Improvements to Ship ID and Army/Corps

Crown of Glory: Europe in the Age of Napoleon, the player controls one of the crowned potentates of Europe in the Napoleonic Era, wielding authority over his nation's military strategy, economic development, diplomatic relations, and social organization. It is a very thorough simulation of the entire Napoleonic Era - spanning from 1799 to 1820, from the dockyards in Lisbon to the frozen wastes of Holy Mother Russia.

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solops
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Improvements to Ship ID and Army/Corps

Post by solops »

I'm not quite sure where to put this, but I don't think it goes in the Limited Beta thread. After playing around with this game from v1.0 to v1.212 (about..) I dropped it until this week when I tried out 1.217 and 1.218. As before, I enjoy the game and the improvements. However, two things continue to irritate the hell out of me, all the more so as they seem obvious, simple to fix and have been commented on before.

1. Ship ID. It is unecessarily difficult to locate my own ships on the map. My ships should be easily and readily identifiable by virtue of color or flag (not a tiny one!).

2. Container units are still messed up. There is no reason that moving combat units in and out of containers (Armies and Corps) should be so difficult. Please simplify this process. How frustrating it is to accidentally put a protectorate's unit into a new corp or army and then find out you cannot get it out. Stop the game, go back to the last save and start again...aaargh! Either do not allow protectorate troops into "national" containers and vice versa, or treat them all as equal.

A third item popped up today. In detailed combat I accidentally put a leader into a fortress unit. He became permanently unavailable. Forever. This is wrong.

There is no reason for a game to have these sorts of manipulation problems. Please put them on your list to fix. Soon.

And by the way, I did a new install for 1.218 and the game is still trying to save outside of the game directory the first time until I redirect it. I reported this way back around v1.1.

Thanks.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Khornish
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RE: Improvements to Ship ID and Army/Corps

Post by Khornish »

ORIGINAL: solops


2. Please simplify this process. How frustrating it is to accidentally put a protectorate's unit into a new corp or army and then find out you cannot get it out. Stop the game, go back to the last save and start again...aaargh! Either do not allow protectorate troops into "national" containers and vice versa, or treat them all as equal.

Backspace key will undo your commands, in reverse order of received. So, if you accidently place a unit in the wrong container, hit backspace until you are satisfied.
A third item popped up today. In detailed combat I accidentally put a leader into a fortress unit. He became permanently unavailable. Forever. This is wrong.

How exactly was the leader unavailable? Mouse over the garrison, hit "E" and the unit will cycle up for orders at the appropriate time. When that happens you can move the leader attached.

Or, did you already do this and find that the leader wouldn't reattach elsewhere once the garrison was active?
And by the way, I did a new install for 1.218 and the game is still trying to save outside of the game directory the first time until I redirect it. I reported this way back around v1.1.

I've not had this problem at all for any of my games.

solops
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RE: Improvements to Ship ID and Army/Corps

Post by solops »

ORIGINAL: Khornish


Backspace key will undo your commands, in reverse order of received. So, if you accidently place a unit in the wrong container, hit backspace until you are satisfied.

No joy if you don't discover the problem until later.
ORIGINAL: Khornish
Mouse over the garrison, hit "E" and the unit will cycle up for orders at the appropriate time. When that happens you can move the leader attached.

Never heard of this. I'll give it a try.



All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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ericbabe
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RE: Improvements to Ship ID and Army/Corps

Post by ericbabe »

Protectorates' divisions should be able to be separated from non-protectorate containers (but not from protectorate containers). There is a reason to keep protectorate divisions locked into protectorate containers.

I did notice the "interesting detailed combat option" in one of my recent battles: you can move your general to an ally's unit. That general will help the allied unit normally, but naturally the (AI controlled...) ally won't give you your general back for the rest of the battle. I'm not sure whether to make this illegal or not -- in my case it was an Austrian general helping out with a Russian artillery, and I thought his presence there was very advantageous... on the other hand, I'm not sure the Russians really wanted the Austrians butting-in on their artillery command.

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solops
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RE: Improvements to Ship ID and Army/Corps

Post by solops »

ORIGINAL: ericbabe

Protectorates' divisions should be able to be separated from non-protectorate containers (but not from protectorate containers). There is a reason to keep protectorate divisions locked into protectorate containers.

This is NOT the case for the units produced in the Turkish Egyptian and Syrian protectorates when moved into the Balkans and put into new Turkish corps produced in Serbia. I trashed two brand new corps with protectorate troops that could not be replaced later. Identifying the suckers is not easy if you are flying along and don't take the time to check every unit twice, once on the map and onnce at the bottom of the screen. I am almost positive that they also were "stuck" when inserted into any of the armies starting the game in Constantinople.

However, "pure" Turkish units could be moved in and out as desired.

Eric, I would be happy to provide a saved game. I think I still have one from that time period.

Whatever its historical justification, the desire to keep protectorate divisions locked into protectorate containers has created a micromanagement nightmare as currently implemented.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
carburo
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RE: Improvements to Ship ID and Army/Corps

Post by carburo »

Eric, I have a minor question regarding this.

First, I can detach any protectorate unit by simply ordering it to go to a city. After it leaves the container I can redirect it to wherever I want. So, the locked policy has a loophole, and thanks for that.

Second, there are some protectorate units that simply refuse to accept reinforcements under some circumstances. The Baden and Wurtemberg infantries come to mind. If I put them into the Bavarian Army, and them send the Army to Munich to get reinforced, no matter how many months I keep it there, properly Bavarian units get reinforced, but the other (Baden, Wurtemberg, Hesse, etc.) stay at their initial level of strength. Now, technically I wouldn’t be able to detach them, so how could I reinforce them if not for the loophole? I know placing the army in supply can reinforce the units with my recruits, but I refuse to put French soldiers in a German unit, the language barrier being insurmountable.
carburo
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RE: Improvements to Ship ID and Army/Corps

Post by carburo »

ORIGINAL: ericbabe

Protectorates' divisions should be able to be separated from non-protectorate containers (but not from protectorate containers). There is a reason to keep protectorate divisions locked into protectorate containers.

Eric, I have a minor question regarding this.

First, I can detach any protectorate unit by simply ordering it to go to a city. After it leaves the container I can redirect it to wherever I want. So, the locked policy has a loophole, and thanks for that.

Second, there are some protectorate units that simply refuse to accept reinforcements under some circumstances. The Baden and Wurtemberg infantries come to mind. If I put them into the Bavarian Army, and them send the Army to Munich to get reinforced, no matter how many months I keep it there, properly Bavarian units get reinforced, but the other (Baden, Wurtemberg, Hesse, etc.) stay at their initial level of strength. Now, technically I wouldn’t be able to detach them, so how could I reinforce them if not for the loophole? I know placing the army in supply can reinforce the units with my recruits, but I refuse to put French soldiers in a German unit, the language barrier being insurmountable.
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ericbabe
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RE: Improvements to Ship ID and Army/Corps

Post by ericbabe »

I'll look into the protectorate unit problem as Turkey; I don't think a save file will be necessary.

I'll consider dropping the rule for a future patch.
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solops
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RE: Improvements to Ship ID and Army/Corps

Post by solops »

ORIGINAL: ericbabe

I'll look into the protectorate unit problem as Turkey; I don't think a save file will be necessary.

I'll consider dropping the rule for a future patch.


Thank you. It may not be something to rush into, but the issue needs to be addressed in some fashion.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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