Boris Balaban Posted September 26, 2009 Share Posted September 26, 2009 It seems that when I chose to land my troops that the transport is in the correct spot but will not allow my troops to unload so I again choose a beach right beside the current beach and wait another turn then most of the time it does unload. This also happened to reload which is harder to do. It would be nice to have a hot key that you will: Press the transport then press a hot key then it will ask you to chose the beach then ask you witch unit and if it is on board the transport then it will unload the units chosen and if the unit is on land then the transport and unit will meet at the beach and automatically load. Sorry. Link to comment Share on other sites More sharing options...
dieseltaylor Posted September 26, 2009 Share Posted September 26, 2009 Does seem a general problem area to new players ... as we all are! Link to comment Share on other sites More sharing options...
Hawk Posted September 26, 2009 Share Posted September 26, 2009 I stop just short of the beach, then give new order to beach the boat then disembark. That seems to work, so I think the problem occurs if the transport moves several turns before hitting the beach. Link to comment Share on other sites More sharing options...
N3rull Posted September 26, 2009 Share Posted September 26, 2009 Just order your transport to get close to the beach so the yellow circle appears. Then select units on the ship, right-click that yellow circle and CTRL-rightclick somewhere else on the target island. During the turn execution, the ship will hit the shore and the units will immediately disembark and move as ordered. Is something wrong with that? Link to comment Share on other sites More sharing options...
dumrox Posted September 27, 2009 Share Posted September 27, 2009 That's the technique I use. Seems to work just fine. Link to comment Share on other sites More sharing options...
Boris Balaban Posted September 28, 2009 Author Share Posted September 28, 2009 Somthing new to try. Thank you Link to comment Share on other sites More sharing options...
EoS Posted September 29, 2009 Share Posted September 29, 2009 N3rull, I see you are the expert in EoS and probably know the answer to my question. How join 2 ships being in the sea without time loss? I certainly can send them to one point, on next turn to join and send in the necessary direction. But how it to make "on fly"? Link to comment Share on other sites More sharing options...
N3rull Posted September 29, 2009 Share Posted September 29, 2009 There is no 'automated' way that I know of. The only help you can get is that when you right-click somewhere to order your units to go there and you hover the pointer over that circle that pops up, a tooltip will show indicating how long it will take the units to get there. Select a point where both ships will take less than a turn to get to and which is on the way to the destination for the slower/further ship. And I'm no EoS expert, I'm just a casual noob with some innate curiosity for learning stuff. And a Maths student with a forged tendency for optimizing stuff. Link to comment Share on other sites More sharing options...
Brit Posted September 29, 2009 Share Posted September 29, 2009 N3rull, I see you are the expert in EoS and probably know the answer to my question. How join 2 ships being in the sea without time loss? I certainly can send them to one point, on next turn to join and send in the necessary direction. But how it to make "on fly"? Unfortunately, there's no way to do that. Link to comment Share on other sites More sharing options...
Hawk Posted September 30, 2009 Share Posted September 30, 2009 Unfortunately, there's no way to do that. Pseudo-code that could handle this: Give order to a ship using one or more way-points. Give order to other ships to go to one of the way-points of the first ship (would need to be able to see other movement paths). Set a flag on the first ship to indicate auto-merge (which way-point in the order list and ID to joining ship(s)). Whichever ship that reach the way-point first waits for the other(s). Perform auto-merge and sail on using the path of the first (master) ship. Yes, I'm bored at work. Link to comment Share on other sites More sharing options...
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