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Line of sight blocked
Posted: Wed Dec 08, 2010 3:37 am
by 1stBrigade
I can have a 100 yard gap between my infantry regiments, and when I move artillery in the gap it shows my line of sight is blocked.
The game should allow you to fit artillery on the front line between regiments, how am I supposed to fire canister at short range if I can't fire over my troops?
Re: Line of sight blocked
Posted: Wed Dec 08, 2010 4:07 am
by ADukes
You can't fire canister over troops.
Re: Line of sight blocked
Posted: Wed Dec 08, 2010 4:21 am
by 1stBrigade
well I know that
I should be able to put my artillery between regiments that are spaced 100 yards apart and shoot straight.
Re: Line of sight blocked
Posted: Wed Dec 08, 2010 4:48 am
by norb
If you have a good save of this, you can submit it to our support email and we'll take a look. If it's a bug we'll get it in a patch.
Re: Line of sight blocked
Posted: Sun Dec 12, 2010 4:35 am
by garyknowz
"I should be able to put my artillery between regiments that are spaced 100 yards apart and shoot straight."
If the targeted unit directly to your front, and a friendly units zone of control isn't between you and the target, then yes. I use the tactic quite often, in fact. But canister does fan out quite a bit, so it you are firing slightly oblique across a friendly unit's front, then it might be considered blocked even if on the front line. Also note that LOS flag to flag, not necessarily where the gun itself. Hopefully this helps narrow the problem down. Good luck!
Speaking of LOS being blocked, I had a questions: When a regiment captures another unit, the captured unit tends to obstruct LOS until it completely disappears from the field. Arguments can be made for this both ways, but I wanted to know if the game was coded this way intentionally, perhaps signifying the time required to roundup captured troops or something? Thanks.
Re: Line of sight blocked
Posted: Sun Dec 12, 2010 8:26 am
by norb
I am pretty sure that there is a bug in the system that talks about retreating arty blocking, the team considers this to be a bug, so if it's the same thing that you are seeing it will be fixed in the patch.