Early Activation

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Zort
Posts: 684
Joined: Mon Jul 19, 2004 2:33 am
Location: Colorado Springs, CO

Early Activation

Post by Zort »

I have in more then one game of FITE, modded and stock versions have had formations set to activate on turn (x) become activated early. Different formations, different turns. I have checked the formations and events in the editor and they are set correctly. This doesn't happen in every game, I have run the game thru numerous turns before playing to see if they don't activate and all tests well.

Is this because the game is so large that at times the program has a brain fart or whatever the proper term is?
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Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Early Activation

Post by Veers »

Depends on what orders you have them. Garrison, single units get activated as they are attacked. In some other orders the whole formation will become active when a single units is attacked. It is all outlined in the manual, if you check the part about formation orders.
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
Zort
Posts: 684
Joined: Mon Jul 19, 2004 2:33 am
Location: Colorado Springs, CO

RE: Early Activation

Post by Zort »

Well I have them set on static which says they don't become available till the turn they are activated. So I have them set correctly, they aren't attacked and they still come active before they are suppose to.

Edit: Maybe a unit was moved next to a unit which seems to activate them if in static.

I probably should have them on fixed orders.
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Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Early Activation

Post by Veers »

Yeah, that would cause units on static to come un-glued.
Fixed has no effect on a Human player. You should use Garrison, instead.
It is all outlined on page 62 of the manual.
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
Zort
Posts: 684
Joined: Mon Jul 19, 2004 2:33 am
Location: Colorado Springs, CO

RE: Early Activation

Post by Zort »

ORIGINAL: Veers

Yeah, that would cause units on static to come un-glued.
Fixed has no effect on a Human player. You should use Garrison, instead.
It is all outlined on page 62 of the manual.
Yea I found the pages it's on. Now that the designers of FITE have stated that they aren't supporting this anymore I guess we will have to figure out stuff on our own. They did a great job and I know they're next version will be great. Hope they have the time and feel that it will be worth doing.
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