Embraking units
Moderators: Slitherine Core, The Lordz
Embraking units
Another beginners question. I'm trying to embark units but I can't seem to get it done. I click on the unit in a port and then on the sea hex with a anchor. An arrow appears just like during the regular movement, then I click on the sea hex again but nothing happens. How should it be done?
Thanks
Thanks
Mickey Mouse
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Re: Embraking units
it needs to be in city with port, there u can embarkivanov wrote:Another beginners question. I'm trying to embark units but I can't seem to get it done. I click on the unit in a port and then on the sea hex with a anchor. An arrow appears just like during the regular movement, then I click on the sea hex again but nothing happens. How should it be done?
Thanks
disembark is possible anywhere, surface ships can fully supply coastal hexes like moving capitals
Last edited by nehi on Sun Mar 26, 2017 1:44 pm, edited 1 time in total.
Re: Embraking units
I do have the unit in a port and there are spare nation's transport capacity points. I'm assuming that to embark one unit, one TC point is sufficient? So I'm clicking on the sea hex, but nothing happens.nehi wrote: it needs to be in city with port, there u can embark
disembark is possible anywhere, surfrace ships can fully supply coastal hexes like moving capitals
Mickey Mouse
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\m/ \m/
Re: Embraking units
of course, i forgot that, as i tought u havent embark any unit, 1 point is needed (and enough) to embark (no matter which kind) unitivanov wrote:I do have the unit in a port and there are spare nation's transport capacity points. I'm assuming that to embark one unit, one TC point is sufficient? So I'm clicking on the sea hex, but nothing happens.nehi wrote: it needs to be in city with port, there u can embark
disembark is possible anywhere, surfrace ships can fully supply coastal hexes like moving capitals
disembarked give back point, which is available in next turn to embark next unit
Re: Embraking units
OK, I think I know what the problem was. I was trying to embark small garrisons and they don't have enough movement points for that.
Mickey Mouse
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Re: Embraking units
small garrisons are just city garrisons, not designed for much movings, escpecially amphibiousivanov wrote:OK, I think I know what the problem was. I was trying to embark small garrisons and they don't have enough movement points for that.
Re: Embraking units
nehi wrote:small garrisons are just city garrisons, not designed for much movings, escpecially amphibiousivanov wrote:OK, I think I know what the problem was. I was trying to embark small garrisons and they don't have enough movement points for that.
I suppose so but I was just testing the mechanics of embarking. The manual doesn't specify that there're some units that cannot be embarked.
Mickey Mouse
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Re: Embraking units
manual is to former version/s, small garrisons are one of later pointless improvements trying to help aiivanov wrote:I suppose so but I was just testing the mechanics of embarking. The manual doesn't specify that there're some units that cannot be embarked.
i guess manual is far from some current ingame mechanics, like morale drops
Re: Embraking units
Is there any up to date resource with the list of the current mechanics and changes?nehi wrote:
manual is to former version/s, small garrisons are one of later pointless improvements trying to help ai
i guess manual is far from some current ingame mechanics, like morale drops
Mickey Mouse
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Re: Embraking units
yes, hes called robotronivanov wrote:Is there any up to date resource with the list of the current mechanics and changes?
Re: Embraking units
@nehi: how flattering, but besides the aforementioned introduction of Small Garrisons nothing comes to my mind right now.
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Re: Embraking units
droping morale is completely different, i remember in 1.5x i had like to anihilate any nation to force em to surrender, in 1.6x its just like piece of cakeRobotron wrote:@nehi: how flattering, but besides the aforementioned introduction of Small Garrisons nothing comes to my mind right now.
some units have different stats, building time, cost of refilling (huge difference)... upkeep for every single unit, dont except small garrison
Re: Embraking units
@nehi: you seem to have a great knowledge about the game's various iterations. So if you have any concrete numbers of values that were changed, feel free to post a comprehensive list up to V1.6.6.
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Re: Embraking units
i know just what i need to know, precisely, just suspect more than exactly know...Robotron wrote:@nehi: you seem to have a great knowledge about the game's various iterations. So if you have any concrete numbers of values that were changed, feel free to post a comprehensive list up to V1.6.6.
whatsnew.pdf in game directory
there are noticed changes, even faulty ones, like 60 turns in 1918 scenario
Re: Embraking units
Since you're explaining me stuff;) I've noticed that some of the possible movement hexes of units with commanders attached, are indicated with red stripes, instead of white dots. What does it mean?
Mickey Mouse
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Re: Embraking units
these hexes are under influence of some commander, in 1.6x any commander has reach of 2ivanov wrote:Since you're explaining me stuff;) I've noticed that some of the possible movement hexes of units with commanders attached, are indicated with red stripes, instead of white dots. What does it mean?
influences dont stack
red stripes are for cp, green for entente
Re: Embraking units
Thanks, for the info! There's no mention about it in the manual.nehi wrote:
these hexes are under influence of some commander, in 1.6x any commander has reach of 2
influences dont stack
red stripes are for cp, green for entente
Is there any way to highlight the supply that the particular hexes provide or you just have to follow the general guidelines of not venturing too far from the supply sources?
Mickey Mouse
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\m/ \m/
Re: Embraking units
i dont know any, but usually when there is some connection to capital, its fully suppliedivanov wrote:Is there any way to highlight the supply that the particular hexes provide or you just have to follow the general guidelines of not venturing too far from the supply sources?
sometemies when ottomans lose one capital, even units connected to the second one are just half supplied, cause are too far (but its only situtation it happened to me in mp games)
minor/fortress is able to provide just half supply
surface ships fully suply nearby costal hexes, but once unit go deeper inland or not just nearby to any surface ship, its completely out of supply when there is no connection to any city