Problems/bugs I've encountered
Posted: Thu Apr 02, 2009 6:17 pm
OK, I've been playing for a while until a game crash I can't get past and here is what I have learned:
1. I get a crash to the standard Microsoft box asking if I want to send the error report to them. The zip file I added is called error and contains the save game 'napoleon.' I backed up some turns and replayed but only to a point where I get a crash - may be associated with Russia trying to surrender....
2. I did have a generated map once where a victory city was completely surrounded by impassible mountain hexes and was thus not able to be entered - should fix this.
3. In naval battles, sunk ship icons have been seen moving and firing after they have been sunk. Usually during the turn directly after being sunk, that "sunk ship" gets a move and fire. Obviously, they literally go down fighting?
4. Occasionally, the cursor will corrupt into a symbol of dashed vertical lines. Does not affect use and will return to normal after a turn in detailed battles but makes it's use difficult.
5. When one is able to resupply to 13 instead of 10 due to upgrades, you can only do it as the attcker before a combat. Defenders cannot until after firing and never if supply is already 10 or more. No restrictions if you are the attacker in a detailed battle. ALSO, attack or defend, you are always set to '10' supply in a city hex. If higher than 10, you get reset to 10 and if below 10, you can only resupply to 10.
6. Flanking option upgrade creates a problem because one's supply cassions will not redeploy to a flank like the troops thus making the flank option useless as your supply is WAY out of place.
7. I also have encountered the problem when your side in a detailed battle gets the option "2 extra supply cassions" bonus. Often, even though I have supply in an adjacent or same province, I will get zero supply or no extras and the opponent has more!
8. I got the upgrade "no pay upkeep for ships" which works EXCEPT in turns when you capture ships blockaded in a provence. On that turn, your economy gets the full whammy of having to pay upkeep for all the newly captured ships. This can be quite crippling especially when capturing a whole fleet.
9. Several times on the defense in detailed battles, I have had supply depots in adjacent or IN the attacked provence but received ZERO supply during the entire battle.
10. After conquering Venice, the Venician fleet remained Venetian and stuck out in the Atlantic (where it was at the time)for the whole game. It could not attack or be attacked. The other minor country fleets like Portugal, Naples and Dutch remained under the control of the original protectorate owner even when switching sides or being conquered (except oddly for Venice.) I believe this is because Venice was never a protectorate before the conquest while the otheres were.
Also, if a controlled minor fleet's country switches sides or goes back to neutrality the the fleets should suffer some damage or scuttling representing the desertion or sabotage of it's fleet under the "thumb" of a controlling major power. After all, the fleet would still be manned by men of that minor country and the replacement of those men should cost the owner something.
Some suggestions:
1. Where is Napoleon? If you play a scenario like 1792, he never shows up - at least never in my games. He was, after all, a Brigadier General in July of 1793 so he could be a leader almost anytime in any scenario.
2. Counting militia against the mobilization limit (in excess of 1 per city) should be changed to not counting militia. Otherwise, one is almost FORCED to put a maximum of 1 militia inside each city as a garrison or have these troops count against your army limits. This means that a city falls almost immediately during any seige because your mobilization limit is used up in your fleets, corps and armies leaving none for garrison purposes. After all, you have to pay in resources like money and manpower for militia and this should be sufficient a payment. If the intent is to prevent hugh armies of militia on the board then impose the limit to militia NOT inside (garrisoning) a city or only allow militia (other than the landwher and cossack/guerillas) to be built IN cities that have the Wall capacity to hold them.
The other option is to allow the "Guns" improvement to represent a 15,000 man garrison for each point of "Walls" improvemnet so each combination of gun/wall improvement GIVES a 15,000 man garrison for seige purposes. Then militia can be treated as is.
3. I would suggest that a player can create a nation with protectorate OR controlled/owned provinces as it is almost impossible in games terms to create the listed nations out of only protectorate countries and this is certainly NOT HISTORICALLY accurate.
4. I notice in both land and especially naval battles that the retreating force will often retreat back and forth in controlled zones prompting attacks (in the case of navies and guerillas) in each area over and over even when FREE areas exist to retreat to. The retreats need to be reworked so land forces retreat towards their supply/capitol and ships to open ports/seazones. Guerillas should NEVER retreat since they generate almost every turn everywhere. They either win or are eliminated in combat (only to be reborn next turn - curse them!)
5. No upkeep should be paid for ANY units garrisoned in cities or ships in home ports. The total upkeep should be based on units NOT in garrison or home ports at the end of each turn.
6. There should be a way for a player to prevent production in conquered/owned provinces because conquered/owned provinces kept building cav/inf/art that I did not want. Often my game was cluttered with the unwanted production of units in conquered/owned provinces that I couldn't prevent and didn't want to pay upkeep or mobilization limits for. Those free units aren't "Free." They hurt me for the turn in upkeep until I could disband them and they prevented the building of desired units due to over the mobilization limit. So, the deal should be No production unless some box like "tactical expert" is checked. Perhaps the "free Militia levees" should result only in truly Free militia units (see #2 above) or in comperable resources credited to the pools.
LOL, just a few bugs/observations...
FANGED AGAIN
1. I get a crash to the standard Microsoft box asking if I want to send the error report to them. The zip file I added is called error and contains the save game 'napoleon.' I backed up some turns and replayed but only to a point where I get a crash - may be associated with Russia trying to surrender....
2. I did have a generated map once where a victory city was completely surrounded by impassible mountain hexes and was thus not able to be entered - should fix this.
3. In naval battles, sunk ship icons have been seen moving and firing after they have been sunk. Usually during the turn directly after being sunk, that "sunk ship" gets a move and fire. Obviously, they literally go down fighting?
4. Occasionally, the cursor will corrupt into a symbol of dashed vertical lines. Does not affect use and will return to normal after a turn in detailed battles but makes it's use difficult.
5. When one is able to resupply to 13 instead of 10 due to upgrades, you can only do it as the attcker before a combat. Defenders cannot until after firing and never if supply is already 10 or more. No restrictions if you are the attacker in a detailed battle. ALSO, attack or defend, you are always set to '10' supply in a city hex. If higher than 10, you get reset to 10 and if below 10, you can only resupply to 10.
6. Flanking option upgrade creates a problem because one's supply cassions will not redeploy to a flank like the troops thus making the flank option useless as your supply is WAY out of place.
7. I also have encountered the problem when your side in a detailed battle gets the option "2 extra supply cassions" bonus. Often, even though I have supply in an adjacent or same province, I will get zero supply or no extras and the opponent has more!
8. I got the upgrade "no pay upkeep for ships" which works EXCEPT in turns when you capture ships blockaded in a provence. On that turn, your economy gets the full whammy of having to pay upkeep for all the newly captured ships. This can be quite crippling especially when capturing a whole fleet.
9. Several times on the defense in detailed battles, I have had supply depots in adjacent or IN the attacked provence but received ZERO supply during the entire battle.
10. After conquering Venice, the Venician fleet remained Venetian and stuck out in the Atlantic (where it was at the time)for the whole game. It could not attack or be attacked. The other minor country fleets like Portugal, Naples and Dutch remained under the control of the original protectorate owner even when switching sides or being conquered (except oddly for Venice.) I believe this is because Venice was never a protectorate before the conquest while the otheres were.
Also, if a controlled minor fleet's country switches sides or goes back to neutrality the the fleets should suffer some damage or scuttling representing the desertion or sabotage of it's fleet under the "thumb" of a controlling major power. After all, the fleet would still be manned by men of that minor country and the replacement of those men should cost the owner something.
Some suggestions:
1. Where is Napoleon? If you play a scenario like 1792, he never shows up - at least never in my games. He was, after all, a Brigadier General in July of 1793 so he could be a leader almost anytime in any scenario.
2. Counting militia against the mobilization limit (in excess of 1 per city) should be changed to not counting militia. Otherwise, one is almost FORCED to put a maximum of 1 militia inside each city as a garrison or have these troops count against your army limits. This means that a city falls almost immediately during any seige because your mobilization limit is used up in your fleets, corps and armies leaving none for garrison purposes. After all, you have to pay in resources like money and manpower for militia and this should be sufficient a payment. If the intent is to prevent hugh armies of militia on the board then impose the limit to militia NOT inside (garrisoning) a city or only allow militia (other than the landwher and cossack/guerillas) to be built IN cities that have the Wall capacity to hold them.
The other option is to allow the "Guns" improvement to represent a 15,000 man garrison for each point of "Walls" improvemnet so each combination of gun/wall improvement GIVES a 15,000 man garrison for seige purposes. Then militia can be treated as is.
3. I would suggest that a player can create a nation with protectorate OR controlled/owned provinces as it is almost impossible in games terms to create the listed nations out of only protectorate countries and this is certainly NOT HISTORICALLY accurate.
4. I notice in both land and especially naval battles that the retreating force will often retreat back and forth in controlled zones prompting attacks (in the case of navies and guerillas) in each area over and over even when FREE areas exist to retreat to. The retreats need to be reworked so land forces retreat towards their supply/capitol and ships to open ports/seazones. Guerillas should NEVER retreat since they generate almost every turn everywhere. They either win or are eliminated in combat (only to be reborn next turn - curse them!)
5. No upkeep should be paid for ANY units garrisoned in cities or ships in home ports. The total upkeep should be based on units NOT in garrison or home ports at the end of each turn.
6. There should be a way for a player to prevent production in conquered/owned provinces because conquered/owned provinces kept building cav/inf/art that I did not want. Often my game was cluttered with the unwanted production of units in conquered/owned provinces that I couldn't prevent and didn't want to pay upkeep or mobilization limits for. Those free units aren't "Free." They hurt me for the turn in upkeep until I could disband them and they prevented the building of desired units due to over the mobilization limit. So, the deal should be No production unless some box like "tactical expert" is checked. Perhaps the "free Militia levees" should result only in truly Free militia units (see #2 above) or in comperable resources credited to the pools.
LOL, just a few bugs/observations...
FANGED AGAIN