Spandaver Aug 8, 2013 @ 1:13pm
Men leaving ships
Hi gamers! Today I've played some MotE after a long holiday... When I'm getting my men onboard it takes about 5 turns, as the game sayes it do. But when they've to leave the ship again the game sayes it would take about 5-6-7 turns, but then when the first day is over, the arrival date does also change a day later, it's like a circle, which ends 2-3 months later...? Is it a part of the game or a bug? Plz help!
Showing 1-12 of 12 comments
< >
Black Watch Aug 8, 2013 @ 5:55pm 
Yes would love to know about this also ,i,m a beginer
Spandaver Aug 9, 2013 @ 4:11am 
Well, I'm not a beginner, and I've played this game in about a half a year, and the first 4 months playtime the game didn't do this...
Spandaver Aug 9, 2013 @ 9:16am 
It's really ruining the game... ;-( This means I can't move men over the sea, because they'll all die of hunger and desiase before they reach there goal... What's wrong with the game?!
Black Watch Aug 9, 2013 @ 11:12am 
There is no more cash to be made from it now ,so they wont fix it .I love this game one of my fav,s and to see it now almost unplayable makes me very mad/sad .Go over to paradox forms and ask/beg/shout for it to be fixed ,and who knows they might just fix it.Thing is they are all to busy working on universalis 4.Tear rolls down cheek.PLZ if any one knows a way round this bug let us know,thx
Bunks Aug 9, 2013 @ 8:55pm 
The time it takes to unload from ships is around 72 days. I dont know how or why this was implemented but it broke the game IMO.

There is a file called the defines file. All you need to do is alter one line in it to fix this.
For example- The one line is called Unload speed.

Unload speed, increased it from 1 to 2- because 2 months to land troops from ships is just crazy. If you make it 3 it may work but then suprise invasions become hard to respond to.


Other tweaks I made was to increased naval attack max to 8. Now at least killing a British SOL is possible, not likely but if you outnumber them enough you at least can kill something.
Reduced Ship cature ratio from 1 to .5 - this was just a no brainer.

Made a few other tweaks but so far I am liking the results better now.
Spandaver Aug 10, 2013 @ 3:04am 
Bunks.
It looks like you fixed the little bug... But I got a little problem, cause I cant find the defines file. So maybe u could make a little guide how to find it and what I have to write where?
Bunks Aug 10, 2013 @ 6:00am 
Originally posted by Spandaver:
Bunks.
It looks like you fixed the little bug... But I got a little problem, cause I cant find the defines file. So maybe u could make a little guide how to find it and what I have to write where?

Sure

Just open your main Steam\steamapps\common\March of the Eagles\common folder.

You will see a LUA file labeled defines. Use any text like notepad to open it. The very first few lines will look like this.

NMilitary = {
ENTER_HOSTILE_MIN_MORALE = 0.4, -- The minimum amount of morale needed to enter a hostile province
TRANSPORT_CAPACITY = 5, -- Number of troops on one transport squadron
DOMINANCE_VICTORY_COUNT = 7, -- need this amount of objectives controlled by you or satellite for victory..

UNLOAD_COST_FRIENDLY = 24, -- cost for unloading armies to friendly coast.
UNLOAD_COST_ENEMY = 72, -- cost for unloading armies to hostile coast.
UNLOAD_SPEED = 1, -- speed at which all troops unload
EMBARK_COST = 10, -- cost for embarking, entering a port.

MOVEMENT_SPEED_SCALE = 12.0, -- scale of movement speed.
MOVEMENT_RETREAT_BONUS = 0.25,
BASE_FRONTAGE = 50, -- how many can be in one flank.

Where it says Unload speed, just change that value from 1 to anything you feel is needed. I use 2 and it seems ok, although 3 worked well too.

Now if you also would like naval combat a bit more deadly. Near the bottom of the same part under Nmilitary, you will see a line :
MAX_NAVAL_ATTACKERS = 5, -- Maximum number of ships targeting a single enemy

I changed this 5 to 8 and lowered morale of a breaking force slightly. So naval combat doesnt end so quickly while ships have little damage. But it works best if you have a force of 10+ ships that can jump a small fleet of British ships, because even though you will still lose the morale battle, you can overwhelme maybe 1 or 2 ships before that happens.
Last edited by Bunks; Aug 10, 2013 @ 6:08am
goobergrape Aug 12, 2013 @ 10:48am 
You rock. Thanks for the info.

I wish they would come out with a patch to undo their "upgrade".
BrennanTate Dec 26, 2013 @ 9:03am 
Frankly carefully check you landing units - the only way I have ever seen landings that slow is when garrison troops with speed 0.1 are in the landing force! doing that over open beaches is basically your own fault. Use field troops with a general with a decent manouver rating and aviod landing into combat. for landing garrison forces - take the port first then sail in directly for auro disembark. That is also the only "safe" way to land field forces into combat to.

Generally check where you are landing for its terrian types, roading level and weather / seasonal conditions to. If a province / tile is crap to move through it will be bad to land in or embark from unless you do so from "in port".

Working with Britain (and the ottomans etc) and whatchig the above steps I get quite large forces ashore in a few days, seldom more than a week. Those are quite reasonable times looking at historical examples. You are taking large numbers of people, horses (shudder) and guns / wagons (even worse than horses) to and from shore in "small boats" or by beaching the smaller ships!

On attrition while at sea, well the feect is very reasonable from an historical perspective. There are two ways to halt / reduce it. Make sure you have wagon / supply convoys in the army - as Britain I usually put 2 or even 3 - this does dekay the start of the effect. Best is to stage you transporting through friendly territory if you are going significant distances. Fore example to get into the Med I transport British armies to Portugal (depending on times and distances Porto in the North or the far southern province) sail into the port for auto disembark and for re-embarcation. Rest the army for a week or sometimes 2 and off again.

With care on gettig military access such staging is relatively straight forward over the great bulk of the map. It can be made to work as Britain with just 3 access agreements - Portugal (which you start with), Sicily - relatively simple to get, the last is Sweden and takes more effort and time. The only real area this leaves "blank" is the Black Sea and I have yet to get the Ottomans to grant any one military access (in more than 150 hrs playing). I do find getting Hanover restablished and then moving a decent garrison into its 1 fortress very helpful. A 4 plus brigade garrison with ships in the sea zone results in a siege that goes no where - I have had over 100K sieging Gibraltar (though with that size siege army I like to up the garrison at least another 2 brigades and put in a defensive factor general).
akoaih Mar 25, 2014 @ 7:02pm 
I have just started this game and have a related problem landing troops. In the tutorial, I am completely unable to disembark troops in The Netherlands. I've moved the ships to all the different sectors and the disembark button is never active.
BrennanTate Mar 26, 2014 @ 2:21am 
Unless you are in a friendly port it isn't active. You need to select the army on board the ships and when it is active right click on the adjacent land. Land not in a port takes time as troops move ashore like marching to simulate landing over beaches and very minor harbours that would only handle a few smaller vessels at a time.
akoaih Mar 26, 2014 @ 6:26pm 
That was it guys, thanks.
Showing 1-12 of 12 comments
< >
Per page: 15 30 50