tc237 wrote:Message Box: we have to be able to expand it. Looking through 150 messages, 5 lines at a time, scrolling up and down, trying to find a specific message, it gets very tedious.
tc237 wrote:Message Box: we have to be able to expand it. Looking through 150 messages, 5 lines at a time, scrolling up and down, trying to find a specific message, it gets very tedious.
Reiver wrote:Firstly, this is the best (tres bien!) Civil War game I have ever played. Secondly, I am British and no expert on the American Civil War! Thirdly, the main theme of this post is 'replayability'.
Replayability.
The impact of leaders seems to offer the biggest opportunity for increased game replayability. The bigest problem with the current game is that the leaders always have the same stats and special advantages. The randomisation function that exist is limited as not all generals are promotable and if you get a great general, through selcting the radomisation option, you cannot always promote them. Generals also do not get new special abilities.
As Napolean said "Every soldier carries a field marshals baton in his knapsack" (or something like that).
So for the radomisation option free up all generals so that they can be promoted. Makes every game a new experience - e.g. will Gen. Schultz end up as the top ranking three star general of the North!
Also introduce an option that locks the values of all three star generals within that radomisation factor (and all starting CSA 2 star generals plus USA's Grant) so that the north still has a bunch of useless generals and the South a decent bunch. All other generals get random stats.
For game purposes give the CSA a stats advantage (as historically, I believe, they had better generals) - possibly include a difficulty option that allows the player to pick how much weighing to give to the south/north.
Special abilities (positive and negative) - keep the three star generals ones, Grants and the CSA's starting two stars. All others randomly assign to leaders.
Only exception being the recruiting troops ability, for game purposes, only the three given to Northern generals and one to the south remains.
Introduce two new positive/negative traits - poor attacker/defender and good attacker defender (+/-10%). Give generals taking part in a successful/unsuccessful defense or attack a 10% chance to gain/lose this ability (this could be limited to battles with 5,000 plus casualties). For example a general might gain good attacker level one (+10% when attacking) and then win again taking him to level 2 good attacker (+20% when attacking) and then lose two battles taking him back to no advantage and then lose another battle taking him to -10% when attacking (that is assuming his 10% chance of gaining/losing came up each battle).
Each experience point that a general gains give them a 10% chance to gain a positive trait/lose a negative one (with the exception of the recruiting troops ability or good regional administrator - such as Buell starts with, or any other that might unbalance the game - sorry I don't know them all).
Each time a general is demoted for heavy losses or routed in a battle give them a 10% chance to be awarded a negative trait such as dispirited commander or hothead.
Possiblity (though somewhat complicated) give commanders a 10% chance at increasing stats by doing something related - e.g. entrench to level 8 gives a 10% chance of entrencher, defend a fort gives a chance at 'fort defender', using a lot of cavalry in battle a 10% chance at Cavalry Leader trait, etc.
Create 'medals' system whereby a General mentioned in dispatches (i.e. receives a seniority point) gains an award (10% chance) such as "Hero of Bull Run". Creates a more unique game experience and if the general later dies then player would lose 1NM per medal awarded to reflect national sadness at the loss of such a well know general.
Other Wishes
1. Lose 1 NM if 2 star general killed, lose 3 NM per three star killed.
2. West Point/Annapolis Officer School - include option in national policies area to spend resources and VP's to recruit new officers. Make this option expensive but if the computer sadles you with a bunch of useless leaders it gives the player a chance at some new ones (randomised) at a cost... Say 3 every six months.
2. Battlefield promotions - create a 10% chance, if a leaderless unit inflicts, say 1000+ casualties, of a new 1 star general being created with random stats...
3. Over recruiting from one area creates a % chance of a draft riot?
4. River Boats - teach AI to stop sending its riverine craft on suicide missions past enemy forts?
5. Militia 'cheat' - the North recruits 100 militia units cost 700 manpower. Starting strength 750 men. After time this increases to 1000 men at no manpower cost... Net gain of 300 manpower per 100 militia recruited...
6. Leader training trait for changing volunteer units to regulars (e.g. McClellan) streamline to make it 1 unit per turn of militia or volunteers - or a 10% bonus to the exisiting 5-10% conversion rate? See militia 'cheat' when considering.
7. Beull has special ability - good administrator for a region (if highest ranking general present) change region to 'state' as easier to understand - i.e. I have no idea what a 'region' is...
8. McDowell demotion event. Add a randomly firing event in Dec'61 to Feb '62 that sees McDowell demoted to two stars - forces Northern player to move McClelland back to Washington. Randomise event so no advantage to South.
Give Northern player two turn notication that this, random, event is about to start.
9. If all generals promotable need to create a random factor that affects their stats when promoted e.g. 30% chance of stats drop, 40% stay the same and 30% they increase. Maybe gaining a positive/negative trait as well.
As said the game is very good, I like the randomise stats option but the inababilty to promote all generals makes it a limited and on occasion useless/frustrating option (i.e. all your 'promotable' generals are useless and all your non-promotable ones are great).
Think the chance to lose and gain abilities and promote freely all generals offers a greater chance for players to 'fall in love' with the various generals and to mourn when the 'hero of Bull Run' who is your greatest general and rapidly approaching 3 stars falls in battle. Makes each game a unique experience (though not very historical).
Cheers
Reiver
whitewolf1981 wrote:Reiver is absolutely right. If only 10% of what he is proposing could be done, it would be great.
My favorite is "unlocking" all generals in that, given enough experience, any of them could be promoted. To be honest, I'm stunned that no such mod has appeared already - it really seems to be common sense and would add replayability.
Jagger wrote:However I know the engine can handle dynamic changes to models because stats change for infantry/artillery/cavalry when they gain experience. So I would assume the engine could handle changing stats for generals based on game action. Of course, one of our Pocus's would know for sure.
PhilThib wrote:Technically, it could be done for every general in the game, it's just a HUGE amount of work and research/debate about the stats to give/remove to these... it took months on those we have in the current game, and it's only a few of the generals....![]()
tc237 wrote:Here is a thread for little things we would like the Dev Team to add.
Elements Details Display: Currently the player has to close the display before they can select and view another unit.
Is it possible to leave the display up, while the play views different units, then when finished the player closes the display?
Roster: Indicate that a unit is locked. To distinguish it from unlocked, moveable units. Would help during the early months of the war.
Roster: Ascending/Descending sorting. Example,click once sorts Highest Seniority (working now) Click again, sorts lowest Seniority.
Economics Page: Train and River transport production. No icons to show quantity purchased, is it possible to have little trains and ships, similar to the little factories.
Unit Filter: Some way to toggle on the main map between, No Units-Leaders-Infantry-Arty-etc.... if not than at least a No Units filter, sometimes they hide the cities and surrounding terrain.
midn8t wrote:Me and my frineds would like to see abilty to hook up over local area network on mutilp computers and play.
and also maybe hot seat option so we can play on mutilplayer on bigger LCD tvs.
hootieleece wrote: I can't always remember to give orders to everystack of units/everyturn.
Jagger wrote:All generals had variable performances. Of course, some generals were more consistently good or bad than others.
I would like to see a base performance att/def rating with a variable applied to those base ratings prior to battle. The size of the variable would be dependent on a general's record of consistency. So a very consistent general would perform very close to their base Att/Def ratings. While other less consistent generals might have substantially better or worse ratings than their base ratings in battle.
For example, a general rated 4-3-3 with high consistency is likely to perform as a 4-3-3 with slight probability that his att/def ratings will adjust by one. But a low consistency general, 3-2-2 would have a high probability that he could perform better or worse than his base 3-2-2 ratings. On a good day, he may perform as a 3-4-3 or a bad day, he may perform as a 3-1-0.
Then we could see the actual battlefield att/def ratings revealed in the battle report.
With this sort of variable, we would never know just how well or badly a general will perform when he goes into battle. Although the high consistency generals like Lee, Longstreet, Sherman or Jackson are much more likely to perform closely to their base att/def values.
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