the button appears (not the way it actually works) - a stack will not by default engage ships unless the player pushes the "engage passing ships" button -which engagement will only happen anyway if the stack includes some heavy artillery... and enough by the player's reckoning to counter whatever naval forces are sent against it. Engaging ships from entrenched positions would then be a deliberate decision not a default.

oldspec4
Lieutenant Colonel
Posts: 251
Joined: Sat Nov 11, 2006 1:14 pm

Sat Apr 04, 2009 12:11 pm

Gray..Pea Ridge, Wilson's Creek, and Prairie Grove are all great battlefield sites w/in a few hours of each other. If you get back into the woods and boonies like I do watch out for the ticks. Lookin' forward to your pictures.

User avatar
Chertio
Lieutenant
Posts: 147
Joined: Tue Feb 20, 2007 11:48 pm

Sat Apr 04, 2009 3:45 pm

Maybe the button should stay doing the same thing - like the other buttons, do nothing unless it is pressed. Changing the button graphic and rewording the tooltip descriptions would achieve this.

Mostly stacks will not be along major rivers, and the player may not want to take the losses involved in an artillery duel anyway, so bombarding ships would become a player decision not a default (and maybe a nasty surprise if one forgets to push the button).

SkyWestNM
Sergeant
Posts: 83
Joined: Tue Feb 17, 2009 7:20 pm
Location: High atop a desert wonderland

Sat Apr 04, 2009 4:46 pm

I quite agree with you, Chertio, becuase bombarding passing ships with artillery along a river is NOT without risk. Therefore making the player choose bombardment forces them to make a conscious decision to accept that risk.

In my newfound bombardment ectasy to turn on all bombardments, the union blew one of my artillery positions to oblivion with two huge passing river fleets. As it should be. To keep the guns silent IS a viable option in that it will not draw return fire and stay safe. I am learning that nuance.

Now that I have bombardment working, there is a whole 'nother game afoot. This is a great game because new tactics/strategies show themselves gradually. And learning progresses from newfound thought to newfound tactic/strategy. The designers, developers, grognards and beta testers are to be congratulaed for staying committed to the constant development of a good product into an exceptional one. This button problem is just a small part of that development process and should not detract from the congratulations due their fine efforts and positive work achieved.

Thank you team. Drive on! :thumbsup:

User avatar
77NY
Lieutenant
Posts: 116
Joined: Wed Feb 11, 2009 5:30 pm
Location: Boston, MA

Sat Apr 04, 2009 6:53 pm

I also just got turned on to this and am trying it out vs Athena as Union. Provides a nice CSA response to Union interdicting river crossings using small groups of gunboats/ironclads.
"I'm a darned sight smarter than Grant; I know a great deal more about war, military histories, strategy and grand tactics than he does; I know more about organization, supply, and administration and about everything else than he does; but I'll tell you where he beats me and where he beats the world. He don't care a damn for what the enemy does out of his sight, but it scares me like hell."

William Tecumseh Sherman

User avatar
runyan99
Posts: 1420
Joined: Tue Dec 19, 2006 6:34 am

Sat Apr 11, 2009 5:22 am

One other thing I have noticed with the bombardments. It appears to me that a fleet bombing a city with only an infantry regiment inside (no guns) still takes a lot of hits. I don't think that's right.

Try it.

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sun Apr 12, 2009 7:16 pm

deleted

User avatar
runyan99
Posts: 1420
Joined: Tue Dec 19, 2006 6:34 am

Tue Apr 14, 2009 4:34 pm

I might be mistaken, I cannot reproduce this.

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Tue Apr 14, 2009 8:43 pm

deleted

Return to “AGEod's American Civil War”

Who is online

Users browsing this forum: No registered users and 4 guests