McNaughton wrote:I have not modded events, but what are possible triggers that we can have in regards to triggering events?
As far as I know, events can be triggered by the following...
1. Time/Date (on June 23, 1863 for example)
2. Territory (if you conquered a territory, lost a territory, have X many units in a territory)
Is there a way to get these promotion events triggered to be based more upon who is in command where, there was a large successful, or unsuccessful battle, etc. that will be more believeable than just 'on this date X happens'.
Maybe a Joe Johnston wounding event is in place, where if his command is involved in heavy fighting (as the Peninsula), a chance he is wounded comes into play (freeing up Lee for service this way). This could happen in 1861, or 1863, depending on the situation.
Winfield S. Hancock wrote:
Does the community like this idea, or think that it is too historically pre-deterministic? I am not looking to put the game on rails, but would like to see at least major things like the presence of the Big 3 in the East develop as it historically did.
McNaughton wrote:It is more than that. By default, when something is incorrectly input, either you get an error message, or the game assumes it is NULL. No way should the computer find the old 'militiaman' trait and assign it to McClellan if it is changed in the unit files.
runyan99 wrote:I didn't like the events in BoA that made Burgoyne or Gage disappear, or magically move on the map when promoted to army command. I wouldn't want the same issues in AACW. I generally don't like events which force the player to follow the historical timeline. Promoting leaders is one thing, but switching army commanders and moving generals around without input from the player isn't fun, in my opinion.
I think playing the AI is a waste of time, so if the AI isn't smart enough to use Lee as the army commander in the east, I really don't care.
On the other hand, in two ongoing CSA games I'm using Beauregard as the army commander and Lee as the corps commander for two reasons. One, a corps can command more divisions, and two a corps can initiate a battle. So I want Lee to command one of those big stacks I can use offensively if needed. So, maybe the AI isn't so dumb after all...
Incedentally, I seriously doubt that the AI will put Grant in command in the east in 1864 either. I wouldn't force it though.
Winfield S. Hancock wrote:I agree with your suggestion on Pemberton. It would seem that he should be the 'Confederate Rosecrans' or 'Confederate Buell' and arrive with 3 stars and an ability to command an army, based on the historical record.
With regard to Bragg and Hardee, I would think it could be argued that both were senior enough and respected enough to get an auto-promotion around the time of Shiloh. My fear would be that if they arent auto-promoted at some point, there will be no Rebel 2-stars in the West other than Bishop Polk in early 1862, whereas the Union will have at least Pope and Grant, and possible Hurlburt and McClernand. It would seem a bit ahistoric to me to give the Union that much of a command avantage in the West, that early, particularly against the AI. While the hard-luck Confederate Army of Tennessee had a much maligned command structure, it cant be overlooked that prior to Shiloh, Johnston, Bragg, Hardee and Polk pulled off an impressive strategic concentration of troops and combat power, particularly given the limited rail and materiel resources of the South.
I would be interested in thoughts and comments on this from the community as well before I would consider implementing it.
I like the idea to auto-promote Bragg/Hardee in late March/early April. I would throw in an auto-promotion for Jackson and Longstreet to ** around early/late June of 1862 as well. That should take care of the situation in the East if the CSA is unable to get either of these generals promoted in the 1st year.Winfield S. Hancock wrote:With regard to Bragg and Hardee, I would think it could be argued that both were senior enough and respected enough to get an auto-promotion around the time of Shiloh. My fear would be that if they arent auto-promoted at some point, there will be no Rebel 2-stars in the West other than Bishop Polk in early 1862, whereas the Union will have at least Pope and Grant, and possible Hurlburt and McClernand. It would seem a bit ahistoric to me to give the Union that much of a command avantage in the West, that early, particularly against the AI. While the hard-luck Confederate Army of Tennessee had a much maligned command structure, it cant be overlooked that prior to Shiloh, Johnston, Bragg, Hardee and Polk pulled off an impressive strategic concentration of troops and combat power, particularly given the limited rail and materiel resources of the South.
I would be interested in thoughts and comments on this from the community as well before I would consider implementing it.
bstarr wrote:I've got an idea that might make everyone happy. Can you give seniority points through events? Instead of an auto promotion, give a leader 4 seniority points. If the player feels this is unrealistic in their current game, they don't have to promote the leader, but if a player wants a leader promoted along historic lines then the promotion is availible. Also, a leader who has recieved negative points won't be able to promote.
Drakken wrote:In the same vein, I would like also to see gain or loss of seniority AND/OR politics for random leaders, for example a leader is seen publicly as a drunkard or a womaniser, is severely rebuked by his superiors, or falls out of favour with his political supporters.
Gray_Lensman wrote:I'm still not seeing what does not work.
As stated above, you yourself are claiming the units will revert back to their original models. If you replace the original model files with "repaired" files, the specific units will be corrected, as it is in all my scenarios, specifically regarding McClellan and a few other .mdl files that I have edited to fix mis-entered traits.
McNaughton wrote:One can justify some auto promotion, as much as you can justify the way AGEOD has generals appear in the first place.
Many commanders were promoted 'without warrant', sometimes men had to be picked for command without knowing how they would command.
This is outmost paramount in 1861 and early 1862. As the armies grew, the need for Corps commanders grew as well. One of McClellan's strains was Lincoln's insistance of creating Corps within the Army of the Potomac. McClellan said he was unaware who would make a viable Corps commander, and wanted the units/commanders to be bloodied somewhat to determine who is viable. However, given that Corps were a reality before major combat, (few, if any, corps commanders in the Army of the Potomac were veterans of Bull Run, or other major combat) McClellan had to make a choice.
In this extent, commanders were promoted without combat pushing them to the level of command. So, in this extent, I fully support the idea of some way of getting generals promoted without necessarily 'battle experience' leading the way.
I kind of like the seniority system, where this is increased (instead of an automatic promotion). This can be justified in the event in many ways (mainly due to necessity of gaining Corps commanders with the creation of larger forces in early 1862 on both sides). However, how about this wrinkle?
A) Take all of the generals with rank potential at the time (i.e., all those possibly with high enouch politics/seniority) and put them in the possible 'pool of premotees' (choose 20 or so generals for each side, 10 from the East, 10 from the West.)
B) Figure out how many higher ranking commanders were promoted at given times (i.e., McClellan had 4 corps in 1862, needing 4 commanders, Johnston had 4 corps out west, needing 4 commanders, etc.). By all accounts, each side needs about 3-5 commanders promoted per theatre in 1862 (total about 10 men). So, an event needs to be in place
C) Create three or so events. These events are mutually exclusive. If one fires, the other two are slept forever. In each of these events, a certain combination of generals are promoted/given seniority. This adds a bit of randomness to the game, as you won't always have the same set of generals promoted every time.
For example, event 1 has the following combination (I am posing only a few examples, not all 8 or so are needed).
Event 1: Bragg, Hardee, Cheatham, etc.
Event 2: Cheatham, Clark, Breckinridge, etc.
Event 3: Bragg, Hardee, Breckinridge, etc.
Event 3 is the historic promotion, but, there would also be the possibility that Cheatham or Clark recieved the promotion and became corps commanders instead of divisional commanders (should Event 2 or 1 happen).
Winfield S. Hancock wrote:I have to go to LA on a business trip this Sunday and will be gone for a week, so for play balance, I want to get some CSA changes out there to equal out their leaders for high commands.
Winfield S. Hancock wrote:McNaughton -- this is an excellent idea. I am attempting to do this right now. I am trying to figure out how if one event fires, another event or two can be slept permanently. Any idea what the commands are to do this?
Conditions
EvalEvent = evt_nam_******;=;0
Winfield S. Hancock wrote:OK, the latest changes, virtually all CSA enhancements for the leader optimization mod, which will even the score for the Rebels in terms of getting some corps commanders available for the East and West.
Here are the changes:
Automatic promotion to 2 star rank for Jackson and Longstreet around June 1 1862, reflecting the historical organization of the Army of Northern Virginia at that time. (note that Gustavaus W Smith is also promoted to 2 stars already, in April 1862, so the ANV also has his far less competent abilities to take a corps as well)
Braxton Bragg arrives at 2 star rank. Bragg automatically promoted to 3 star rank April 8, 1862. Bragg was historically given the rank of full general and command of the Army of Mississippi that day, without any consideration of prior battlefield performance.
Pemberton arrives in fall of 1862 at his 3 star rank, as he was promoted to army command without any consideration of prior battlefield experience and performance in the Civil War.
John Bell Hood. Since no human player in his right mind is going to promote Hood above division general, yet he historically rose right up the chain of command as a favorite of Jeff Davis, I looked to model this in some way. In early 1864, there is a 50% chance Hood will be promoted to 2 stars. In August 1864, there is a 33% chance he will be promoted to 3 stars and become eligible to command an army.
Edward ‘Allegheny’ Johnson no longer gets automatically promoted to 2 stars.
33% chance each for EK Smith and John C. Breckinridge to be promoted to 2 stars in the West at the same time as Hardee, representing the chance these men might have been given corps commands for the Army of Tennessee and Army of Mississippi as they were organizing.
Robert E. Lee loses trait Siege Engineer. Lee gains traits Gifted Commander. I believe this better reflects Lee’s command of the Army of Northern Virginia.
Braxton Bragg 3 star counter gets the Quick Angered trait. The Army of Tennessee’s high command under Bragg was one constant feuding and fighting mess.
John Bell Hood’s 3 star ratings increased to 5-1-1. Hood’s attacks with his army were pretty vicious and while unsuccessful, deserve better than a 0 rating. Hood’s 2 star ratings changed to 5-4-2. Dispirited leader trait removed from Hood at 2 stars. Hood’s 1 star rating changed to 5-6-3.
James Longstreet upgraded to 5-5-6 at 1 and 2 star levels. Also gets traits Good Commander and Strong Morale. Besides his strong defensive skills, he delivered several of the most devastating offensive blows of the war, illustrating his ability in the attack as well. He was both a good commander, and the Strong Morale is representative of any number of the elite ANV units that earned their status as part of his corps.
Stonewall Jackson upgraded to 6-5-5 at 1 and 2 star levels.
OK, if anyone has any feedback, bug corrections, or any more quick USA or CSA improvements, let me know quickly. With business travel next week, I will not be able to make any further changes to the mod after this evening. (The good news is that for all of you considering starting new games, it is likely to stay stable for some time now -- even though all new changes are compatible with your saved games AFAIK)
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