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 Post subject: New patches released...
PostPosted: Fri Nov 09, 2001 6:25 pm 
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Joined: Tue May 22, 2001 8:49 pm
Posts: 734
Location: USA
...the new versions for 1776 & 1812 are now availible on the HPS site. Both players must upgrade at the same time to prevent errors in PBEM games.

These patches include a fix for the opportunity fire (defensive fire) of units, to where they will only fire once per action.

For example: Your unit "A" is moving, and triggers a response from unit "B". Unit "B" will fire once, only. If unit "A" moves again this can trigger another response from "B", but no longer will unit "B" fire 2 or more times per action.

Regards,

Rich

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Maj. Hamilton, New York Militia, Secretary of War - CCC
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PostPosted: Sat Nov 10, 2001 12:33 am 
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That's just great. Won't save me at Bladensburg, though. <img src=icon_smile_sad.gif border=0 align=middle> What about fixing the fact that artillery can fire endlessly during defensive phase? Two guns terrorizing an entire army moving by, without depleting the own ammo supply of course?

<font color=red>Capt. Walter
4th Regiment "King's Own"
AdC, Royal North American Corps of 1812</font id=red>


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PostPosted: Sat Nov 10, 2001 7:29 am 
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<img src=icon_smile_approve.gif border=0 align=middle>

<b><font color=red>Ernie Sands
Col, 3rd East Kent,CCC
LtCol,1 Konig,VIII,AdR
BG,CO XXIII Corps AoO
President, Colonial Camp Club
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Pvt B Co, 3/3-MBC </b></font id=red>


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PostPosted: Sat Nov 10, 2001 8:26 am 
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Joined: Sun Jun 17, 2001 4:21 pm
Posts: 144
Location: United Kingdom
So, for each action a unit makes, an enemy unit can now only fire defensively once?

Is it possible to alter the frequency of defensive fire, for instance when designing a new scenario? Can defensive fire frequency be set differently for rife- & musket-armed units?

Cpl. Rich White
28th North Glos Rgt
Right Wing, British Army 1776


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PostPosted: Sat Nov 10, 2001 8:34 am 
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"So, for each action a unit makes, an enemy unit can now only fire defensively once?"

Correct, each enemy unit can fire only once. That's not to say more than one enemy unit may be triggered though.

"Is it possible to alter the frequency of defensive fire, for instance when designing a new scenario? Can defensive fire frequency be set differently for rife- & musket-armed units?"

No, it sure isn't. This stuff is hard coded into the engine.

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PostPosted: Sat Nov 10, 2001 10:46 am 
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Joined: Tue May 22, 2001 6:38 pm
Posts: 1414
Location: Broken Arrow, OK, USA
I have two copies of each game set up. One with the patch, one without it.

After my current on going games without the patch, I will delete that copy.

Cpt. Al Amos
1st U.S. Dragoons 1812-R

[url="http://www.angelfire.com/ok4/amos/CCC/1812regulars.htm"]<img src="http://www.angelfire.com/ok4/amos/CCC/chippewa_s.gif " border=0>[/url]


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PostPosted: Mon Nov 12, 2001 12:28 pm 
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The links to the help and doc patches for 1812 are no fixed.

Rich

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PostPosted: Mon Nov 12, 2001 12:48 pm 
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Joined: Sat May 26, 2001 9:42 am
Posts: 410
Location: USA
I loaded the new patch and tested the defensive fire out. One company was fired at three times by the same unit within one movement turn. Perhaps that feature is not working yet? I also see some reference to boats in the command menu, but nothing in the help file. I did not try out the 1812 patch.

Larry Davis
Captain of
His Royal Majesty's
64th regiment of Foot
on the CCC


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PostPosted: Mon Nov 12, 2001 1:02 pm 
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Larry,

Do you have a file you can send me with a reply of that instance? I have not been able to replicate that.

Rich

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PostPosted: Mon Nov 12, 2001 5:06 pm 
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Larry,

Did you move one hex or multiple hexes? I understand that A unit can move triggering the fire of B. If A moves again, B can then fire on it in the same phase.

Perhaps you shouldn't look at it as three separate events but as the sum total. If you lose 3 men while marching across the field of fire, you could think of the 3 man loss as the result of one well aimed/timed volley.

BTW I agree that there really should be a way to slow rifle fire down.

Lt. Mike Cox
New Jersey Militia
(1st Hunterdon Cty)
AdC American Army

Edited by - Mike Cox on 11/12/2001 22:07:51


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PostPosted: Tue Nov 13, 2001 1:50 am 
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Mike descibed the situation I experienced. My unit was fired at multiple times by one company, but only when I moved it to another hex.

Larry Davis
Captain of
His Royal Majesty's
64th regiment of Foot
on the CCC


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PostPosted: Tue Nov 13, 2001 2:03 am 
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Larry,

Then that is as designed. The limitation comes in only for one particular instance. There were occurances of a action taking place by A, and then B firing multiple times for just that one action.

This fix should make the single phase play more acceptible, I think.

Rich

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PostPosted: Tue Nov 13, 2001 2:10 am 
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I went to test it for myself. I had the same problem as Larry. Just Curious, why can't the company that fires only fire twice in the turn. Regardless, moving in different hexes.


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PostPosted: Tue Nov 13, 2001 2:13 am 
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Because that opens all sorts of doors for players to be able to "play the system". Using "junk" units to suck up the fire from the enemy units, then to move their "good" units where they want.

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PostPosted: Thu Nov 15, 2001 4:58 pm 
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Guys, a revised version of the patches is now on the HPS site. There was a problem with the campaign part in the original "new" patches.

Rich

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Lt. Col. Hamilton, New York Militia</HTML>


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