Entrenchment oddity

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The Land
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Entrenchment oddity

Post by The Land »

I've just observed a situation where a Belgian Corps in Antwerp (which is meant to be a fortified town/city) appeared not to notice the fact the resource was Fortified and had to manually entrench. The resource graphic was showing up, and ended up with the trench lines over it.

This was a modded scenario but I haven't touched Antwerp so should all be set up the same way as in the default 1914 scenario...
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Hubert Cater
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RE: Entrenchment oddity

Post by Hubert Cater »

I believe this is correct only when the Capital moves to Antwerp. This is because even though the graphic still shows as a fortified town, it is now a capital that can be entrenched with a trench etc.
The Land
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RE: Entrenchment oddity

Post by The Land »

ORIGINAL: Hubert Cater

I believe this is correct only when the Capital moves to Antwerp. This is because even though the graphic still shows as a fortified town, it is now a capital that can be entrenched with a trench etc.

Yes - that was the situation!

Does the resource actually change into a capital, without the graphic changing?
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Hubert Cater
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RE: Entrenchment oddity

Post by Hubert Cater »

In this case it does. I considered changing the graphic but if I remember correctly it may revert to a fortified town again if the capital moves again and there were some possible issues with the handling of that. I honestly don't fully remember but I believe the easiest solution was to just keep the graphic as is or something like that.
Jace11
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RE: Entrenchment oddity

Post by Jace11 »

Is there a problem with the hex preview panel regarding unit entrenchments? In the UI panel at the bottom, there are two hex previews, these will show units (usually on the left) and terrain (+entrenchments). Entrenchments for each hex are shown on the terrain preview (on the right panel) but not for the clear terrain type. If the terrain is clear, no entrenchments are displayed, if it is forest, town etc then they are displayed.
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Hubert Cater
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RE: Entrenchment oddity

Post by Hubert Cater »

I see what you have found here, I will look into correcting this, thanks
Jace11
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RE: Entrenchment oddity

Post by Jace11 »

Thanks for looking into this, its a problem when playing with counters (not so bad with the 3D-style units). I just installed the blue max mod, and have to remove all units to check entrenchment facings on clear terrain as the counters hide them on the game map.
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Hubert Cater
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RE: Entrenchment oddity

Post by Hubert Cater »

Completely makes sense and this should be fixed now for the next update.
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