units in objectives

Let's talk about the issues in converting the SOW engine to handle Waterloo. Ideas, suggestions, feature requests, comments.
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Pawsy_bear
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units in objectives

Post by Pawsy_bear »

Noticed that units in objectives, even under TC, have double time active so fatiguing themselves and then breaking. I have turned of double time but once unselected they then revert to double time?
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Little Powell
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Re: units in objectives

Post by Little Powell »

I think their must be some confusion here. There is nothing in the game to force a unit to be double quick when occupying an objective. I'm trying to go over several possible reasons here, and I can't think of one. Maybe you can grab a save game showing the issue, and I'll take a look. Saves are in Documents\Sowwl\Saved Games. Zip and email to matt at norbsoftdev dot com.
Pawsy_bear
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Re: units in objectives

Post by Pawsy_bear »

Have a look at 6/2e Grenadier Nassau-Usingen

I select turn off double time unselect
30 seconds later do the same and its double time again
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doubletime.zip
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Last edited by Pawsy_bear on Thu Jun 18, 2015 4:47 pm, edited 1 time in total.
Pawsy_bear
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Re: units in objectives

Post by Pawsy_bear »

hopefully that attachment worked
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Little Powell
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Re: units in objectives

Post by Little Powell »

Ok, I think this has to do with the fort, not the objective. There is something keeping that unit from stopping, might be the building, something else. I'll get the save for Norb to look at. Thanks.
AP514
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Re: units in objectives

Post by AP514 »

I also have noted this in the second scenario as the French..units get in between the 2 buildings and run at all times going no place
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