Better yet (you're UP anyway): capture the pirate regions and kill them off.
Better yet (you're UP anyway): capture the pirate regions and kill them off.
Ancestry: Turkish & Irish. Guess my favorite factions!
well, this exact bug occured in my game as france!
i rushed to get some tradespots in the trade theatres and all of a sudden, when i tried to reinforce one of those tradefleet with 2 more indiaman, the trade income stopped to flow from that point and the reinforcing fleet was not movable anymore.
i could, however, move the single ship that was on the spot before and move it back in would yield 1 ship income, the other 2 ships were lost in oblivion i guess ...
happens near the province of New York often too, when you violently remove an occupying fleet from your port near there, it just sits near the coast and is not attackable or otherwise interaktive ...
strange thing, CA should look into i guess ...
hahnholio: if you want to add more ships to a trade spot, you must move the current fleet out of the tradespot(not theatre mind you, just the spot), merge them, and then move them back on. otherwise you will recieve no income and will have to scupper them.
i found this out after i had 8 Dhows on a trade spot...........
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I am an Unstoppable Force, an Immovable Object
Thats actually what I did in the end.
I tried Slaists idea but they just ignored the juicy little trade ship I placed under their noses. Attacking the Maratha Confederacy was not really an option, apart from it being blatant gamey behaviour, the Mathatha Confederacy happen to have a hell of a lot of ships dotted all along my trade routes. Attacking them would have meant instant bankrupcy, and no money to pay them off.
@hahnholio: Yep! had that happen to me too, as John says it's a known bug. You just have to remember to move your entire stack of trade ships off the trade port before adding or removing ships and then move them back as a new stack. I lost two two ships that way early in the campaign as the only solution is to scupper them to free up the port.
Last edited by Didz; 04-28-2009 at 13:54.
Didz
Fortis balore et armis
This is a bug I've had happen to myself as the British. Basically, two fleets are occupying the same spot on the map and therefore completely blocking each other and preventing them from moving. Happened to me very early in the game when I moved my entire atlantic fleet through brazil and they got "caught" on a UP fleet. That's it: game over for the fleet.
Needs fixing - let's hop it (and more) gets fixed tonight with teh release of the patch![]()
Isn't it funny how people trash God and then wonder why the world's going to hell?
Had it happen once in the Med {Was Prussian Ships hiding behind my best {and 2nd longest term} trade partner .
They can actually be attacked , but it takes ages to get a lock {the flags do keep fluttereing and sooner or later , you'll get a brief window of opportunity that you fast enough to grab} . It did take me a good number of minutes of constant trying {and a coffee break to avoid losing temper} before I got the buggers .
Just keep moving the cursor over them and trying until you get it .
Last edited by Mr Frost; 04-28-2009 at 22:22.
7 out of 10 people like me ,
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This sometimes happens with land units. I have seen it on land too.
Try scuppering them one at a time, then check your trade spot status. When I first made the mistake of adding to a fleet already on a trade spot I scuppered one ship at a time then checked for any flow of trade. After 2-3 ships were disbanded the partial fleet appeared on the trade screen again, so I didn't have to disband them all.
"He is no fool who gives what he cannot keep to gain that which he cannot lose." *Jim Elliot*
If you add a ship to a trade fleet in a spot, you should be able to move the fleet out and back to update the trade route. A few posts also mentioned that the trade route will be correctly updated at the end-of-turn.
The serious problem happens when you remove a ship from a trade fleet in a spot. I didn't try disbanding them one at a time, but having been forewarned, I made this mistake only once with a three-ship stack (I needed the fluyt in the stack to reinforce my naval stack in a fight, forgot the bug).
Last edited by anweRU; 04-29-2009 at 15:21.
Ancestry: Turkish & Irish. Guess my favorite factions!
I found after it happened to me that I couldn't get the trade fleet to move off the Trade Port at all. It literally had 'zero' movement potential, hence the need to scupper it.
Oh! and incidently, nor could I merge any more ships with it. It basically seemed locked, and all I coud do with it was select it and delete it.
Last edited by Didz; 04-29-2009 at 15:39.
Didz
Fortis balore et armis
That may be a relatively new bug then?
Ancestry: Turkish & Irish. Guess my favorite factions!
Well, in my experience usually, the AI is pretty dumb and goes for the bait, especially if the main fleet has been sufficiently removed 'from sight'. Maybe the AI inertness (and your inability to attack the pirate fleet) in your case it has something to do with ships getting 'stuck' in general in the trade theaters.
Here's another thing to consider: combine the main fleet with your trading fleet on the anchor spot and move the juicy bait as close as possible to the pirates. From the look of it, pirates attacking the bait should still drag the main fleet from the trade port.
Why I think this should work? The AI seemingly ignores the enemy ships sitting on the trade anchor spots...
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