View Full Version : PO Transports
I am having trouble getting the PO to transport units all the way to port. Terrain is not an issue here as there is a clear path from port to port.
What the PO does is send the units half-way then stop. Next turn these units have disembarked (low tide?) and are now stuck in place in the middle of the ocean.
Whats wrong?
The only then I can think of is you might of left some land terrain underneath the ocean by accident. Also double check the objective tracks and make sure they are correct.
Ben Turner
12 Dec 02, 19:48
I think Curt Chambers had this same problem in his Blitzkrieg scenario. IIRC his solution involved simplifying the route... though in the end I think he just cut out the possibility of PO sealift and put in an event to give the PO a supply bonus or something.
the TOAW path finding algorithm seems sometimes to choose strange ways from point A to B. Example rail movement (take a big map to check, say DNO): if from one hex two different railways leave in a 60° angle TOAW seems to be unable to find its way and the player hase to guide its railroad units manually across this bottleneck. Or it chooses an alternative way that eats up a lot more movement points.
Same for sea movement, instead of trying to sail in a straight line the path finding algorhithm seems to prefer to sail along the coastline, wasting movementpoints. In DNO try to move reinforcements from the Sea of Azov and watch the vessels path east of Sevastopol.
I know what you mean, it used to be that all the transport would stop when they moved next to an nme occupied port. Now they stop in the middle of the ocean. They are 5+ hexes away from the nearest land.
I'm thinking that I have too many units sharing Obj 1 and the PO stops the transports about halfway to their obj 1 because obj 1 is already full of friendlies. But why move them about halfway? Why not move next to the port (obj 1) and stop there...at least they can then unload when there is room.
Also, why I am talking to you learned types...
The PO handles a turn 1 para drop just fine. However, I don't want to have the same turn 1 para drop each and every game. I would like to have a 2nd location, just to keep things fresh. I know squat about the Force 1/2 track...will this event allow me what I want?
Ben Turner
13 Dec 02, 04:40
Originally posted by SkyVon
The PO handles a turn 1 para drop just fine. However, I don't want to have the same turn 1 para drop each and every game. I would like to have a 2nd location, just to keep things fresh. I know squat about the Force 1/2 track...will this event allow me what I want?
Should do- assuming you can get them to change Objectives before they make the landing.
RhinoBones
13 Dec 02, 17:29
Originally posted by SkyVon
The PO handles a turn 1 para drop just fine. However, I don't want to have the same turn 1 para drop each and every game. I would like to have a 2nd location, just to keep things fresh. I know squat about the Force 1/2 track...will this event allow me what I want?
Random deployment and force tracks are two very different animals.
You can make the paratroop deployment variable by using two events, and two paratroop forces. On turn 1 Force A has a 50% possibility of deployment, Force B has an Event Cancel probability of 100% which is only triggered if Force A does not deploy.
You will also need to go into the force deployment editor and set the event trigger for the two forces.
If you still have the LotR scenario, look at events 383 thru 388 for an example. These are the events for the six possible Fellowship starting locations.
Events 9 thru 14 provide an example for randomizing the three possible objective tracks.
Regards, Stevo
vBulletin® v3.7.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.