Embraking units

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ivanov
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Embraking units

Post by ivanov » Sat Mar 25, 2017 11:41 pm

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

nehi
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Re: Embraking units

Post by nehi » Sun Mar 26, 2017 6:35 am

ivanov 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
it needs to be in city with port, there u can embark

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.

ivanov
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Re: Embraking units

Post by ivanov » Sun Mar 26, 2017 10:49 am

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
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
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Re: Embraking units

Post by nehi » Sun Mar 26, 2017 1:43 pm

ivanov wrote:
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
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.
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) unit

disembarked give back point, which is available in next turn to embark next unit

ivanov
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Re: Embraking units

Post by ivanov » Sun Mar 26, 2017 3:15 pm

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.

nehi
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Re: Embraking units

Post by nehi » Sun Mar 26, 2017 3:44 pm

ivanov 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.
small garrisons are just city garrisons, not designed for much movings, escpecially amphibious :D

ivanov
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Re: Embraking units

Post by ivanov » Sun Mar 26, 2017 3:59 pm

nehi wrote:
ivanov 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.
small garrisons are just city garrisons, not designed for much movings, escpecially amphibious :D

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.

nehi
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Re: Embraking units

Post by nehi » Sun Mar 26, 2017 5:03 pm

ivanov 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.
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

ivanov
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Re: Embraking units

Post by ivanov » Sun Mar 26, 2017 9:27 pm

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
Is there any up to date resource with the list of the current mechanics and changes?

nehi
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Re: Embraking units

Post by nehi » Sun Mar 26, 2017 10:49 pm

ivanov wrote:Is there any up to date resource with the list of the current mechanics and changes?
yes, hes called robotron :lol:

Robotron
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Re: Embraking units

Post by Robotron » Mon Mar 27, 2017 2:28 pm

@nehi: how flattering, but besides the aforementioned introduction of Small Garrisons nothing comes to my mind right now.
"Potzblitz! Donnerwetter!" (Emperor Wilhelm II)

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http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

nehi
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Re: Embraking units

Post by nehi » Mon Mar 27, 2017 3:05 pm

Robotron wrote:@nehi: how flattering, but besides the aforementioned introduction of Small Garrisons nothing comes to my mind right now.
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 cake

some units have different stats, building time, cost of refilling (huge difference)... upkeep for every single unit, dont except small garrison

Robotron
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Re: Embraking units

Post by Robotron » Mon Mar 27, 2017 3:40 pm

@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. :mrgreen:
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Commander the Great War on steroids: POTZBLITZ mod!
http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

nehi
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Re: Embraking units

Post by nehi » Mon Mar 27, 2017 6:52 pm

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. :mrgreen:
i know just what i need to know, precisely, just suspect more than exactly know...

whatsnew.pdf in game directory

there are noticed changes, even faulty ones, like 60 turns in 1918 scenario :lol:

ivanov
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Re: Embraking units

Post by ivanov » Mon Mar 27, 2017 7:24 pm

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?

nehi
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Re: Embraking units

Post by nehi » Mon Mar 27, 2017 7:25 pm

ivanov 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?
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

ivanov
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Re: Embraking units

Post by ivanov » Mon Mar 27, 2017 8:35 pm

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
Thanks, for the info! There's no mention about it in the manual.

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?

nehi
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Re: Embraking units

Post by nehi » Tue Mar 28, 2017 6:29 am

ivanov 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?
i dont know any, but usually when there is some connection to capital, its fully supplied

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

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