lodilefty wrote:Reinforcements (new units) are being bought.
Replacements too (more than just the free ones)
SO I was wrong.

Thanks
lodilefty wrote:Reinforcements (new units) are being bought.
Replacements too (more than just the free ones)
Pocus wrote:- added: Tweakable Activation rule (still experimental): All leaders always activable, normal rule, or hardened rule: an unactivated leader and all his stack is fixed one turn.
Gray_Lensman wrote:As usual, I'll install this by doing a complete uninstall/folder deletion/reinstall directly to this v1.09 patch...
Pocus wrote:- added: Tweakable Activation rule (still experimental): All leaders always activable, normal rule, or hardened rule: an unactivated leader and all his stack is fixed one turn.
runyan99 wrote:The way this is currently implemented, I think it is workable, and certainly better than no option at all. I am just not sure right now what the gameplay ramifications are of disallowing even rear area movement for inactive leaders.
arsan wrote:![]()
I wasn't aware of that... are you sure??
I remember a similar rule for the English on BoA but i don't think it applies to AACW.
For example on the first turns of the april 61 campaign as the CSA you don't have any troops (not even militia) on many objective towns (New Orleans, Nashville, Atlanta, Little Rock...) and on the ledger this towns have your flag (i speak of 1.08 d and previous versions).
I had always thought your were getting victory poits for them![]()
Cheers!
Pocus wrote:
As for the activation rule, this is a temporary implementation. We can't block movement conditionnaly (easily at least) and you already get a dire penalty when caught in an enemy region if not activated. What can be improved is perhaps to tie the chance of being fixed (if not activated) to the % of MC you have in the region you are in (like you have MC% - 50 of not being fixed?).
Pocus wrote:Aaahh... sorry, I completely forgot to update the new units raised screen, my bad
Chris, I don't quite get the problem with unit positionning, enlighten me please!
As for the activation rule, this is a temporary implementation. We can't block movement conditionnaly (easily at least) and you already get a dire penalty when caught in an enemy region if not activated. What can be improved is perhaps to tie the chance of being fixed (if not activated) to the % of MC you have in the region you are in (like you have MC% - 50 of not being fixed?).
runyan99 wrote:That seems like an improvement. Always disallowing all movement of inactive leader stacks seems too restrictive for AACW, but a 50-50 chance would be less onerous. A lower chance, like 25%, might just add a little unpredictable element to play. I will need to think about it.
If some percentage for fixing inactive leaders is used, I imagine a low number for AACW, like (MC%-25)/100 chance of being unfixed, and a high number for BoA, like (MC%-75)/100, to reflect the different paces of operations in the two wars.
For the record, I advocated this rule for BoA, in order to keep the British Armies in check. Inactive or not, I found British armies could whip American armies, so the only solution seemed like an Activation rule that prevented an attack at all. I am glad Pocus is coding some version of it, but I am unsure if it is necessasary or applicable to AACW.
Pocus wrote:Aaahh... sorry, I completely forgot to update the new units raised screen, my bad
lodilefty wrote:
Would this penalty apply to stacks without leaders, too? They're the ones I worry about, doing raids, etc. I wouldn't want to stop raiding, but the rampage of uncommanded brigades and regiments by the AI seems a bit much at time, not to mention single brigade kamikaze attacks.....
How will this prevent the technique of splitting off a unit to initiate an attack, where the "big inactive" stack then helps?
runyan99 wrote:You cannot fix leaderless stacks, because then you would not even be able to move units from where they are raised to where they are needed, and the game would be unplayable.
runyan99 wrote:As for the splitting off technique, I am not sure what you mean. Right now, all units in the stack are getting fixed, so if you split one unit off, it is itself still fixed and will not be able to initiate an attack in another region.
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