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Detaching Units

Posted: Fri Aug 12, 2016 4:31 am
by georgerutherford1861
Hello everyone,

I am working to modify the original Evans brigade scenario. My end goal is to keep all of Burnside's regiments except the 2nd Rhode Island out of the fight until a given time, to recreate the confusion that led to the initial piecemeal commitment of Burnside's brigade. I thought that I could "detach" the regiments at the start of the scenario and then give "attach" orders when I wanted them to be available and have Burnside call them up to complete his brigade line.

The problem I am having is that the regiments only stay put for a certain period of time, then move forward a good 30 minutes prior to the time I set in the battlescript.

Is there a better set of commands I can use to get the effect I am looking for? If need be, I can attach my Excel battlescript file - it's still a bit rough, trying to get the other units to arrive on the field when I want them to.

Thanks!

Doug

Re: Detaching Units

Posted: Fri Aug 12, 2016 9:35 am
by RebBugler
Yeah, the AI doesn't see detached, it's just useful through user control or scripting that doesn't allow the AI to take over.

I think your best solution here is to use the hideunit and showunit commands, treat them just like reinforcements. Ahideunit for brigade and above...

Re: Detaching Units

Posted: Fri Aug 19, 2016 11:30 pm
by georgerutherford1861
RebBugler,

Sorry for the late response, but your suggestion worked like a charm! Now I can get the 2nd RI to be out there by their lonesome for a while before anyone else comes up.

Doug