bugs?
Posted: Wed Aug 17, 2005 3:06 pm
I have a few issues of bugs? or needed program fixes.
1. Units should not be able to charge across rivers (I can't if I select the charge button) but the AI does attempt the charges and oftens forces my infantry into squares or even completes the charge. Are these rivers or smaller streams?
Perhaps we need two types of terrain. Rivers which are thick hexsides in dark blue and streams which are light blue and thin. Rivers only crossable by bridges even in winter. Streams crossable at fords or elsewhere with heavy movement penalties (winter = frozen). Rivers show in detailed battles where the province has a river. Streams anywhere.
Then you can program a 'no move/charge' for rivers and severe charge/move penalties for streams.
2. I mentioned in another post that POW's are being liberated when in a city and a unit passes through the area. Even if the city has garrison units. Actually, POW's should not be liberated from a city unless the city is taken by the enemy regardless of friendly units (There is always some presence in a city to guard the POW's in prison even if 'regular units' are not present.)
Let's get rid of POW's. Instead, create the POW unit to move eventually into a friendly city where it is 'transformed' into a "POW manpower value" added to the regular manpower value of the province. (Forced labor). These POW's cannot be liberated unless the countries return to peace whereupon the manpower is transferred back to the originating countries manpower pool. Conversely, you could 'sell' the manpower back for gold or 'kill' the manpower at a SIGNIFICANT glory loss (do unto others......). Leaders should be 'transported' back to the capitol city to await our pleasure....ransom, trade or execute!
3. Leaders are dying WAY TOO MUCH! I lost just about the entire French leadership in three years except for Bernadotte. That clown just won't die! LOL!
I suggest a leader check NOT ALWAYS result in death BUT another random roll of 12.
1-4 would mean a minor wound/incapacitation which removes the leader for the rest of the battle (Fell off his horse, hit in the head by his irritated CO, etc.) and he reappears with the unit at the end of the battle.
5-10 would equate to 1-6 months of game time lost and a small loss of initiative (shot in the arm, leg or torso wounding needing more care and he's not so anxious to get into the thick of it next time) after which he would reappear in the capitol city or delayed if the capitol is currently unowned.
11 means a serious wounding putting them out of the game for 1-3 years and a 50% loss of initiative rating. (Loss of limbs, crippled and would rather direct the fight from the rear......)
12 means, yep took one for the gipper. Head or chest - he's not going to recover and if he does, he'll never wear the uniform again.
I also suggest that some leaders die from old age during the game - is this implemented? After all Kutuzov died shortly after the retreat from Moscow. Perhaps if they get wounded several times they might kick off in later years?
4. While not a bug, I don't think that subsidizing a country should be as effective as it is with larger sums of money. I often see the AI empty its' gold into a single country at 1000-2000 gold. I think a limit of 100 gold per turn is a better long term investment strategy. If others disagree at 100 then I suggest a much reduced effect as the sum increases because people like a little coin but don't like to be 'bought' or have their 'country sold to the carpetbagger.'
The diplomats should be MUCH MORE EFFECTIVE than coin anyway. As it is, it's better to spend your gold on subsidizing a country instead of purchasing diplomats which are most ineffective and mostly nuisance value right now.
5. Which leads to diplomats. They are really not much good right now. I rarely get much effect from them compared to gold. Why ever buy more? I think their effect in certain functions like charm and goodwill should be increased.
6. Can we program so that every battle can be selected as a detailed battle if desired? I hate the quick combat even with small forces. The worst case is when quick battle is the default and then the computer and potentially, me, reinforce and the 'quickie' now has 200,000 men! This happens often with the Turks who field a large force.
Perhaps the option should be posted AFTER reinforcements are selected?
Snake
1. Units should not be able to charge across rivers (I can't if I select the charge button) but the AI does attempt the charges and oftens forces my infantry into squares or even completes the charge. Are these rivers or smaller streams?
Perhaps we need two types of terrain. Rivers which are thick hexsides in dark blue and streams which are light blue and thin. Rivers only crossable by bridges even in winter. Streams crossable at fords or elsewhere with heavy movement penalties (winter = frozen). Rivers show in detailed battles where the province has a river. Streams anywhere.
Then you can program a 'no move/charge' for rivers and severe charge/move penalties for streams.
2. I mentioned in another post that POW's are being liberated when in a city and a unit passes through the area. Even if the city has garrison units. Actually, POW's should not be liberated from a city unless the city is taken by the enemy regardless of friendly units (There is always some presence in a city to guard the POW's in prison even if 'regular units' are not present.)
Let's get rid of POW's. Instead, create the POW unit to move eventually into a friendly city where it is 'transformed' into a "POW manpower value" added to the regular manpower value of the province. (Forced labor). These POW's cannot be liberated unless the countries return to peace whereupon the manpower is transferred back to the originating countries manpower pool. Conversely, you could 'sell' the manpower back for gold or 'kill' the manpower at a SIGNIFICANT glory loss (do unto others......). Leaders should be 'transported' back to the capitol city to await our pleasure....ransom, trade or execute!
3. Leaders are dying WAY TOO MUCH! I lost just about the entire French leadership in three years except for Bernadotte. That clown just won't die! LOL!
I suggest a leader check NOT ALWAYS result in death BUT another random roll of 12.
1-4 would mean a minor wound/incapacitation which removes the leader for the rest of the battle (Fell off his horse, hit in the head by his irritated CO, etc.) and he reappears with the unit at the end of the battle.
5-10 would equate to 1-6 months of game time lost and a small loss of initiative (shot in the arm, leg or torso wounding needing more care and he's not so anxious to get into the thick of it next time) after which he would reappear in the capitol city or delayed if the capitol is currently unowned.
11 means a serious wounding putting them out of the game for 1-3 years and a 50% loss of initiative rating. (Loss of limbs, crippled and would rather direct the fight from the rear......)
12 means, yep took one for the gipper. Head or chest - he's not going to recover and if he does, he'll never wear the uniform again.
I also suggest that some leaders die from old age during the game - is this implemented? After all Kutuzov died shortly after the retreat from Moscow. Perhaps if they get wounded several times they might kick off in later years?
4. While not a bug, I don't think that subsidizing a country should be as effective as it is with larger sums of money. I often see the AI empty its' gold into a single country at 1000-2000 gold. I think a limit of 100 gold per turn is a better long term investment strategy. If others disagree at 100 then I suggest a much reduced effect as the sum increases because people like a little coin but don't like to be 'bought' or have their 'country sold to the carpetbagger.'
The diplomats should be MUCH MORE EFFECTIVE than coin anyway. As it is, it's better to spend your gold on subsidizing a country instead of purchasing diplomats which are most ineffective and mostly nuisance value right now.
5. Which leads to diplomats. They are really not much good right now. I rarely get much effect from them compared to gold. Why ever buy more? I think their effect in certain functions like charm and goodwill should be increased.
6. Can we program so that every battle can be selected as a detailed battle if desired? I hate the quick combat even with small forces. The worst case is when quick battle is the default and then the computer and potentially, me, reinforce and the 'quickie' now has 200,000 men! This happens often with the Turks who field a large force.
Perhaps the option should be posted AFTER reinforcements are selected?
Snake