12-20-2006, 12:01 AM,
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fluidwill
2nd Lieutenant
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Posts: 349
Joined: Nov 2002
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Digging in, a TOAW III "improvement" ?
It seems to me that units no longer gain in entrenchment status turn by turn i.e if left in D they will (of their own accord and with no further instruction from you) continue to improve their positions and move through E to F...or at least thats what they USED to do, now it seems they just sit around drinking beer and chasing women. Anyone else noticed this ?
Please tell me I dont have to individually visit each of my units every turn and tell them to dig in more....
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12-20-2006, 02:45 AM,
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Bidermann
Captain
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Posts: 471
Joined: Aug 2003
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RE: Digging in, a TOAW III "improvement" ?
Yes you are correct, in that you have to click on units each turn to tell them to carry on digging in.
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12-26-2006, 08:19 PM,
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fluidwill
2nd Lieutenant
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Posts: 349
Joined: Nov 2002
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RE: Digging in, a TOAW III "improvement" ?
The word from on high is it'll get fixed/patched in due course, till then dig them in manually every turn.
"In PBEM games, that is unfortunately true, and is an unintended consequence of the way the we zero out the movement points on all units as the game closes after the end of the turn. In hotseat, or player vs PO games, that is not the case. I'll ask Ralph to look at the code and see if we can work around that, and restore the feature to PBEM games. Thanks for catching that!"
rest of the thread is here
http://www.xtreme-gamer.com/forums/opera...ent-2.html
Just my impression but I think if you miss a turn or whatever it appears a unit that has been stationary for a while digs in faster when you do dig it in.
Hotkey "D" VERY useful now (digs in and moves to next unit)
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05-13-2007, 12:30 AM,
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alpha
Technical Sergeant
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Posts: 102
Joined: Nov 2002
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RE: Digging in, a TOAW III "improvement" ?
Q: Does digging in also lower the combat power of defending units ?
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05-13-2007, 01:20 AM,
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Currahee
Moderator
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Posts: 449
Joined: May 2001
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RE: Digging in, a TOAW III "improvement" ?
Digging in doesn't lower combat power of defending units; but with you dig in manually, of course, it uses up your remaining movement points.
I think it's still necessary to manually dig-in, unless you're sure to end the turn with remaining movement points, because I believe auto-dig-in still won't happen for units with zero movement points; this would seem to include units set on "reserve"; although they may have movement points, they can't move (until they "activate", usually on a specified turn); and they don't seem to dig-in automatically each turn, even if on "d". But most prominently, it would apply to Player 1 units which you might wish to dig-in before Player 2's turn commences (all auto-dig-in is done at the end of Player 2's turn); and would apply to Player 1 or 2, where your combat uses up all units' movement points at the end of your turn; ie, you don't finish the turn with any movement points left over.
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05-05-2008, 01:43 PM,
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Tanker
Banned
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Posts: 207
Joined: Jan 2006
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RE: Digging in, a TOAW III "improvement" ?
Has auto dig in been restored in the latest patch?
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05-06-2008, 01:51 AM,
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Tanker
Banned
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Posts: 207
Joined: Jan 2006
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RE: Digging in, a TOAW III "improvement" ?
Currahee, I thought it was important to dig in the Arty at the end of each round so that they could apply 50% of their strength to the defense.
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