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August 12th, 2009, 02:08 AM
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Sergeant
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Join Date: Jan 2009
Posts: 223
Thanks: 7
Thanked 19 Times in 12 Posts
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Re: army orders
There's just one quirk:
Any units currently in the destination province appear in the army list, but do not appear on the placement grid. It's slightly annoying, because you have to do placement for guys moving in with y, then do placement for guys already in the province the normal way, unless you are especially good at moving around invisible boxes.
You can use this to place units being sent into a friendly province to reinforce the army already there, or to help with a break siege attempt for example, but you'll have to deal with the problem listed above.
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August 12th, 2009, 03:47 AM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
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Thanked 78 Times in 46 Posts
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Re: army orders
Quote:
Originally Posted by TheDemon
There's just one quirk:
Any units currently in the destination province appear in the army list, but do not appear on the placement grid. It's slightly annoying, because you have to do placement for guys moving in with y, then do placement for guys already in the province the normal way, unless you are especially good at moving around invisible boxes.
You can use this to place units being sent into a friendly province to reinforce the army already there, or to help with a break siege attempt for example, but you'll have to deal with the problem listed above.
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What helps in that case is to send both armies to a third province and set them up there. Doesn't work in sieges though.
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The Following 2 Users Say Thank You to Illuminated One For This Useful Post:
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August 12th, 2009, 03:52 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: army orders
Quote:
Originally Posted by Illuminated One
What helps in that case is to send both armies to a third province and set them up there. Doesn't work in sieges though.
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For extra fun, you can choose the 3rd province as one belonging to a nation you have a NAP with, and then forget to set your movement back to the intended province. Oh, the joys of diplomacy!
On a side note, perhaps insane commanders should be given more leeway to wander as they please? What padded walls can contain the crazed and tortured souls of dead gods?
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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August 12th, 2009, 04:05 AM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
Posts: 1,539
Thanks: 226
Thanked 296 Times in 136 Posts
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Re: army orders
Quote:
Originally Posted by vfb
Quote:
Originally Posted by Illuminated One
What helps in that case is to send both armies to a third province and set them up there. Doesn't work in sieges though.
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For extra fun, you can choose the 3rd province as one belonging to a nation you have a NAP with, and then forget to set your movement back to the intended province. Oh, the joys of diplomacy!
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I used to do this all the time, but stopped after one nasty diplo incident.
Instead, I now use empty 3rd provinces like Illuminated One suggested. Still have problems sometimes though, as many a time have I opened up a new turn file to find a load of my mages having a picnic in the middle of nowhere. "What the hell are all my mages doing in THAT province?" "Oh yeah, I sent them there for easy planning, and then forgot to tell them where I really wanted them to go" 
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