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Transferring between groups .....
#21
The artifact left behind goes to your capital? Just a guess.
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#22
(06-20-2013, 12:05 AM)Jumbie Wrote: If I have 2 artifacts in a patrol and I transfer all the figures and 1 artifact out of that patrol into another group using order 701, what happens to the artifact left behind?

Also, this situation occurs to me because there's no combine groups option before movement. There's a combine after movement and a late combine as well. It seems odd that there's no early combine of groups before movement.

The combine before movement just happens the turn before. It just makes you think ahead. Military actions require a lot of focus to pull off right. This makes sense. Coordinating troop movements was always problematic in war
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#23
Yeah, but the combine after movement costs money just like all the other transfer orders that occur after movement.

I've got no problem with that since there's the idea of troops hurriedly getting organized after a rough journey.

But organizing before travel is cost free in the game and they have troop transfers and detachment creation etc before movement that same turn, so it seems like there should be a combine groups order for before movement too.

To address your statement that the combine can take place the turn before, there are circumstances, e.g. combat, investigating sightings etc where you might not want to combine groups at the end of a turn but will want to combine them after the combat to move off together.
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#24
Originally there was just the 700, 701, 702 and 740 orders available for transer/combine.
This required planning and created limited flexibility that was felt to mimic some of the 'real-life' elements around managing what can be complex militaries.
Responding to player demand, additional orders were created to provide greater flexibility but at added cost to again simulate 'real life' restrictions. It seems most players agree with that concept.
I don't expect that we'll spend any time increasing the flexibility with additional order options to retain that planning requirement.

Cipher
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#25
I remember something about transfer figures or troops could not inactivate the group.

If I want to transfer a lone figure that is I a group my himself to another group at the same location, does that work?

701 2gi 4gi h - - -

Or 700 2gi 4gi VE 1 - -

Either causing the 2 GI to be inactive.

Iriani
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#26
I remembered the same, back in the old days, but you can now inactivate a group via transfers (I've done it with both 700 and 701).
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#27
(10-16-2013, 04:13 PM)HeadHoncho Wrote: I remembered the same, back in the old days, but you can now inactivate a group via transfers (I've done it with both 700 and 701).

Thanks. There are several unwritten rules of game play I have floating around in my head. I had to learn them by trial, error and bugging Phil till he told me the rules.

I even thought of digging out my old manuals out.

Iriani
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#28
I did look thru the threads and did not see an answer to something. So what is the best way to move your two wizards from an active group to an inactive group? is it 699 then 701? once activated by 699, switch to 701? or is it 699 then 699? i have a vague memory of a 701 order failing once in this situation because not the right order.
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#29
699 and 701 would be the way with the fewest orders required.
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#30
The only thing that irks me about transfers as they stand now is the fact that you can't xfer more than one leader and 1 wizard at a time. Would be nice if you could move, say, 3 figures of either type...force players to go by the first 2 letters of the name, and have them all unique. But at this point almost certainly not worth the trouble of coding it!

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