ORIGINAL: Captain_Orso
They are locked, because the player would otherwise abuse them. Historically each state was responsible for maintaining the forts and their garrisons. If allowed the player could steal from one state to build up another, which in reality would not happen.
For the artillery in the forts to bombard ships, one of two things have to happen:
- Ships try to sail past the fort, for example try to sail a Confederate fleet from James Estuary into Hampton Roads, or the other way around.
- Enemy ships bombard the fort on purpose by sailing into or remaining in an adjacent region.
In both cases the fort and fleet will exchange fire.
Forts don't bombard invading forces because nobody would be foolish enough to debark forces under the guns of a fort. Forces invaded by landing out of the sight and/or range of the fort's guns and then attacking the fort from the land side. Since this is the only viable tactic it is understandable that the game only allows for this. Therefore, no firing on invading forces from inside a fort.
I'm ROFLMAO at this ridiculous nonsense !
The guns take literally a year to move a region or two... Move them ? Really ? With their movement rate, not likely.
(and if fortress guns were historically not moved, then make the fort guns immoveable! Fix it ! )
As for the rest,
THE FORTS DO NOT FIRE ON SHIPS OR TROOPS LANDING DIRECTLY ON THE FORTS RIGHT UNDER THE GUN'S NOSES !
(That is the problem. There, I capitalized that and bolded it so maybe Pocus can see it.)
Attack from the land? Why?... when the poor game code allows you to just land on it without being shot!
This is clearly bad code logic, nothing else. Fix it !
The town garrison code has more flaws too. For example, this last turn, I have a city that has two stacks in it. One stack is entrenched "in the region" and one stack in the city (the "locked" garrison in the city). The Union attacked the region and forced the "region" troops to retreat from the city to an adjacent region. Did the fact that the region force was forced to retreat unlock the garrison ? NO ! (Because technically the city was not attacked according to the game code.) But conceptually, the regional force was defending the city, but the game mechanics don't recognize this.
To add humorous salt to the wound, the game spawned an additional garrison in the city that was termed "Depot Garrison" (which was also "locked"... of course, LOL !) This is the more absurdly funny part of the cluster-code, because presumably the spawning was caused by the city sensing an attack... and the "Depot" garrison's sole purpose for existing at the point of the retreat of the regional defense would have been to blow up the depot before it fell into the hands of the enemy on the next turn. But can it do that? NO! Because it is also locked ! Even though garrisons are supposed to become unlocked after being attacked.
This is the sort of poorly tested coding that leaves a bad taste in my mouth.
But Hey ! It is consistent with the rest of the poorly thought out, ahistorical, and apparently unplay-tested coding that plagues this game.
Like Southern ironclads operational before 1862... maybe one, but four ?
Fortress guns that don't shoot at the enemy unless they pass through two regions.
Retreating Senior Generals that magically seize control of troops in regions they retreat into causing them to abandon entrenched positions or to launch suicidal attacks into enemy entrenched positions.
(OK, maybe I'm being harsh on these fleas on this otherwise entertaining dog... but I'm emphasising the dog needs a flea dip.)
I really hope Pocus can motivate a patch.