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by willgamer
Mon Jun 08, 2015 5:38 pm
Forum: Civil War II
Topic: When to enter structures
Replies: 20
Views: 7710

Cardinal Ape wrote:.....

Unit do recover cohesion at a faster rate inside structures. You can see the average daily gain in the tool-tip by hovering over the unit.


But, iirc, If you are besieged, then you no longer receive this benefit.
by willgamer
Sat May 16, 2015 6:10 pm
Forum: Civil War II
Topic: CSA Points to Know (open to comments)
Replies: 165
Views: 107473

In my Union games, seems like over time, each of the industries grow their output of general supply and ammo.
by willgamer
Wed May 13, 2015 4:58 pm
Forum: Help improve CW2
Topic: Public Beta Patch 1.06 RC3 (upd May 13th)
Replies: 126
Views: 49924

Pocus wrote:New RC3 published, see first post. Only one new entry to test please:

When losing a battle, you usually get a large % of the enemy MC.


So by losing, you really win! :w00t: :thumbsup: :mdr:
by willgamer
Tue May 12, 2015 3:17 pm
Forum: Help improve CW2
Topic: Public Beta Patch 1.06 RC3 (upd May 13th)
Replies: 126
Views: 49924

Again, occupying ground does not equal Military Control. I believe this conflates reality with the necessary simplifications to create a game. For game purposes, MC was the term chosen for ground control as applies to supply, railroads, etc. Perhaps it should have been GC- ground control from the b...
by willgamer
Mon May 11, 2015 4:54 pm
Forum: Help improve CW2
Topic: Public Beta Patch 1.06 RC3 (upd May 13th)
Replies: 126
Views: 49924

The initial change was to have a force stays in a region if ordered to retreat but without an enemy in offensive posture in same region. It seemingly made sense when done :) Then it revealed something: that the 'get 5% rule' was not working that well and was probably bugged. After some errand, the ...
by willgamer
Mon May 11, 2015 2:19 am
Forum: Help improve CW2
Topic: Public Beta Patch 1.06 RC3 (upd May 13th)
Replies: 126
Views: 49924

No, only #1 is the way things worked.

I was just trying to come up with a simple idea of what the basics could (should) be without going into details of MC, retreats, etc.

It's just my intuition of what I would expect given the time and geographic scale of this game.
by willgamer
Mon May 11, 2015 12:29 am
Forum: Help improve CW2
Topic: Public Beta Patch 1.06 RC3 (upd May 13th)
Replies: 126
Views: 49924

Somehow, this has all become very convoluted! (©Captain Obvious) Wouldn't the basics be something like- 1. (keeping old rule) If attempting to move into a region where you have less than 5% control, you must attack. 2. If you win, you gain at least 50% control based on winning itself. 3. If you win,...
by willgamer
Tue May 05, 2015 3:10 pm
Forum: Help improve CW2
Topic: Public Beta Patch 1.06 RC3 (upd May 13th)
Replies: 126
Views: 49924

Meh. I just want this fixed. Right now (1.05-06) it's broke. I will have to fire up Birth of Rome to get my gaming fix until then. My current game is a train wreck. Twice, as the Union, my corps have attacked against a slightly stronger Conf, lost more men, but were declared the winner, and left in...
by willgamer
Fri May 01, 2015 5:26 am
Forum: Civil War II
Topic: Is it me or in 1.05 is the CSA smaller/more passive?
Replies: 8
Views: 5099

Same experience. OTOH, Athena was very active in the West around the Nashville area; lots and lots of troops and ships.

I wonder if another thread's question about the best settings to use is an issue here?

Veterans, how about a heads up on your settings?
by willgamer
Wed Sep 10, 2014 5:05 pm
Forum: To End All Wars
Topic: Medium artillery and rate of fire
Replies: 37
Views: 12559

Pocus wrote:.... I don't know if this is by design.....


Not exactly the answer you're looking for when you Ask The Dev..... ;)
by willgamer
Tue Sep 09, 2014 10:31 pm
Forum: To End All Wars
Topic: Railway Capacity Too High
Replies: 53
Views: 16269

.... I would go all the way to even halve these points, but I understand and respect the natural aversion of most players in anything that puts them out of their comfort zone. Yep! I'm just one of those pathetic players that would be put out of their comfort zone. It's Late April 1915 as the WE pla...
by willgamer
Thu Sep 04, 2014 5:32 am
Forum: To End All Wars
Topic: Why do my **'s have 24 command points???
Replies: 6
Views: 3804

The Command Points given are: * 24 CP ** 48 CP *** 48 CP If not attached to GHQ (only *** generals can be attached to a GHQ) then the value given is halved. So a ** will give 24 CP if it is in charge of the stack. This was done to allow ** generals the ability to lead 2 corps worth of troops (norma...
by willgamer
Wed Sep 03, 2014 7:39 pm
Forum: To End All Wars
Topic: Why do my **'s have 24 command points???
Replies: 6
Views: 3804

... My corps, where ever they are, give always 24 command points, which is nice since one corp=12 CP. My typical corp is thus two corsp stack together, which is very efficient and simple to handle. One army (*** general) can handle 4 corps (48 CP) plus some heavy artillery if you give it some CP bo...
by willgamer
Wed Sep 03, 2014 5:57 pm
Forum: Help improve EAW
Topic: Corps
Replies: 5
Views: 3092

Disagree... As current you'd have 6 CP per division and 1 CP per artillery/engineer or whatever is attached in the two free corps slots. So if outside corps structure they'd cost 14 CP, inside 12, a slight gain, but maybe not enough... Engineers are 0cp, but I agree that the current 8 points is a g...
by willgamer
Wed Sep 03, 2014 5:27 pm
Forum: To End All Wars
Topic: Why do my **'s have 24 command points???
Replies: 6
Views: 3804

Why do my **'s have 24 command points???

Playing as WE, it seems a great many of my **'s in France, but not so much the one's in Africa, have 24 command points. I think the manual shows *=24, **=36, ***=48 if in chain of command, half value if not. I thought the manual also states that corps are always independent commands... Confused abou...
by willgamer
Tue Sep 02, 2014 4:04 pm
Forum: To End All Wars
Topic: How many GHQs are allowed per side?
Replies: 1
Views: 2064

How many GHQs are allowed per side?

I know I've seen this somewhere, but just to have it in a post by title...

How many GHQs are allowed per side? Does the game turn affect this?
by willgamer
Sun Feb 09, 2014 8:50 pm
Forum: Alea Jacta Est
Topic: Another Minor Victory grumble
Replies: 0
Views: 1872

Another Minor Victory grumble

O'K, Caesar vs. Pompey, so I have 25 turns to go and every region that accessible is owned by Caesar and every enemy unit is dead. So I hit next turn 25 times (at little boring, ya think!) to get to the Minor Victory! I've read the older threads and know the the failure is not achieving a win by NM,...
by willgamer
Sat Feb 01, 2014 7:12 pm
Forum: Alea Jacta Est
Topic: realistic campaigning season
Replies: 6
Views: 3809

FleetingThought wrote:Some things never change....


"War. War never changes."

:turc:
by willgamer
Fri Nov 22, 2013 6:12 pm
Forum: Civil War II
Topic: Industrialization or blockade runners?
Replies: 21
Views: 9078

Be sure to examine what you are receiving per dollar invested with industry.

For example (Union), best return for money invested: profit/turn are Armory and Arsenal- 25:1, then Powder Mill- 50:1, lastly Iron Works- 100:1.
by willgamer
Wed Nov 20, 2013 5:51 pm
Forum: Civil War II
Topic: Embedded or Independent Support Units?
Replies: 5
Views: 2908

Yes, they all count, but you may want to consider that while all sharpshooters and cavalry are the same, the embedded arty that you get are all 6 pounders. This may or may not be what you want.
by willgamer
Wed Nov 20, 2013 4:17 am
Forum: Civil War II
Topic: Promotions.
Replies: 11
Views: 5280

One cannot be promoted inside a structure? Never knew that. Was that intended? What's the reasoning? As near as I can tell, it's moving/changing the status of a unit that cancels a promotion. I'm almost certain I've promoted units inside structures as long as clicking the promotion was the last thi...
by willgamer
Sun Nov 17, 2013 10:17 pm
Forum: Civil War II
Topic: Cluttered Event Log
Replies: 3
Views: 2451

Yeah, I think it depends a lot on your style of play. I react to these messages by clicking on it to go to the new unit(s), and at least make the move visible by moving them out of the city and also frequently moving them immediately to a destination to get that part of movement done first before th...
by willgamer
Sun Nov 17, 2013 10:12 pm
Forum: Civil War II
Topic: Combining Units in Cities
Replies: 3
Views: 2531

I am having difficulty targeting specific stacks in cities. If there are 4 stacks, and I want to merge a stack moving into the city with one of them, it seems quite difficult to freeze or isolate the specific stack I want to merge into; any tips? This is especially true for ships moving into a harb...
by willgamer
Fri Nov 15, 2013 8:17 pm
Forum: Civil War II
Topic: Morale Victory broken?
Replies: 2
Views: 2464

Morale Victory broken?

This is just an impression as I'm finishing my first time all the way thru in the big April '61 campaign. It's late fall of '63 and my Union has taken every objective city. Actually almost every city in a railroad region is possessed by the Union. The south has at most 2 decent divisions left on the...
by willgamer
Thu Nov 14, 2013 10:57 pm
Forum: Help improve CW2
Topic: Dallas TX Resources confusion
Replies: 1
Views: 1727

Dallas TX Resources confusion

Ctrl-click on the city shows Texas Rancheros giving a supply of 75.

However, hovering the mouse over the ranch icon show a supply of 10/turn.

Which is it? :bonk:
by willgamer
Tue Nov 12, 2013 12:38 am
Forum: Civil War II
Topic: Assigned to a stack but follows a sub-unit
Replies: 2
Views: 2273

by willgamer
Thu Nov 07, 2013 11:05 pm
Forum: Civil War II
Topic: Patrick Cleburne becomes dispirited leader
Replies: 16
Views: 8014

This is one of the only problems I have with AACW and I guess CW2. Once you play a few times, you know who gets nerfed after promotion, and then you will never promote them ever again. I never promote Longstreet, Smith, or Hood past 2-star, nor A.P. Hill or Ewell beyond 1-star. To me this is very g...
by willgamer
Thu Nov 07, 2013 5:13 am
Forum: Help improve CW2
Topic: UI: enemy strong forces hidden
Replies: 4
Views: 3520

Chalk it up to "fog of war" (or, as von Clausewitz called it, back in the mechanistic Industrial Era: " friction "). It's unrealistic to know exact strength & composition of enemy forces in any 19th Century conflict -- I consider the exact numbers presented as a UI design flaw. ;) McClellan often i...
by willgamer
Wed Nov 06, 2013 3:43 am
Forum: Civil War II
Topic: Toggle off Stacks?
Replies: 4
Views: 2969

Is there a way to toggle off all Stacks so that the map is clear? I find often key features of the map are obscured by enemy stacks and I can't get information I want. Eg if an enemy stack is on the port symbol I can't see what I need to do to blockade it, or sometimes ceratin icons are covered etc...
by willgamer
Wed Nov 06, 2013 3:40 am
Forum: Civil War II
Topic: How do you block rivers?
Replies: 6
Views: 3870

Ol' Choctaw wrote:For river crossings there is always a 10% chance that a force will evade any ships and slip across.


But only for the AI. If the AI's ships block you, you can't plot the move.

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