2.1 First Impressions

Frank Hunter's Campaigns on the Danube is an operational study of the campaigns along the Danube in 1805 and 1809. Campaigns on the Danube's system focuses on trying to present the player with the same sort of decisions placed on their historical counterparts; how to feed an army and move that army according to a plan, all the while trying to fight a campaign. There is also an option to allow players to play out the battles with miniatures and input the results.
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Bis
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Joined: Wed Jul 23, 2003 5:57 pm

2.1 First Impressions

Post by Bis »

Somebody taught Mack how to fight. ! Small bug: game won't exit unless CNTL-ALT-DEL is used.
Jim Cobb
Hanal
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RE: 2.1 First Impressions

Post by Hanal »

Not home to try, but pressing Esc (Escape) does not work anymore?
Bis
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Joined: Wed Jul 23, 2003 5:57 pm

RE: 2.1 First Impressions

Post by Bis »

It just worked now. Maybe a small glitch in my computer.

Just won 1805 short scenario as Coalition (min FOW). Kept Reisch at Ulm and sent every body else to Augsburg. I then sent Reish on a raid behind the French lines. French advance was held up because of this and the could never concentrate at Augsburg.
Jim Cobb
Bis
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RE: 2.1 First Impressions

Post by Bis »

The AI is most improved.
Jim Cobb
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Treefrog
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wandering leaders

Post by Treefrog »

The patch helps. However, corps leader counters continue to wander off inexplicably, exclusive of when they have "fallback" orders.

It troubles me that sometimes the corps artillery precedes the infantry and gets surrendered.
"L'audace, l'audace, toujours l'audace."
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Didz
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Location: UK

RE: wandering leaders

Post by Didz »

ORIGINAL: Treefrog

The patch helps. However, corps leader counters continue to wander off inexplicably, exclusive of when they have "fallback" orders.

It troubles me that sometimes the corps artillery precedes the infantry and gets surrendered.

Doesn't sound good. Are you not able to determine the role and order of march for Corps elements?
Didz
Fortis balore et armis
Capitaine
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RE: wandering leaders

Post by Capitaine »

ORIGINAL: Treefrog
The patch helps. However, corps leader counters continue to wander off inexplicably, exclusive of when they have "fallback" orders.

It troubles me that sometimes the corps artillery precedes the infantry and gets surrendered.
I hate to say it, but it's matters like this that show the value of the "old fashioned" IGO-HUGO move it all yourself games. All this simultanaeity is fine for a dose of "realism", but unless the AI gets things just right, the sacrifice might just be too high...
FrankHunter
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RE: wandering leaders

Post by FrankHunter »

Just to add to this thread...

CHQs do not take their orders into account when deciding which hex to move into. Those orders are for their elements. CHQs are busy trying to maintain supply and communication. That means "bouncing" will occur between its elements. Its a big reason why dividing a command and sending it down 2 different roads is a recipe for confusion (command stress).

Order of march for corps elements was actually in the game but it was very prone to problems so I took it out for this game quite awhile ago. I do intend to get that working when I do another game in this series but like some other ideas I put it back on the shelf temporarily.
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