1.06.03 Observations

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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Jimmer
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RE: 1.06.03 Observations

Post by Jimmer »

ORIGINAL: NeverMan
Oh , ok.

The game never asked me if I wanted to remove the depot, the depot just disappeared when I killed the garrison on it.
That's normal, and even matches EiA, as far as it goes: After killing a garrison, the depot was destroyed. Alternately, in EiA, you could convert it to your own depot (if you had one available). But, you couldn't "eat" it, because the foraging part of the movement phase was over already.

So, in EiANW, all that it can do is destroy the depot after combat. No point in asking the player, since there are no options.

Speaking of which, Marshall: Would it be possible to add "convert depot" to the things you can do right after combat or as part of the combat ending process?
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NeverMan
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RE: 1.06.03 Observations

Post by NeverMan »

ORIGINAL: Jimmer

ORIGINAL: NeverMan
Oh , ok.

The game never asked me if I wanted to remove the depot, the depot just disappeared when I killed the garrison on it.
That's normal, and even matches EiA, as far as it goes: After killing a garrison, the depot was destroyed. Alternately, in EiA, you could convert it to your own depot (if you had one available). But, you couldn't "eat" it, because the foraging part of the movement phase was over already.

So, in EiANW, all that it can do is destroy the depot after combat. No point in asking the player, since there are no options.

Speaking of which, Marshall: Would it be possible to add "convert depot" to the things you can do right after combat or as part of the combat ending process?

Yes, this is correct you have this right. It really shouldn't ask me to eat the depot in this scenario, which it doesn't so that's good.
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Marshall Ellis
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RE: 1.06.03 Observations

Post by Marshall Ellis »

ORIGINAL: Jimmer

ORIGINAL: NeverMan
Oh , ok.

The game never asked me if I wanted to remove the depot, the depot just disappeared when I killed the garrison on it.
That's normal, and even matches EiA, as far as it goes: After killing a garrison, the depot was destroyed. Alternately, in EiA, you could convert it to your own depot (if you had one available). But, you couldn't "eat" it, because the foraging part of the movement phase was over already.

So, in EiANW, all that it can do is destroy the depot after combat. No point in asking the player, since there are no options.

Speaking of which, Marshall: Would it be possible to add "convert depot" to the things you can do right after combat or as part of the combat ending process?

Well I suppose ??? but I need to create a decision point (Multiple options here) for the three options (destroy, eat, convert). I can take a look...BUT it will be down the road a bit here.


Thank you

Marshall Ellis
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Dancing Bear
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RE: 1.06.03 Observations

Post by Dancing Bear »

ORIGINAL: Marshall Ellis

Well I suppose ??? but I need to create a decision point (Multiple options here) for the three options (destroy, eat, convert). I can take a look...BUT it will be down the road a bit here.

I may be wrong, but I thought you only had the option to destroy, eat or convert undefended depots. Defended depots were destroyed.

If you do look at garrisoned depots sometime, can you look at allowing the garrison to destroy the depot and retreat inside the city while you are at.
eske
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RE: 1.06.03 Observations

Post by eske »

Isn't it only ungarrisoned depots, that can ... .eerrhm ... what DB said! [8D]
 
/eske
 
 
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easterner
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RE: 1.06.03 Observations

Post by easterner »

Just about finished with latest  RUSS-EASY-Soli

Took different approach concentrating on taking N.Germany & N. Italy.  Conq tremendous territory till finding Ru at war with Tu, Sp, Fr & UK. Eventuallly forced to surrender to Fr after armies destoyed and driven unstable.  Russ Conq Sp too, Leon (received), Morrocco (not received went neutral and Algeria (BUG: Not received, FIASCO Sp maintained control. Control window shaded Algeria Russ green but left cental coast & Tunisian border yellow so showed up two-toned)   Rebuilt retook all lost Conq FR & Sp again.

Au army was wiped out, probably by Turks, Prus almost wiped out but neutral Russia took all minors adjacent to Pr creating neutral zone they could recover behind. They shared in fr UNCON in 1814.

Very tight game with Fr near victory most turns rather than usual AI stomp session.
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Marshall Ellis
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RE: 1.06.03 Observations

Post by Marshall Ellis »

Easterner:

Thanks for the posts! Good stuff!
Thank you

Marshall Ellis
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Jimmer
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RE: 1.06.03 Observations

Post by Jimmer »

ORIGINAL: Marshall Ellis
Well I suppose ??? but I need to create a decision point (Multiple options here) for the three options (destroy, eat, convert). I can take a look...BUT it will be down the road a bit here.
Actually, there are two points at which this could happen: During land movement and after combat.

During land movement, any depot that is not garrisoned and has no friendly at-war corps guarding it, the attacker should be able to do any of the three. However, under the old rules, this depot could not be used as part of a supply chain for purposes of extending the supply chain. So, it would have to be marked as "placed this turn" if converted. Eating it is self-evident, as is destroying it.

After combat, destroy and convert are still possibilities. However, convert doesn't need to concern itself with "placed this turn", because supply is already over.

NOTE: When you implement this, you should tell the user his options, but also make note of how many depots remain available for placement. Players will want to know how many are left, but it would seem unlikely that they can turn on that view while you are prompting them. Something like "You may convert, consume, or clobber this depot. You have X depots remaining off map." ALternately, you could say "X/7 depots", if you want to do that much coding (people may not remember how many they have in total).
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Jimmer
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RE: 1.06.03 Observations

Post by Jimmer »

7.3.6 MOVING INTO AN ENEMY DEPOT AREA:
7.3.6.1 UNGARRISONED DEPOT AREA: If during movement a corps, cossack, freikorps or guerilla moves into an area containing an ungarrisoned enemy depot, it may elect to destroy the depot. If it does destroy the depot and ends its movement in that area, then having destroyed the depot counts as having successfully foraged for supply (with no loss) for that one corps counter. An alternative to destroying a depot is to convert (remove the enemy depot and replace it with one of the entering power's depots-there is no money cost for this conversion) it to a friendly depot if that would make it a supply source or an extension of a friendly valid supply chain (see 7.2.3).
7.3.6.2 GARRISONED DEPOT AREA: If an enemy depot is garrisoned, the player controlling the garrison factors has the option of immediately destroying the depot before the moving force chooses whether to leave the area (if permissible) or to stay and fight. If the garrison does not elect to destroy the depot and the phasing force chooses to stop its movement and fight, the depot may be captured after land combat (see 7.3.6.1) and destroyed or converted (but not used for supply this major power's sequence-also see 7.5.2.14). If the garrison destroys the depot, the garrison surrenders or all or part (if city cannot hold all-the part not moved to the city will surrender) can be moved to an unbesieged friendly controlled or vacant city in that same area, at the owning player's option.
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