squarian wrote:Two queries:
1) Luneburg and Pamunkey artillery, which both show up in Richmond in late July, are lacking icons and both appear as heavy artillery - in vanilla, they are field art., I think - is this WAD?
2) There are two 1st Res Bdes which show up in Richmond, one earlier by itself, the other as part of the "third levy". They appear to be the same unit - same designations & strengths for their constituent elements. I think this is carried over from the vanilla OOB, but maybe ought to be fixed in SVF?
TheDoctorKing wrote:I have noticed on a couple of occasions while playing this mod that battles seem to take a really long time, in game time, to complete. First example: using a version that I downloaded some weeks ago, during the winter of 1861-62 my USA forces were trying to capture Norfolk. We had the city besieged, got a breach, and launched an assault with a force of 15000 or so Yankees (mostly militia, but several batteries of guns and a brigade of good troops). Day after day of combat ensued. After 15 days, my forces were worn to a nub, but the CSA defenders were down to their last couple of hundred guys. So I sent another division, more or less the same picture, and another 15 days of inconclusive bloody fighting, same endpoint. This continued for three or four turns. Sort of like WWI.
Another example, newly downloaded version of this mod: very early in 1861, Confederate militia are hanging around Grafton. I decide to send a regiment of WV cavalry to take them on. Six or seven battles ensue. The CSA militia regiment is still hanging about the next turn. My cav is down to a very low organization level, so I merge it with the militia regiment holding the town and put them on the defensive. This doesn't stop the fighting, as another eight or so battles take place the next game turn. This time, losses never exceed a few dozen on each side, but there's fighting most every day.
What's going on? I never had this experience with vanilla. You get in the same area, you fight, maybe a second day but rarely, then one side packs it in and retreats (or surrenders, if they're surrounded like the Norfolk guys). I don't think this is too historical, either, especially for the early war. It was very uncommon for even armies in contact to actually fight day after day.
Might this be a product of the changes you've made in the combat rules in order to make battles less bloody?
Pocus wrote:Are you using the new commands to direct the AI?
Pocus wrote:thanks, good feedback!
squarian wrote:More duplicate unit reports:
Two Orphan Bdes, one in Nashville, the other in Bowling Green, sometime between late July and late Sept 61.
Two 1st TN Cav with supply #v, per this thread:
http://www.ageod-forum.com/showthread.php?t=5236&highlight=1st+reserve
Clovis wrote:Now, if the CSA AI could be taught to not plan amphibious invasion on Baltimore or Washington as revealed by AI log file... CSA AI masses around 10 units each game around Charleston and waits to get a sufficient navy to undertake this projected amphibious move CSA will never be able to do of course .
squarian wrote:Ships moving overland again - if you want the savegame, let me know:
http://www.ageod-forum.com/showthread.php?p=99344&posted=1#post99344
Clovis wrote:The Norfolk case should be solved by the last versions ( I've upped the retreat chances).
About Grafton, indeed, I've seen the same behaviour. It mostly concern battles between very small forces of cavalry and militia. I've yet to find a workout, but it can be rationalized too as multiple low intensity skirmishes for region control.
In any case, such a result is affecting about one percet of the fighting. Others are lasting one or two days.
satisfaction wrote:Question on game settings for SVF
Playing USA vs AI CSA
What do others use for:
Activation Rule
Redeployment
Delayed Commitment
Historical Attrition
naval boxes (I use them, but would be interested to hear at what level others find most "realistic")
I think general randomness, and Foreign Entry are all more personal preferences.
I've read/used the following for the AI
Activation Bonus Normal
AI Detect Bonus Medium
Aggresiveness Normal
Give AI more time YES
Believe these are the optimized settings for SVF, am I correct there?
Appreciate any input.
TheDoctorKing wrote:Using the newest files, I'm up to late May 1861. Union forces held Norfolk on the first turn, then I put the one regiment you get right at the beginning in there. Confederate force in brigade strength arrived this turn, attacked six times over the space of a turn. Defenders worn down to a nub, attackers too, presumably. Union still hold the city.
I'm noticing that the Union defenders have no place to withdraw to. Perhaps this is what is causing the problem? However, in this case the Confederates lost the first battle (319 casualties out of 3225 engaged vs. 71 out of 1353 for the Union) and yet pressed the attack the next day.
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