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2.1 First Impressions

Posted: Fri Apr 30, 2004 6:08 pm
by Bis
Somebody taught Mack how to fight. ! Small bug: game won't exit unless CNTL-ALT-DEL is used.

RE: 2.1 First Impressions

Posted: Fri Apr 30, 2004 6:44 pm
by Hanal
Not home to try, but pressing Esc (Escape) does not work anymore?

RE: 2.1 First Impressions

Posted: Fri Apr 30, 2004 7:24 pm
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.

RE: 2.1 First Impressions

Posted: Fri Apr 30, 2004 11:42 pm
by Bis
The AI is most improved.

wandering leaders

Posted: Sat May 01, 2004 7:43 pm
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.

RE: wandering leaders

Posted: Sun May 02, 2004 12:32 am
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?

RE: wandering leaders

Posted: Sun May 02, 2004 11:28 am
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...

RE: wandering leaders

Posted: Mon May 03, 2004 6:30 am
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.