Just make the game stable again...
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Just make the game stable again...
This is a problem not so much because the inherent usefulness of guerrilla tactics, as you put it, but because the AI is awful at it. They send their army piecemail, often having units march perpendicular to your battlelines to reach cavalry at the flanks, resulting in absurdly high casualties.
3 admirals for the price of 1:
This has happened three times now, twice as GB and once as France. I have a fleet in port, click on one of the ships and then the recruit admiral button to the right - wham! I get 3 admirals for the price of one?!!! Roughly the same age and stats though. Has this happened to anyone else?
It really bugs me that when I´m playing either one of the three, GB FRA or SPA, the other two unifies with their colonial protectorates without meeting the requirements for doing so and this even fairly quickly into the game. This takes away the possibility to declare war on their protectorates without getting into a massive war with all of their allies.
Further, I'm not sure if this is a 'bug', but the 'feature' of enemy armies retreating INTO your lands is quite annoying. When you trounce an enemy, only to have a single unit of provincial cavalry run off and start burning down your farms it can be quite annoying, especially when you have to dispatch some of your own precious cavalry to chase them down...only to have some of them survive and retreat again (in extreme cases).
The obvious solution, of course, is to not let any enemies leave the battlefield alive, but it's not always possible to chase down every router, sad as it is to say :sadg:
I'd like my sound to work. Like, have the sounds play when my units shoot, not seconds afterwards.
What about when the AI offers u trade and a small sum of money just to revoke the deal the very next turn just to offer u trade and cash again, again and again? Maybee same bug as the swapping of provinces? "Hey, u give me A and u get B! Next turn: Hey, give me B and I give u A"?
This has been mentioned regarding dragoons but my Deli horsemen doesn´t seem to reload. Whats the point of having cavalry with rifles if they can´t reload or even fire while riding, huh!?
It would certainly be nice for cavalry to reload, and to change an admiral's flagship more easily.
I'd also like to see the enemy more willing to get into proper shootouts, as befits the era's style of warfare.
Obviously, I want the stupid "territory swap" offers to be less frequent, less repetitive, and less rubbish.
Not to mention wanting to have more control over the development of royals / ministers and their acquisition of traits. After all, the faction leader is the closest thing the player has to an in-game character. It's a shame the player so often has to be represented by a crazy, evil, inbred moron.....
Most of all, though, I'd like the next patch to make more factions playable. Even if it's only Portugal, Denmark, The Iriqouis, The Mughals and The Cherokee.
CA's response in fixing this game's problems has been, I think, fairly impressive so far, but there's still a long way to go before this game's anywhere near what it should be. I gather that lots of players are still having technical issues, which I've fortunately avoided most of. However if these bugs are still as rampant as many posts here and elsewhere would seem to suggest, then fixing those should of course continue to take priority.
There's no reason why CA shouldn't give us some more of the aesthetic goodies though.....
Spoiler Alert, click show to read:
One also needs to consider that the Age of the Rifle did not truly begin until the latter parts of the Napoleonic Wars. Although the smoothbore musket was the bread and butter of standard armies of the time round munitions were not as accurate as more standard "bullet" shaped munitions (The minie ball comes to mind), the ability to mass produce rifled barrels, and cartridged munitions systems. During the timeperiod depicted (1700-1799) engagements were still decided with cold steel, be that a calvary man's sabre, or a line of bayonets.
Armies of the time period depicting in ETW depended on mass fire for any effect, and needed to react to, or partake in, the eventual charge.
The Age of Rifles refers to a time period which began with the invention of the minie ball and ended with the Russo-Japanese war. It's referred to as the age of rifles because at the time a mass of armed men firing downfield was the centerpiece of the battlefield, the bayonet charge and the use of calvary declined considerably as the accuracy of said fire was considerably improved over the technologies in use 100-150 years ago.
Additionally I think the melee messes that result in gameplay are accurately depicted.
Naf
Wow. Simply wow.
I now know something that must be fixed. I was playing as Sweden and built a fortification in Texas. I got attacked by enemies several times, them trying to take my fort. The fort was that of an artillery type. Hardly movable. But still. Every time I entered the battlefield to fend of the invaders, wouldnt you guess it, the terrain never looked the same. Some times my fort was up on a hill, other times it was in the midst of a forrest. The fort got moved around quite a lot. Apparently. NOT FUNNY TO ME.
Maybe it's like Howl's Moving Castle. Except Swedish. And in Texas.
Agree to the points mentioned so far.
Two things that I find especially "funny":
Diplomacy: Sometimes very weird, especially when to Moguls ask you repeatedly to trade East Prussia for technology. :idea2:
Battles: Native American warriors fighting in rank and file and outgunning British infantry in open battle. :dizzy2:
I dream of the day the AI will keep formations. I think that would be both harder and more challenging to play.
What really bugs me is the AI´s obsession with chasing cavalry around. Last night I had 1 cannon, 4 lines and 2 cavs and I was able to use my cavs as bait eventually routing the entire 17-18 units AI army.
I am sure it has gotten a mention but unloading troops and agents in ports is not working properly.
I have never gotten it to work. They never get of the darn boats. You get the screen. You can get them onto ships but you can’t get them off unless you already have troops in the port.
You have to click on the 'disembark' button....
It seems that the problems with froozen Indiamen is temporary. Yesterday I found out that waiting a couple of turns will "unfreeze" them. I played some 30 years and this happened 5 or 6 times so it can´t be permanent.
At least on my machine this doesn’t work!
I get the screen and they are already shown as disembarked when I do, but when you go back to the map they are still on the ship.
Like I have said it may work for armies if there are unloaded troops already in the port, but otherwise they just stay loaded.
As to the trade ships, I have seen that too. But you still don’t get the problem if you always move off the pip when ever you do something to the fleet.
I move off and back on even if I just click them to have a look.
I will give it a try, but that is not working properly if it is the case.
Also the Land Battles Failing to Load completely!
I have noticed that it has been Location Specific on a couple of occasions. I can’t fight here, but I can fight over there.
I don’t know why! I don’t think it is a weakness of my system! I just would like to know it was addressed!
To clarify further, u have to mark all units and then click on the arrows in between the boxes and watch them all move from the left to the right box. Sometimes the easiest thing can get very difficult.:dizzy2: Just last week I accedently learned that I could jump with my ships from any theater to anyone in the world. Before I went in order like: Europe, Ivory Coast and finally to my destination India. How stupid I felt when I realized I didn´t have to do that :shame:
Slaists posted this in another thread. PseRQuote:
In the current state of the game, as far as fort wall defense is considered, the following holds: 1. the wooden fort is the BEST for wall defense; cannons are deadly so is rifle fire from the walls. 2. the gun fort is the second best, but worse than the wood fort; player units seem to start to fire when the enemy is at much closer range than in the case of the wood fort; accuracy is worse. 3. the star fort is the WORST for wall defense; player's units fire cannons only at point blank range with almost zero efficiency; rifle fire from the high walls almost always misses the enemy. So, this progression leads me to suspect, the walls as coded into the game now are too high for the current rifle range, which is pretty short... The vertical distance of the units from the top of those huge skyscraper walls almost matches the usual 'aiming distance' on flat ground.