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RE: 1.06.03 Observations
Posted: Tue Aug 25, 2009 5:32 pm
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?
RE: 1.06.03 Observations
Posted: Tue Aug 25, 2009 7:29 pm
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.
RE: 1.06.03 Observations
Posted: Tue Aug 25, 2009 7:59 pm
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.
RE: 1.06.03 Observations
Posted: Tue Aug 25, 2009 10:01 pm
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.
RE: 1.06.03 Observations
Posted: Wed Aug 26, 2009 8:33 am
by eske
Isn't it only ungarrisoned depots, that can ... .eerrhm ... what DB said! [8D]
/eske
RE: 1.06.03 Observations
Posted: Wed Aug 26, 2009 10:24 pm
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.
RE: 1.06.03 Observations
Posted: Thu Aug 27, 2009 10:01 am
by Marshall Ellis
Easterner:
Thanks for the posts! Good stuff!
RE: 1.06.03 Observations
Posted: Thu Aug 27, 2009 4:33 pm
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).
RE: 1.06.03 Observations
Posted: Thu Aug 27, 2009 4:35 pm
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.