Gray_Lensman wrote:For that matter, where the heck is the software cursor implementation at?![]()
Run the Configuration Utility. It's a check box under the Display tab.
runyan99 wrote:You cannot fix leaderless stacks, because then you would not even be able to move units from where they are raised to where they are needed, and the game would be unplayable.
As for the splitting off technique, I am not sure what you mean. Right now, all units in the stack are getting fixed, so if you split one unit off, it is itself still fixed and will not be able to initiate an attack in another region.
Le Ricain wrote:I am not sure that I follow. If a stack is inactive it is fixed. If you split the stack into two stacks, one still inactive and one active, why would the second stack be fixed?
Pocus wrote:http://ageoddl.telechargement.fr/latest/patch_AACW_v1.09_beta3.zip
The recruitment screen is almost done, you can now click on the little nato symbols at least.
For the sprite positionning I'll check Chris. I think I did not clearly understood what was at hand in the other thread though.
The option for activation can't be checked back and forth normally??
Gray_Lensman wrote:Again Confirmed, "Various units..." bug still active in beta3
bigus wrote:If your playing with the new activation rule (not sure if it is on by default) then he can be locked again that turn by not being activated. In this case the whole stack is locked for the turn.
hope this helps.
bigus
runyan99 wrote:Every unit in the stack gets locked in place when the leader is inactive. Try it in the game, I suspect it will answer your questions.
Le Ricain wrote:Playing with the new activation rule. Please note that is not the default setting. The problem is that the log says that he and all of his sub-units are active and therefore unlocked. His stack on the map shows him to inactive and therefore locked as are all of his sub-units.
It is not a big problem. It is just a bit untidy scrolling through the log and having to check which stacks are actually active.
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