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lodilefty
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Thu Jan 26, 2012 5:18 pm

Captain_Orso wrote:I'm still scraping the hard copies of misplaced regional status icons together, but in the mean time ;)

This seems like a huge number of Blockade Fleets in the build pool; not that I'm complaining or think that even the half will ever be built, but still, maybe something is amiss.

Image


Which scenario?
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Captain_Orso
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Thu Jan 26, 2012 5:27 pm

lodilefty wrote:Which scenario?


Oops, Full Campaign April '61 with Kentucky.

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Captain_Orso
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Thu Jan 26, 2012 5:42 pm

Also, same game, I can't build any militia in Missouri. I've captured every city in MO and have them all garrisoned; St Joseph is at 60% loyalty, Lexington, Jefferson and Bloomington at 10%, Springfield at 9% and Rolla and St Louis at 1%. The state average is 12%.

When I tried to build artillery in MO, but they all were built in Illinois and elsewhere... ah, wait, I just reviewed the update readme again, you need 25%+ loyalty in a region to build there, so since St Louis is 1%, no artillery may be built there and because it's the only region producing WS I can't build any in MO.

But it still doesn't explain why no militia can be built in St Joseph.

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Captain_Orso
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Fri Jan 27, 2012 7:53 pm

Shortly after posting the above I did manage to build 2 militia in St Joseph and then a couple of turns later tried it again and they didn't build :confused:

---

Two more misplaced icons found:

I was using riverine transportation to move a skirmisher from Manassas to Ft Monroe. The 'way point' for the Rappahannoch Estuary is in the middle of .. dangit, I put the arrow right over the name :( .. Mathews VA. I believe it should be in the water somewhere where the arrow points.

Image


The railroad in Rochbridge VA is damaged, but the icon is way to low.

Image

charlesonmission
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Sat Jan 28, 2012 2:27 pm

I also had a time where I tried to build militia in MO (in the tourney). None of the militia appeared in MO (I had built in St. Joseph before) or anywhere else. So, you might be on to an issue here. Sorry I don't have the saved file as it was a while ago.

Captain_Orso wrote:Also, same game, I can't build any militia in Missouri. I've captured every city in MO and have them all garrisoned; St Joseph is at 60% loyalty, Lexington, Jefferson and Bloomington at 10%, Springfield at 9% and Rolla and St Louis at 1%. The state average is 12%.

When I tried to build artillery in MO, but they all were built in Illinois and elsewhere... ah, wait, I just reviewed the update readme again, you need 25%+ loyalty in a region to build there, so since St Louis is 1%, no artillery may be built there and because it's the only region producing WS I can't build any in MO.

But it still doesn't explain why no militia can be built in St Joseph.

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lodilefty
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Sat Jan 28, 2012 3:41 pm

Captain_Orso wrote:Shortly after posting the above I did manage to build 2 militia in St Joseph and then a couple of turns later tried it again and they didn't build :confused:



This is "on the list" :D

Generally, Militia don't have an Alternate Area [why should they?] so the 50% MC and 25% Loyalty in a city/town in the home state is critical....

...but I'm seeing this also, so either there's another rule or a buglet... :blink:
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richfed
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Ledger Returns to Its Original Behavior

Sun Jan 29, 2012 3:18 pm

Back when this game first came out - and for at least 2-3 years afterward - the Ledger would reopen on the next turn to the same page it was on the last time you left it. For instance, on one turn you may have made your Ledger choices and left it on the Reinforcement screen, then closed it. You process that turn. Next turn, when you open the Ledger, it opens to the Reinforcement screen. I liked it that way.

Sometime along the way it changed so that it always opened to the main Ledger screen. I don't believe that it was by design because no one seemed to really get what I was talking about when I brought it up, and no one seemed to know of any purposeful change.

Suddenly, with the RC 1.16a patch, it is working the way it used to a year or two ago. Don't know if that was a designed change or another accident, but I hope it can stay that way. :)
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Nikel
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Sun Jan 29, 2012 3:27 pm

richfed wrote:... But i hope it can stay that way. :)


+1 :)

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Captain_Orso
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Ship Repairs

Sun Jan 29, 2012 4:41 pm

Yes, I know I've been beating this horse close to death :blink: , but I wanted to know for sure. So I built the USS New Ironsides sitting in New York harbor into my test scenario and built an event to damage it 95% (Health then equals 1/20) in the first turn. I also put an naval engineer in Queens NY to be able to test repairs with that too. The US starts with $250 and 500WS and gains around $300 and 150WS per turn.

After the Wreck the USS New Ironsides event triggers the health is 1/20 as expected. I then put the Ironsides into passive posture and run turn for turn to see how it repairs.

It get's 1 hit point per turn repaired. I watched this for several turns and then moved the Naval Engineers into New York and watched for several turns. There was not change to the repairing; still one hit point per turn.

There are no other damaged ships anywhere in the game, at least none in harbor, maybe transports in the shipping box, but that should make no difference.

I don't know if Naval Engineers still help build ships faster as I've read in the forum, but they certainly don't help nor does it appear that having your damaged ship in the largest US harbor in the game helps either.

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Longshanks
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Sun Jan 29, 2012 4:55 pm

Capn' Orso, that's depressing news. I too have noticed a recent decline in ship repair (but I can't say since which update). We really are to the point that if you want a navy you simply have to build new ships because damaged ones will take months and months to return at full strength. Even slightly damaged ships (4 hits) take two months.

Nice testing.

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Captain_Orso
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Tue Jan 31, 2012 8:55 am

Two things

1. It seems that the 'enter structure' button isn't working. Every time I use it, the turn after the unit has arrived at its destination town/city it's still sitting on top of the town/city with the 'enter structure' icon showing, but it doesn't enter.

2. I'm playing the US in the Grand Campaign '61-Apr w/Ky. I had a riverine transport and the USS Choctaw with rather heavy damage in Cairo. The CSA has Price with about 2 divisions in Charleston/Scott MO inside the town and entrenched enough to bombard passing ships. I sent both the Choctaw and the transports out in their own stack and up the Ohio in the direction of Louisville. Both of them were bombarded and sunk by Price.

2a. Only the number of hits was reported, but not the fact that they were sunk; but I believe that this is more-or-less WAD; or at least known.

2b. How can any ships leaving Cairo be bombarded from Scott? DAR shouldn't trigger because Scott is only adjacent to Cape Girardeau and Redfoot Lake, but ships moving from Cairo up the Ohio towards Louisville move through Cape Girardeau and directly to the Mississippi confluent. What's allowing Scott MO to bombard Cape Girardeau?

Edit: I did finally get one unit to enter the structure per button :confused: , but many time they don't.

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Captain_Orso
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Tue Jan 31, 2012 11:17 am

Another misplaced icon; siege icon for Forts Henry & Donelson

Image

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rattler01
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Tue Jan 31, 2012 11:59 am

[quote="Captain_Orso"] Two things
2b. How can any ships leaving Cairo be bombarded from Scott? DAR shouldn't trigger because Scott is only adjacent to Cape Girardeau and Redfoot Lake, but ships moving from Cairo up the Ohio towards Louisville move through Cape Girardeau and directly to the Mississippi confluent. What's allowing Scott MO to bombard Cape Girardeau? [quote]

I think they're being bombarded leaving Alexandria, IL for Cape Girardeau. I have gotten a similair thing when docking ships to Island 10 from reelfoot Lake and being bombarded from Columbus. Not sure if this is WAD?
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Captain_Orso
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Tue Jan 31, 2012 1:00 pm

If you are in Columbus KY and can bombard, if a ship leaves Island 10 and enters Redfoot Lake it activates DAR, because Island 10 is adjacent to Columbus and Redfoot Lake is adjacent to Columbus, ego DAR.

But Scott MO is not adjacent to Alexander IL, so DAR cannot be activated; so I don't get it :confused:

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rattler01
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Tue Jan 31, 2012 1:21 pm

While it doesn't have a actual visual border with scott MO. By selecting a unit in Scott, MO and pushing "shift" it has a major river crossing (dark blue) line connecting it. I still don't quite understand DAR cause under what you just said Columbus wouldn't be able to bombard any ships passing in Reelfoot Lake unless they dock at Island 10, because no other rivers touch Columbus KY. Is that correct? :blink:
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Captain_Orso
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Tue Jan 31, 2012 5:37 pm

Okay, we're both wrong in different places. First off, the dark blue lines you may see when selecting a unit and pressing <Shift> "indicates load/unload points for naval or river transport". Reference here: What's not in the Manual - first post.

The different colored lines indicate adjacent regions. If there is no line pointing to a region, it is not directly accessible and therefore not adjacent.

Light blue lines mean that you must cross a river to enter the indicated adjacent land region. This means that from Charleston in Scott MO and Cairo in Alexander IL (light blue line) are adjacent and therefore the DAR applies.

Image

Again, the Double Adjacency Rule (DAR) says, if you can otherwise bombard, and a fleet moves from one region adjacent to your location into another region adjacent to your location, you will bombard that fleet.

So since Cairo IL is adjacent to Charleston MO (connected by a light blue line) and Cape Girardeau is adjacent to Charleston MO (connected by a dark blue line), when a fleet moves out of Cairo (adjacent to Charleston) into Cape Girardeau (also adjacent to Charleston) it will be bombarded in Cape Girardeau by units in Charleston.

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Captain_Orso
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Tue Jan 31, 2012 5:39 pm

Yet another misplaced icon: Norfolk siege icon.

Image

The other two are also not very well placed.

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oberst_klink
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The icons...

Tue Jan 31, 2012 6:00 pm

atm I can live with... but the ship repair rate is; well... cheaper to buy a new batch every spring... they seem to suffer *quite rightly so* during winter, but the dock workers are always on strike and even 3+ naval engineers ain't fixing the b**gers as they should :confused:
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Captain_Orso
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Tue Jan 31, 2012 7:48 pm

I agree, the lack of repair enthusiasm changes the game. Let's hope a solution will be found.

The icons are mostly a PITA, but if you are sieging a fortification, not being able to see how many hits you have against it can be bad. Besides it's confusing and irritating having to constantly have to stop and try to figure out exactly where the railroad is damaged, etc.

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deguerra
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Tue Jan 31, 2012 10:01 pm

Agree regarding the ship repairs. Would be lovely to have something done here, if the issue can be identified.

And yes, thanks for all the hard work finding those icons Orso. It may be minor most of the time, but I think it will help to have them all in useful places!

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Philippe
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Tue Jan 31, 2012 10:07 pm

Hunting for misplaced icons is a bit like weeding a garden. No one weed is all that important or does that much damage, but the cumulative effect can be quite annoying.

I'll resume staring at the map when I can find some spare room in my imageshack account.

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lodilefty
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Wed Feb 01, 2012 12:23 am

Patience folks! I'm not going to post daily updates on bug chasing, so please rest assured we are working on things.
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Pat "Stonewall" Cleburne
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Wed Feb 01, 2012 1:52 am

Philippe wrote:Hunting for misplaced icons is a bit like weeding a garden. No one weed is all that important or does that much damage, but the cumulative effect can be quite annoying.

I'll resume staring at the map when I can find some spare room in my imageshack account.


Personally, I'd prefer that the limited resources being put into this game be used on something other than minor map errors.

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gchristie
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Wed Feb 01, 2012 4:16 am

pat "stonewall" cleburne wrote:personally, i'd prefer that the limited resources being put into this game be used on something other than minor map errors.


+1
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Leibst
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Wed Feb 01, 2012 9:18 am

gchristie wrote:+1


agree

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rattler01
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Wagons taking hits

Wed Feb 01, 2012 11:31 am

Whenever I move wagons around they are taking damages. Is this WAD? It doesn't seem if its RR or normal movement. There is no message just the elements starting to turn red.
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lodilefty
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Wed Feb 01, 2012 1:01 pm

rattler01 wrote:Whenever I move wagons around they are taking damages. Is this WAD? It doesn't seem if its RR or normal movement. There is no message just the elements starting to turn red.


WAD. Everything takes hits while moving, especially in non-fair weather, out of supply, enemy territory, etc.

Lowest move attrition will occur if you move in "passive" stance [green]
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GraniteStater
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Fri Feb 03, 2012 8:35 pm

I have tried d'ling, or running from local save, four times now and it always displays a message about 'cannot create patch.exe' upon Extract.
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lodilefty
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Sat Feb 04, 2012 12:16 am

GraniteStater wrote:I have tried d'ling, or running from local save, four times now and it always displays a message about 'cannot create patch.exe' upon Extract.


I just d/l, extracted and executed without error [link from post #1 of this thread]

It is a large file, and there are occasional d/l interruptions from that server:

Be sure it's all there:
Zip: 124,419 KB
exe as extracted: 124,766 KB

Do not attempt to execute the contents from "inside" the zip. Extract to "somewhere", then execute....
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GraniteStater
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Sat Feb 04, 2012 5:26 am

122 MB, LL. Four times. I don't think it's missing bits.

I'll try it again & post, go or nogo. FYI, I use jzip - 'cuz it's free. I really don't want to pay for a utility that used to be free (WinZip). I don't think I've had an issue with jzip before.

Thx,
GS
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]

-Daniel Webster



[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]

-General Joseph Wheeler, US Army, serving at Santiago in 1898



RULES

(A) When in doubt, agree with Ace.

(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.





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