strange unit transfers

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Mehring
Posts: 2473
Joined: Thu Jan 25, 2007 8:30 am

strange unit transfers

Post by Mehring »

I've seen this before but never got round to finding out what's going on.

I have what is basically an armour/infantry unit which also has AA and a truck and I want to transfer an infantry gun into it. It won't accept the infantry gun for all the landcap in the world, not even if I try to transfer to it from the same hex. In one case I'm looking at now, I get the "basic cost 9999" message. My available landcap is around 39000 and to transfer the same gun SF to the unit next door costs only 130.

Here's another one.

I want to transfer trains from one HQ to another. If I do so within the "own power" range, no problem, as many as I want, but "own power" is only about 20 hexes. Beyond the "own power" range I get a basic cost of, say, 115 to move 23 rail hexes but to transfer just one train casts 23000 landcap, more than half my landcap. Is this right?

Any answers?

In passing, I find the landcap system very strange when it comes to transfering units not directly to or from the transports' location. Seems very unrealistic tarrifs.
“Old age is the most unexpected of all things that can happen to a man.”
-Leon Trotsky
Mike Dubost
Posts: 268
Joined: Sun Aug 24, 2008 6:40 pm
Location: Sacramento, CA

RE: strange unit transfers

Post by Mike Dubost »

The only time I have seen the "basic cost 9999" message is if there is no valid path (e.g., trying to sea transfer to a unit inland or trying to transfer beyond the range that can be transferred).

The only other thing that comes to mind is trying to transfer without any AP in the source unit. I think that was a separate error message though.
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Barthheart
Posts: 3080
Joined: Tue Jul 20, 2004 3:16 pm
Location: Nepean, Ontario

RE: strange unit transfers

Post by Barthheart »

I've also seen the "9999" basic cost if the receiving unit has not slots available for the SFT. Regular units, not HQ's, can only have 8 different SFT's in them. Note also that SFT's of different peoples act as different SFT's.

Example: a unit with 1 Rifle(German), 1 mortar(German), 1 MG(German), 1 SMG(German), 1 Rifle(SS), 1 mortar(SS), 1 MG(SS), and 1 SMG(SS) has 8 different SFT's and all it's slots are full. Same goes for different versions of same SFT: Rifle and Rifle II are different SFT's and take a slot each.

For the Trains transfering out of their "own power" range it seems reasonable that they would take a lot of landcap to move as trains are very heavy things. Maybe the "own power" range of trains in the scenario needs to be lenghtened.

Strategic transfer cost include the virtual movement of the trains to the unit from the HQ and back to the HQ. So if you want to moive teh unit to a different hex than the HQ with the trains, even more landcap is needed for the extra distance from the HQ to the final destination.

A pic of the situation might help..... but I'm guessing you don't want German spies to see your plans. [;)]
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
Mehring
Posts: 2473
Joined: Thu Jan 25, 2007 8:30 am

RE: strange unit transfers

Post by Mehring »

Thanks both of you, the no slots available explains the gun transfer problem. Didn't realise there was a limit.

I'd also agree that the "own power" needs to be increased. I'd always assume a train to be travelling under its own power, even if it transfers to another unit. If it can travel across a map to transfer something else, and presumably back again, surely it should be able to do the same outbound distance and not come back.

Here's an example of what I regard as unreasonable strat movement tarrifs-

A unit 50 hexes from its transport provider strat moves 1 hex closer to the transport provider. This movement costs many times more than the unit travelling all the way to the transport provider, yet the virtual distance travelled is exactly the same. This might be explained by a premium paid for the time spent seperately detraining 1 hex closer and then the train returning to base for maintenance, but the cost decreases for every hex moved closer to the transport provider. I can see no rationale for this.

Barthheart, put simply, we have no tank units left, but an intro to your AAR in the "OKH - STAVKA I" thread to set the stage for the reports to come, would probably not constitute an intelligence leak. I'll study it closely, all the same. [;)]
“Old age is the most unexpected of all things that can happen to a man.”
-Leon Trotsky
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