Jagger
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Sun Mar 02, 2008 10:06 pm

joe wrote:Hi Jagger:

Sorry to bother you but I was hoping you might help with my problem.

It seems that when my Union militia upgrade, they change to Confederate line units instead of Union line units. The portrait and description are CSA.

Whenever I receive a notification that training is successful I go to the unit and notice the change to CSA units.

Any help would be appreciated.

Thanks

Joe


Thanks, Joe. Actually I have been stumped on that bug for several weeks now. Fortunately, you just gave me the hint which allowed me to find the problem. I never noticed that the problem was connected to upgrades of volunteers/militia. Which means an upgrade problem!!!

Here is a quick fix. I haven't tested it but it should solve the problem. The event was upgrading vols/militia to a incorrectly named model. I changed the name to the correct model.

This change might or might not fix existing units which upgraded incorrectly but future militia/vols upgrades should be fine.

I am attaching the "various events" files. Upload the file into your events folder and overwrite the old file. You should be able to continuing playing your current game without problems. There are a small number of those type units in my current PBEM's but the units can be played normally as Union troops. Although they are using CSA stats rather than Union stats.

I am also putting up a tweaked models file probably later tonight.

Thanks for the help and let me know if you see any future upgrade problems. Hopefully the new events file will fix the problem.
Attachments
Various EventsMar2.zip
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Jagger
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Sun Mar 02, 2008 10:17 pm

Thanks, Corogonas and Richfed!

richfed wrote:This is a very impressive MOD. Nice work, Jagger. I particularly like the entrenchment modification, as well as the new manpower ratio. These two, at least, ought to be added to the official version, I would think.

I am wondering how this MOD plays out solitaire against the AI. Has anyone tried it?


The manpower changes works out very well in my opinion. Although with realistic attrition, I may bump up the manpower slightly. Maybe be 5% or so. Also I am considering moving 20% of the 1862 CSA manpower into 1863. So the CSA would receive 20% less conscripts in 1862 and instead receive them in 1863. But first, I need to set the time aside to do it.

I have never played the mod competitively against the AI. So I don't know how well it would play out.

Jagger
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Sun Mar 02, 2008 10:25 pm

Here is some information on the PBEM naval game, forts and supplies which I sent to one of my opponents. It might be informative here as well.

In the game, there are 3 major categories of guns than can attack naval ships and interdict generic river/coastal supply:

1. Field guns such as 6, 10, 12, and 20 pounders which are emplaced to level 5 or greater.
2. Fort Batteries representing smaller caliber guns such as 6, 10, 12, 20 pounders and perhaps a few heavier caliber guns which are emplaced in forts by the game. (They cannot be purchased.) In the mod, these guns have an additional and substantial protective modifier to represent their emplacement within forts.
3. Large caliber, specialized anti-ship batteries composed of Rodmans, Columbiads and Coastal Artillery.

All 3 artillery categories, emplaced to level 5 or greater, will halt generic river/coastal supply.

Within the mod, only Columbiads, Rodmans and Coastal Artillery have the firepower to significantly damage naval vessels including ironclads. Fort Batteries can damage naval vessels but are a step below the heavy guns in their ability to damage ships. Field guns will bombard enemy vessels if set to 'bombard' but those guns are too light to easily or significantly damage most naval vessels except gunboats.

So basically fort batteries, such as at Fort Donelson, and regular field guns will prevent generic river supply (which is a very important ability) but are not a real threat to ironclads or large fleets. Fort batteries and field guns can hurt small groups of light gunboats. Some forts have multiple for batteries and can be dangerous from volume of fire primarily. Also fort batteries or emplaced regular batteries can be destroyed if attacked by enough naval firepower despite the extra protective modifiers because they lack the heavy firepower to damage a heavy enemy fleet. So I have no expectation for fort batteries or field guns to halt fleets moving along rivers or the coast. But I do expect them to halt generic river supply to any troops that may land down water from those guns.

The heavy guns, such as Columbiads, Rodmans and Coastal Artillery, halt generic river/coastal supply but are also a real threat to all ships including ironclads. All ships can be heavily damaged or sunk by those heavy guns.

However, one characteristic of the battle process is that hits are spread out amonst ships. So large fleets can more easily run a fort with large guns than a single ship or small fleets. A single ship will absorb every hit from enemy guns while a fleet will have the hits spread throughout the fleet.

I think one coastal battery of Rodmans, Columbiads or coastal artillery is an effective threat against naval fleets but two or three batteries in a single location is devastating. A fort with two or more fort batteries is also reasonably dangerous. Although I usually run forts with large fleets rather than small fleets or a single ship. So even if you put two or three coastal artillery batteries at Vicksburg, a large fleet can still sail past the fort. Even though it would take significant damage, it would still be a functional fleet. I expect noticeable damage to my fleet anytime I run past heavy guns. I would never try to run even a single coastal battery with only one or two ships unless very desperate.

What has been your experience with your ships running my forts with coastal guns? Have they suffered significant damage? I don't expect them to be sunk every time but damaged enough that you don't want to do it.

My hold on Houston is looking very tenuous.... My troops are well entrenched but you have a lot of quality troops. And I just don't know if the Mexican army will fight well enough against an army of that size and quality...

I finally took Fort Donelson. I am only about 9 months behind schedule. Also entrenchments increase this month from 2/5 to 3/6.

joe
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Sun Mar 02, 2008 10:59 pm

Thanks Jagger, it looks like that fixed it.


There are a couple of things I have done which maybe you would like to consider:

Under "various events" I have removed the Stonewall Brigade and the Gamecock Brigade since they are already on the field at the time of the event. The only regiment not on the field is the 56th Virginia (Gamecock).

Under "USA Events" I have removed the following volunteer brigades:
1, 2, 3, and 4th PA Bde's; 1stOH and 2nd OH; 1st IN. They are part of the 13 brigades Lincoln called for. They are already on the field.

And this is minor, under scenario I have changed the USA Potomac & CSA Potomac HQ's description from Art. to Cav for the new cav units.

Thanks again for this Mod.

Joe

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Jabberwock
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Mon Mar 03, 2008 1:40 am

Jagger wrote:Here is some information on the PBEM naval game, forts and supplies which I sent to one of my opponents. It might be informative here as well.

In the game, there are 3 major categories of guns than can attack naval ships and interdict generic river/coastal supply:

1. Field guns such as 6, 10, 12, and 20 pounders which are emplaced to level 5 or greater.
2. Fort Batteries representing smaller caliber guns such as 6, 10, 12, 20 pounders and perhaps a few heavier caliber guns which are emplaced in forts by the game. (They cannot be purchased.) In the mod, these guns have an additional and substantial protective modifier to represent their emplacement within forts.
3. Large caliber, specialized anti-ship batteries composed of Rodmans, Columbiads and Coastal Artillery.

All 3 artillery categories, emplaced to level 5 or greater, will halt generic river/coastal supply.

Within the mod, only Columbiads, Rodmans and Coastal Artillery have the firepower to significantly damage naval vessels including ironclads. Fort Batteries can damage naval vessels but are a step below the heavy guns in their ability to damage ships. Field guns will bombard enemy vessels if set to 'bombard' but those guns are too light to easily or significantly damage most naval vessels except gunboats.

So basically fort batteries, such as at Fort Donelson, and regular field guns will prevent generic river supply (which is a very important ability) but are not a real threat to ironclads or large fleets. Fort batteries and field guns can hurt small groups of light gunboats. Some forts have multiple for batteries and can be dangerous from volume of fire primarily. Also fort batteries or emplaced regular batteries can be destroyed if attacked by enough naval firepower despite the extra protective modifiers because they lack the heavy firepower to damage a heavy enemy fleet. So I have no expectation for fort batteries or field guns to halt fleets moving along rivers or the coast. But I do expect them to halt generic river supply to any troops that may land down water from those guns.

The heavy guns, such as Columbiads, Rodmans and Coastal Artillery, halt generic river/coastal supply but are also a real threat to all ships including ironclads. All ships can be heavily damaged or sunk by those heavy guns.

However, one characteristic of the battle process is that hits are spread out amonst ships. So large fleets can more easily run a fort with large guns than a single ship or small fleets. A single ship will absorb every hit from enemy guns while a fleet will have the hits spread throughout the fleet.

I think one coastal battery of Rodmans, Columbiads or coastal artillery is an effective threat against naval fleets but two or three batteries in a single location is devastating. A fort with two or more fort batteries is also reasonably dangerous. Although I usually run forts with large fleets rather than small fleets or a single ship. So even if you put two or three coastal artillery batteries at Vicksburg, a large fleet can still sail past the fort. Even though it would take significant damage, it would still be a functional fleet. I expect noticeable damage to my fleet anytime I run past heavy guns. I would never try to run even a single coastal battery with only one or two ships unless very desperate.

What has been your experience with your ships running my forts with coastal guns? Have they suffered significant damage? I don't expect them to be sunk every time but damaged enough that you don't want to do it.

My hold on Houston is looking very tenuous.... My troops are well entrenched but you have a lot of quality troops. And I just don't know if the Mexican army will fight well enough against an army of that size and quality...

I finally took Fort Donelson. I am only about 9 months behind schedule. Also entrenchments increase this month from 2/5 to 3/6.


This is brilliant.
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Jagger
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Mon Mar 03, 2008 4:22 am

joe wrote:Thanks Jagger, it looks like that fixed it.


There are a couple of things I have done which maybe you would like to consider:

Under "various events" I have removed the Stonewall Brigade and the Gamecock Brigade since they are already on the field at the time of the event. The only regiment not on the field is the 56th Virginia (Gamecock).

Under "USA Events" I have removed the following volunteer brigades:
1, 2, 3, and 4th PA Bde's; 1stOH and 2nd OH; 1st IN. They are part of the 13 brigades Lincoln called for. They are already on the field.

And this is minor, under scenario I have changed the USA Potomac & CSA Potomac HQ's description from Art. to Cav for the new cav units.

Thanks again for this Mod.

Joe


I like those ideas. I will see if I can make the changes over the next couple days.

Jagger
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Mon Mar 03, 2008 4:24 am

Jabberwock wrote:This is brilliant.


Many thanks but lets not go overboard! :p apy:

Casus Belli
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Tue Mar 04, 2008 11:37 am

> "3. Command Control-Reduced army control radius but increased army bonus for those under army control. Army commanders, with less than 6 strategic command, only provide army command bonus in their own region. Army leaders of strat rating of 6 and above, normally have 2 region command radius. "

This is the only part of this mod that I don't like. Is it easy to change? Say, to make it strategic rating 4 instead of six? Also, do balloons and signal corps make any difference?

It's not that big a deal, but if I could change it easily, I would. Everything else is fantastic. Thanks a lot for all your work, and if acclaim is any reward, consider yourself applauded. :fleurs:

PS Anyone want a game? :sourcil:

Jagger
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Wed Mar 05, 2008 10:53 pm

Casus Belli wrote:> "3. Command Control-Reduced army control radius but increased army bonus for those under army control. Army commanders, with less than 6 strategic command, only provide army command bonus in their own region. Army leaders of strat rating of 6 and above, normally have 2 region command radius. "

This is the only part of this mod that I don't like. Is it easy to change? Say, to make it strategic rating 4 instead of six? Also, do balloons and signal corps make any difference?

It's not that big a deal, but if I could change it easily, I would. Everything else is fantastic. Thanks a lot for all your work, and if acclaim is any reward, consider yourself applauded. :fleurs:

PS Anyone want a game? :sourcil:


Yes, it is relatively easy to change.

Find your settings folder. Then find and open the Commands&Leaders file with any word editor tool such as wordpad.

You will see the following:

---------------------------------------------

ldrCommandMaximaRank1 = 4 // Nb of CP provided by a rank 1 leader
ldrCommandMaximaRank2 = 8 // Nb of CP provided by a rank 2 leader
ldrCommandMaximaRank3 = 12 // Nb of CP provided by a rank 3 leader
ldrCommandCap = 16 // base CP cap to a stack
ldrGHQCommandModifier = -1 // The Army stack commander provides his strat rating + this value as a bonus (or malus) to subordinate corps
ldrCommandGHQBonusCoSLvl= 4 // What is the strat rating needed by the chief of staff to gives a bonus
ldrCommandGHQBonusCoSVa = 1 // what is the value of such bonus
ldrCommandCostCombiUnit = 4 // What is the CP cost of a combined unit
ldrMaxStackCmdPenalty = 35 // max command penalty for stacks (means a 100-x efficiency)
ldrOutOfChainCmdCoeff = 50 // coefficient to CP accrued if not in the chain of command, in %
ldrGHQStackMinRange = 0 // Minimum GHQ (Army) range
ldrGHQStackCoeffRange = 9 // Strat Value coefficient to get GHQ (Army) range (100% = 100% of strat rating)
ldrGHQStackBonusRange = 0 // Strat Value bonus to get GHQ (Army) range (after ldrGHQStackCoeffRange_ is applied)

-----------------------------------------

Change the Minimum GHQ (Army) range to the value you wish to use and then save the file. You may have to tweak the numbers for "Strat Value coefficient to get GHQ (Army) range (100% = 100% of strat rating)" and "Strat Value bonus to get GHQ (Army) range (after ldrGHQStackCoeffRange_ is applied)" to get the exact range desired because the army commander's strategic ratings affects the command control range. I remember having to experiment with the data values quite a bit to achieve the exact results I wanted.

Comparing the modded numbers above with the original Command&Leaders file should help if you have any difficulties.

Casus Belli
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Thu Mar 06, 2008 2:24 am

Thanks very much, I really appreciate your time and effort.
Great mod, too.

Jagger
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Thu Mar 06, 2008 2:43 am

Casus Belli wrote:Thanks very much, I really appreciate your time and effort.
Great mod, too.


Ok, no problem!

Although if you want to change the strat value used to determine which HQ's have a range beyond one hex, you will need to adjust this value.

ldrGHQStackCoeffRange = 9 // Strat Value coefficient to get GHQ (Army) range (100% = 100% of strat rating)

You will need to increase the 9 value. If this number is increased to 100, then the command range will equal the strategic rating of the general. So if a leader has a strat value of 4, his command range would be 4 regions beyond his own region. Using a 9 value produces a 1 region command radius beyond his own region for generals with a strategic rating of 6 and greater. At some higher strategic rating, a general would have a 2 region command radius. It would require a high strat rating within the mod. Unfortunately, I don't remember the exact formula or I could give you exact numbers.

Balloons and signal corps will not change the command radius. They only increase the CP capability.

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Hinkel
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Tue Mar 11, 2008 10:59 pm

Just a small question.

Is it possible to get the cavalry/artillery brigades changes in an own mod?
With nothing changed, but the new cav/arti brigades. That would be enough for me :)
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Jagger
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Wed Mar 12, 2008 3:54 am

Hinkel wrote:Just a small question.

Is it possible to get the cavalry/artillery brigades changes in an own mod?
With nothing changed, but the new cav/arti brigades. That would be enough for me :)


Sorry Hinkel, the cavalry/artillery brigade units involved creating new models, new units, new alias files and changes in the reinforcement pool and events. The changes are fairly extensive and not easily extracted from other modifications. Basically, it would easier to redo from scratch than modding the appropriate files. And unfortunately, I don't have that much time right now.

Sorry about that.... :(

Jagger
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Thu Mar 20, 2008 8:59 am

(Here is an email to a PBEM opponent providing in-depth explanation of the command radius used within the PBEM mod. In addition, I also talk about some of the upcoming changes in the models/units files. Those changes should be out before the weekend. Also additional changes to reinforcement pools and events.)

Lee should have an army command control of his own region plus one region assuming his strategic leadership rating is still 6 or above. It is possible Lee could have a strat rating less than 6 considering we used the slight leadership randomization. If an army commander has a strategic leadership less than 5, then he can only provide army bonuses to units present in his own region.

The army bonus provides strategic, attack and defense bonuses to their corps. I cannot rationalize providing army attack and defense leadership bonuses unless both army and corps commanders are all personally present on the same battlefield. I could accept an army commander providing a strategic leadership bonus at a greater distance assuming telegraph communication is available.

Unfortunately, the command bonus range affects all three bonuses equally. I can't restrict the attack/defense bonuses to one region while giving the strategic bonus a range of 4 or 5 regions. Each bonus must have the same command range.

I decided to go with the short command control range because it encourages concentrated armies. Civil war armies typically fought and manuevered with their corps in close proximity. Any separated formation was almost entirely dependent on their corps commander's individual capabilities in terms of attack/defense or strategic initiative leadership. (Although march to the guns capability along railroads can sometimes mitigate the separation.) Also again, coordination orders from army commanders could be passed by telegraph and couriers over significant distances. Although the gamer simulates the same thing by simply coordinating his units without consideration of telegraph and couriers.

Actually, I had geat difficulty in rationalizing a command range beyond his own region for leaders with strategic leadership at 6 or greater such as Lee or Grant. It didn't make sense to me except in very general terms. Perhaps, the army commander instilled certain values within his corps commanders and troops which would have a positive impact regardless of the location of the corps.

In game terms, corps, outside of army control range, suffer a number of penalties. Those corps will suffer a minus 1 penalty to their strategic command and attack ratings. So an out-of-command corps commander with an inherent 3-1-1 command rating, will have his ratings reduced to 2-0-1. An independent corps commander needs a high strategic and attack command rating to compensate for those penalties if the corps is expected to attack or move often. In addition to the penalties, independent corps do not receive the positive army strategic/attack/defense bonuses. Those bonuses vary according to the army commander but can be significant.

When two independent corps fight each other, the attacking corps is at a slight disadvantage as it suffers a minus 1 to its leadership attack rating. However an independent corps attacked by a formation with its army commander present is fighting at a significant disadvantage. Those corps under army control receive the army bonuses and do not receive the penalties of the independent corps. Big difference. And of course considered in its entirety, a concentrated army is substantially more powerful than an army with its corps spread out over a number of regions.

To me, these bonuses/penalties encourage a concentration of armies which corresponds with the historical method of operation during the Civil War. At the same time, the bonuses/penalties discourage the trench line defense streching for hundreds of miles which are so common in the original scenario while allowing space for maneuver operations. Of course, circumstances force both sides to use independent corps and divisions. It is a risk which circumstances sometimes demand. But those corps are at a disadvantage if your opponent is able to bring a concentrated force with HQ against it. Sometimes the risk is worth it and sometimes not.

Hopefully, my rational helps to understand why I restricted the command radius to a single region for the vast majority of army commanders. Also it may help to understand how I have been using my armies within our game.

I finally completed the revision of the terrain mod and created the new files. Basically I have added 1 day to the cost of movement in clear weather. I also tweaked the costs of movement in bad weather but still overall very similiar as we are using now. Mud conditions represent light to moderate mud rather than heavy mud conditions. Just download the zipped file into your terrains folder and overwrite existing files. You should install the files before doing your next turn for the accurate portrayal of movement costs when plotting your turn.

I have also completed tweaking the models and unit spreadsheet but have not split them into files yet. I added the familyleader trait to most militia units-which means a leader can now merge/ lead militia regiments/brigades. All ships, except transports, are now purchased as a single ship. Brigs, gunboats and frigates can all merge forming small squadrons of up to 4 ships instead of 2. I have adjusted the reinforcement pools to compensate for the changes. Also the minimum strategic rating of army and corps commanders is now 3. I also upped the attack/defense/protection values of all ships, Columbiad, Rodman and Coastal batteries by 2. This change will not have an impact on naval combat or coastal guns vs ships. But will reduce the impact of army field guns and fort batteries vs naval ships. Finally, I have changed the overcautius commander special ability to represent a 40% reduction to movement speed. A lot of the early war Union generals and some CSA generals have this trait. I feel this is a more appropriate penalty than a CP reduction-especially in conjunction with the increase in strategic leadership for poor corps/army generals. They may move more often but at a much slower pace. I would like to change the dispirited commander ability as well. Although it might be tricky to change. I will let you know if I do change it.

I will use the splitter to create the files and test after you send your next turn. Then I will provide the new model/unit files tomorrow.

Jagger
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Thu Mar 20, 2008 9:08 am

(Here is an email discussing the rational behind the change in strategic leadership values for army/corps commanders but not division commanders.)

Actually I was going to wait another turn to position troops before moving on Memphis. But the weather was good. I felt I better move before winter mud arrives. Of course, it still hasn't arrived in Ky/Tn. It is a late arriving this year. Also I was surprised that I was able to move directly by rail between Haywood and Tipton, Tn. Graphically, the rail is shown as going from Haywood to Hardeman and then Tipton. I think the graphics or the railroad is wrong. Probably the graphics.

In the east, it has been a meatgrinder. I have had a number of divisions decimated. However I still have a few divisions of fresh troops remaining and will have the whole winter to recover losses.

I am definitely playing more aggressively in the East. The first two years, I was unable to launch real offensives because of the extremely poor army and corps leadership. All my eastern army/corps leaders were strat level 2 except Mansfield who was a 3. Any sort of sustained offensive move was either impossible due to inactive leaders or senseless/suicidal because I knew if I moved, I probably would not be able to move the next turn. My corps would just end up scattered all over the place ready to be picked off piecemeal.

I have never been happy with the static game in the east which is basically the norm. I think the solution is to give army commanders a minimum strategic leadership of 3. I am considering the same change for corps leaders but not certain yet. Currently within the mod, the minimum strategic leadership is 2 for both army and corps leaders. The problem is the Union cannot launch a sustained offensive with army and corps leadership having a typical strategic leadership of 2. The game just isn't working correctly if the results of a 2 strategic ratings are a Union army sitting still for two years until new leadership becomes available.

In our current game, I reduced tactical attack/defense ratings for all Union leaders by 1. I think the primary penalty for Union leadership should be their poor tactical attack/defense ratings rather than low, basically useless strategic ratings. The Union should be able to launch offensives...just not very good ones. In my opinion, both CSA/Union army leaders definitely should have a minimum strategic rating of 3. The big question in my mind is whether corps commanders should also have a minimum strategic rating of 3. I tend to think both should be changed. What are your thoughts?

(Independent corps commanders already receive a minus 1 penalty to their strategic leadership since they are not within command radius of their army commander. So a base minimum strategic leadership of 3 is equal to 2 for independent corps.)

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Evren
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Tue Mar 25, 2008 12:44 pm

Jagger wrote:

I have never been happy with the static game in the east which is basically the norm. I think the solution is to give army commanders a minimum strategic leadership of 3. I am considering the same change for corps leaders but not certain yet. Currently within the mod, the minimum strategic leadership is 2 for both army and corps leaders. The problem is the Union cannot launch a sustained offensive with army and corps leadership having a typical strategic leadership of 2. The game just isn't working correctly if the results of a 2 strategic ratings are a Union army sitting still for two years until new leadership becomes available.

In our current game, I reduced tactical attack/defense ratings for all Union leaders by 1. I think the primary penalty for Union leadership should be their poor tactical attack/defense ratings rather than low, basically useless strategic ratings. The Union should be able to launch offensives...just not very good ones. In my opinion, both CSA/Union army leaders definitely should have a minimum strategic rating of 3. The big question in my mind is whether corps commanders should also have a minimum strategic rating of 3. I tend to think both should be changed. What are your thoughts?

(Independent corps commanders already receive a minus 1 penalty to their strategic leadership since they are not within command radius of their army commander. So a base minimum strategic leadership of 3 is equal to 2 for independent corps.)


Your Mod is so satisfying with the changes until now but i think i have a few things to say after your most recent posts. It's gonna be a long post, so get ready. Here we go:

I've never been happy with the static game in the eastern theater either. I've never tried to take the initiative and attack the enemy in the east as the Union (but had to develop and execute other plans in order to compensate this). I always send the old wolves to less important places, fight the real war in the west, and send them to the east as soon as they promote, or just sit in the entrenchments and wait for better commanders' arrivals. And after i saw your posts, i decided to read about the civil war again and compare the game with what really happened.

Personally, i don't believe that the Union commanders were worse than their counterparts (not including the high ranked political monsters like Banks, Fremont, Butler etc.., since they had more to do with the politics, not commanding, but my ideas are open to debate), so the main problem with the Union commanders was not tactical, but strategical and structural. So i don't find the decrease of the offensive and defensive ratings of divisional commanders realistic. As from what i've read, i can give lots of examples about this if it is necessary.

When it comes to army (and sometimes corps) commanders strategical rating, with a minimum rating of three, most of the army commanders will be active. So how is it gonna be historical (or realistic) when there are examples like this? :

"That night, McClellan ordered his entire army to withdraw to a secure base at Harrison's Landing on the James. His actions have puzzled military historians ever since. He was actually in a strong position, having withstood strong Confederate attacks, while having deployed only one of his five corps in battle. Porter had performed well against heavy odds. Furthermore, McClellan was aware that the War Department had created a new Army of Virginia and ordered it to be sent to the Peninsula to reinforce him. But Lee had unnerved him, and he surrendered the initiative. He sent a telegram to the Secretary of War that included the statement: "If I save this Army now I tell you plainly that I owe no thanks to you or any other persons in Washington—you have done your best to sacrifice this Army." (The military telegraph department chose to omit this sentence from the copy given to the Secretary.) McClellan ordered Keyes's IV Corps to move west of Glendale and protect the army's withdrawal, and Porter was to move to the high ground at Malvern Hill to develop defensive positions. The supply trains were ordered to move south toward the river. McClellan departed for Harrison's Landing without specifying any exact routes of withdrawal and without designating a second-in-command. For the remainder of the Seven Days, he had no direct command of the battles." (After the Battle of Gaines' Mill, June 27 1862)

or

"When Pope learned from McDowell about Buford's report, he finally acknowledged that Longstreet was on the field, but he optimistically assumed that Longstreet was there only to reinforce Jackson while the entire Confederate army withdrew; Hood's division had in fact just done that. Pope issued explicit orders for Porter's corps to rejoin the main body of the army and planned for another offensive on August 30. Historian A. Wilson Greene argues that this was Pope's worst decision of the battle. Since he no longer had numerical superiority over the Confederates and did not possess any geographical advantage, the most prudent course would have been to withdraw his army over Bull Run and unite with McClellan's Army of the Potomac, which had 25,000 men nearby.

One of the historical controversies of the battle involves George B. McClellan's cooperation with John Pope. In late August, two full corps of the Army of the Potomac (William B. Franklin's VI Corps and Edwin V. Sumner's II Corps) had arrived in Alexandria, but McClellan would not allow them to advance to Manassas because of what he considered inadequate artillery, cavalry, and transportation support. He was accused by his political opponents of deliberately undermining Pope's position, and he did not help his case in history when he wrote to his wife on August 10, "Pope will be badly thrashed within two days & ... they will be very glad to turn over the redemption of their affairs to me. I won't undertake it unless I have full & entire control." He told Abraham Lincoln on August 29 that it might be wise "to leave Pope to get out of his scrape, and at once use all our means to make the capital perfectly safe." (2. Battle of Bull Run, August 29 1862)

So, according to me, low strategic ratings and leader activations represents the history very well. Giving those army and corps commanders a higher strategic rating will make them respond faster and much more effective than history due to the march to the sound of guns, no matter what the offensive and defensive ratings of the commanders, since two corps are more effective than a single one, even if there aren't any fire bonus.

There's one problem though, we know who will be active or inactive during a 15 day period, so who will carry out the orders and who will not, and we also know the precise number of days to move to a region and the leader stats, so the player normally acts regarding all these, causing ahistorical choices and results. As a player, if i have a chance, i will never take offensive actions in Virginia with McClellan as the army commander.

And you are right, it was the eastern theatre that saw the most number of clashes throughout the war. These are my suggestions to improve the situation:

- Creating more events for the Union player, like the one in the vanilla version "Move into Virginia or lose 10 NM points". It wasn't only in the start of the war that forced Union troops to seek to end the war immediately, but during the four years, especially with an intervening and pushing Lincoln as the President. So it can force the players to make quick and bad decisions, since VP and NM points are so important in the game, and your Mod allows this because the Union has a 2-1 men advantage.

- I like the recent changes in Runyan's Leader Mod, demoting generals like McDowell, Banks and Butler to 2*, which forces the players to use McClellan as the first choice. But i think more restrictive action should be done. As done in choosing Army Commanders, maybe seniority should effect the choice of corps commanders also, so players have to use 3*** generals as corps commanders before the 2** generals, and removing them should have a political hit. I think this one is hard to do, since killing and losing units (not the number of troops) have the biggest impact on seniority, and i think it was so much easier to be promoted to a higher rank, especially in the Union army, only with winning minor skirmishes, without destroying units. So it can make removing those incapable generals really hard to remove, also can lead to the same game exploit with the Army Hq (sending them away without any troops, so they will just stay there doing nothing, waiting for a better commander to take the command). But limited number of corps of 3*** generals with low strategic ratings can force the player to use them. But i'm not sure if these can be coded into the game.

- Increasing the VP of the cities in the east, and maybe turning more cities (or regions) into objectives. So the Missisippi theatre will have a strategical role, such as dividing the south into two, but the successes in the eastern theatre will have bigger impacts.

I was gonna write a thread about my ideas above, but after seeing your posts, i decided to write here first. I'll write a post about my demands from you in the following post. :niark:

Jagger
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Posts: 949
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Wed Mar 26, 2008 12:56 am

Evren wrote:
When it comes to army (and sometimes corps) commanders strategical rating, with a minimum rating of three, most of the army commanders will be active. So how is it gonna be historical (or realistic) when there are examples like this? :


Hi Evren,

Actually most corps/army commanders will not be active. If you want to launch an attack or a coordinated advance on the same turn using 3 commanders each with 3 strategic leadership, the odds of having all 3 commanders activated on the same turn are only 12.5%. Thus all three corps commanders will be active simultaneously, approximately 1 game turn out of every 8 turns or 2 weeks out of 4 months.

Now assume all 3 corps commanders are independent commanders outside of army command radius. Each commander will suffer a minus 1 penalty to their strategic ratings, for independent operation, which reduces their strategic ratings from 3 to 2. With 3 commanders of strategic ratings of 2, the odds of having all 3 commanders activated on the same turn are only 3.6%. Thus all three corps commanders will be active simultaneously, approximately 1 game turn out of every 28 turns or 2 weeks out of every 14 months. (This is what I went through in a recent PBEM. All my eastern commanders were rated 2 or less except for Manfield. All independent corps commanders dropped to strat rating of 1 due to out of command penalties. I did almost nothing in the east for around 2 years.)

If the Union commander can concentrate those 3 strat commanders with an army commander, the corps commanders have an opportunity of receiving a strat bonus but not the army commander. So assume you have a strat 3 army commander and three strat 3 corps commanders each receiving a plus one bonus. The three strat 3 corps commanders could become strat 4 commanders with a bonus. Yet they still only have a 29% change of all being active on the same turn. Thus all three corps commanders will be active simultaneously, approximately 1 game turn out of every 3 turns or 2 weeks out of every 1.5 months.

If you wish, doublecheck my percentages. I believe I am using the right formula and the results do look correct to me.

IMO, even with the increased strategic ratings, many corps will be inactive when you really want to move them. In addition, you will have corps active, when you have absolutely no need or desire to move them. When the majority of your corps commanders are strat 2, the result is the static eastern front.

Currently, I have a game in 1864, all my corps/army commanders are strat rating of 3 or greater. I have wanted to launch an attack in the east for a number of turns and yet have not been able to attack due to inactive corps commanders. Another example, I recently marched Sherman and Mansfield down to Vicksburg from Memphis as the rebs concentrated on defending Corinth. Upon arrival, both Sherman and Mansfield were inactive for a full month with supplies disappearing rapidly. I finally abandoned the offensive because I couldn't wait any longer for the two corps commanders to activate. And always, the reb army is tough. Uncoordinated advance/attack leaves the Union army open to piecemeal destruction. Although sometimes it has to be done, nothing makes the rebs happier.

So I think your worries about an overactive Union army aren't really necessary. A minimum strategic rating of 3 produces a more active Union army but still a much less active army than the rebs.

As a player, if i have a chance, i will never take offensive actions in Virginia with McClellan as the army commander. And you are right, it was the eastern theatre that saw the most number of clashes throughout the war.


Ok, so you are having the same results as I have seen in the east.

These are my suggestions to improve the situation:

- Creating more events for the Union player, like the one in the vanilla version "Move into Virginia or lose 10 NM points". It wasn't only in the start of the war that forced Union troops to seek to end the war immediately, but during the four years, especially with an intervening and pushing Lincoln as the President. So it can force the players to make quick and bad decisions, since VP and NM points are so important in the game, and your Mod allows this because the Union has a 2-1 men advantage.


That is an interesting idea.

- I like the recent changes in Runyan's Leader Mod, demoting generals like McDowell, Banks and Butler to 2*, which forces the players to use McClellan as the first choice. But i think more restrictive action should be done. As done in choosing Army Commanders, maybe seniority should effect the choice of corps commanders also, so players have to use 3*** generals as corps commanders before the 2** generals, and removing them should have a political hit. I think this one is hard to do, since killing and losing units (not the number of troops) have the biggest impact on seniority, and i think it was so much easier to be promoted to a higher rank, especially in the Union army, only with winning minor skirmishes, without destroying units. So it can make removing those incapable generals really hard to remove, also can lead to the same game exploit with the Army Hq (sending them away without any troops, so they will just stay there doing nothing, waiting for a better commander to take the command). But limited number of corps of 3*** generals with low strategic ratings can force the player to use them. But i'm not sure if these can be coded into the game.


Unfortunately, the promotion system is what it is. The ability to mod promotions using promotion parameters is not available. What I have done is make McClellan a better general than McDowell. So players tend to use McClellan in whichever theater they consider most important. I usually have him take over the eastern armies as soon as possible.

- Increasing the VP of the cities in the east, and maybe turning more cities (or regions) into objectives. So the Missisippi theatre will have a strategical role, such as dividing the south into two, but the successes in the eastern theatre will have bigger impacts.


I have added a number of special VP's in all theaters which encourage CSA offenses into the north.

Overall, I think the increased strategic ratings will make it easier for the Union to launch offensives in the east but nothing excessive. And even though launching a Union offensive campaign in the east may be easier, winning that campaign is still going to be very difficult. It isn't easy beating the rebs on the battlefield.

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Evren
Posts: 158
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Location: Istanbul, Turkey

Wed Mar 26, 2008 2:14 pm

Jagger wrote:
Actually most corps/army commanders will not be active. If you want to launch an attack or a coordinated advance on the same turn using 3 commanders each with 3 strategic leadership, the odds of having all 3 commanders activated on the same turn are only 12.5%. Thus all three corps commanders will be active simultaneously, approximately 1 game turn out of every 8 turns or 2 weeks out of 4 months.

Now assume all 3 corps commanders are independent commanders outside of army command radius. Each commander will suffer a minus 1 penalty to their strategic ratings, for independent operation, which reduces their strategic ratings from 3 to 2. With 3 commanders of strategic ratings of 2, the odds of having all 3 commanders activated on the same turn are only 3.6%. Thus all three corps commanders will be active simultaneously, approximately 1 game turn out of every 28 turns or 2 weeks out of every 14 months. (This is what I went through in a recent PBEM. All my eastern commanders were rated 2 or less except for Manfield. All independent corps commanders dropped to strat rating of 1 due to out of command penalties. I did almost nothing in the east for around 2 years.)

If the Union commander can concentrate those 3 strat commanders with an army commander, the corps commanders have an opportunity of receiving a strat bonus but not the army commander. So assume you have a strat 3 army commander and three strat 3 corps commanders each receiving a plus one bonus. The three strat 3 corps commanders could become strat 4 commanders with a bonus. Yet they still only have a 29% change of all being active on the same turn. Thus all three corps commanders will be active simultaneously, approximately 1 game turn out of every 3 turns or 2 weeks out of every 1.5 months.

If you wish, doublecheck my percentages. I believe I am using the right formula and the results do look correct to me.

IMO, even with the increased strategic ratings, many corps will be inactive when you really want to move them. In addition, you will have corps active, when you have absolutely no need or desire to move them. When the majority of your corps commanders are strat 2, the result is the static eastern front.

So I think your worries about an overactive Union army aren't really necessary. A minimum strategic rating of 3 produces a more active Union army but still a much less active army than the rebs.



Ok, maybe i overreacted a little bit. Your calculations are right (yes, i doublechecked them :siffle: ), and i think i ignored the army command radius changes that you made in your mod while i was looking at the Union command failures early in the war. In the vanilla mod, i used independent corps (as you describe them) so much that i forgot it is best to use them with the army commanders in the mod.

Although there's one thing i can add, not all Union corps commanders have strategic ratings of 3, some have more. And, once the corps commanders who has a strategic rating of 3 are active, the chance of all the three of them to be active next turn increases to 50% (in case the army commander still passes +1 strategic rating bonus), and more in case of using corps commanders with higher strategic ratings, which can be relatively high.

Plus, one corps commander can be enough to launch an offensive most of the time, so you can use one of the three when necessary (gameeeeey :fleb: ), whose chances of being active is higher than all the three being active at the same time. Still need to test and see.

It was the army commanders' mistakes that determined the faith of most the battles in the civil war, not the corps commanders, contrary to the game. In the game, it is the corps commanders that determine the results of the battles (Fitzjohn Porter wasn't necessarily bad in the Peninsula Campaign, it was McClellan who ruined it, and they withdrew afterwards, at least this is what history books say). The developers chose the way to represent this by giving low ratings to those incapable commanders, which results as a stall for an offensive for all the army under the command. And this opens the way for a static game. (Maybe not seeing who are active during the turn would help. You would just have to give the orders, and see which was carried out and which was not, but i think this is not possible, at least at the moment).

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Fri Apr 18, 2008 11:38 pm

After several additional games, I have added the following changes to the mod.

1. Detection ratings for infantry and artillery reduced by 1. You must depend on your cavalry for good reconnaisance information.
2. Added additional ship names.
3. Adjusted CSA monthly conscripts. Will receive more monthly conscripts in later years than previous mod version.
4. Fixed terrain format to match new AGeod format. Fixes river/ocean bugged movement. Mud movement is now considered light to moderate mud rather than heavy mud. Wagons move better in frozen conditions than snow conditions. The opposite is true for infantry/cavalry.
5. All ship types are now purchased as single ships except transports.
6. Reduced cohesion loss for generic river, river and ocean transports from 30 to 10.
7. Railroads now cost $30,000 and 30 war supply to build. Riverine supply costs $20,000 and 10 war supply to build. Both Union and CSA had way too much railroad capacity.
8. Overcautious commanders now move at 40% of normal speed instead of a CP reduction.
9. Dispirited commander trait removed from all commanders.
10. CSA infantry/arillery now have supply useage of one per turn with stock of three. Ammo useage and stocks are unchanged. CSA infantry/artillery can last 3 turns in the field without resupply instead of 2 turns. Reflects typical CSA operations with far less supply than the Union. CSA cavalry unchanged to prevent too many long range raids.
11. All corps/army commanders have minimum strategic ratings of 3. Divisional commander strategic ratings are unchanged. All Union commanders have a -1 reduction to their attack/defense ratings.
12. Additional tweaking to reinforcement build pools.
13. Increased VP value of both Richmond and Atlanta from 1 Vp per turn to 3 VPs per turn.
14. Redid harbor exits for many locations in Texas and Louisiana.
15. Fixed portrait problem with the late war USCT troops.

Important: The mod now used Jabberwockies Generals Mod portraits for 8161, 1862 and 1863. His mod should be downloaded and used with the PBEM mod or those particular generals will not display properly. His mod can be downloaded here: http://www.ageod-forum.com/showthread.php?t=5296
Jabberwockies portraits are excellent and now necessary for general portraits to work properly.


***Important-Either install Jabberwockies mod first and then install the PBEM mod over it........or install only the graphics files from Jabberwockies general mod. Do not install the events/models/units/etc files from the mod once the PBEM mod is installed. Doing so will overwrite necessary PBEM mod files.


New files are available for download at the beginning of the thread. The files will be dated 18 April. The changes can be introduced into an ongoing PBEM Mod game. The changes are compatible with 1.09e including railroad changes.

The changes in this latest mod are extensive and based on substantial playtesting. I am happy with the improvement in play and realism.

I will also make available this weekend all scenario XLS files if anyone is interested in tweaking the scenario or pulling bits out.

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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Sat Apr 19, 2008 7:31 am

This mod is huge...and it adheres to my philosophy. I ll surely play it when in pbem :)

I've got a question, how comes all mods for this game have no installer and we have to manually move file per file?
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Jabberwock
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Location: Weymouth, MA
Contact: ICQ

Sat Apr 19, 2008 9:36 am

I will add a graphics only d/l to my mine this weekend. That should make it more compatible with Runyan's mod as well.
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Gray_Lensman
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Location: Who is John Galt?

Sat Apr 19, 2008 9:55 am

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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Sat Apr 19, 2008 10:29 am

Gray_Lensman wrote:It's rather unfair to complain to another gamer that their particular Mod does not come with an installer.


Am not complaining, just asking because i saw that all mods come without installer.

Stay tuned, perhaps got good news on this side. :)
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Gray_Lensman
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Sat Apr 19, 2008 11:55 am

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Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Sun Apr 20, 2008 2:06 am

Gray_Lensman wrote:It would be kinda cool if someone could come up with an easy to use installer. I hope that's what you are leading up to. Expecially an installer that has a removal capability that is easy to use.


Unfortunately GShock, I have never used an installer. Its sounds as if it is complex to use.

Actually installation of the mod is fairly simple. Anyone comfortable with zipped files and can navigate through the ACW folders shouldn't have a problem. It is basically unzip and overwrite either original files or folders. It takes more time to download the zipped files than to install. Although mistakes are always possible unfortunately.

If anybody does have a problem with installation, they can always post here.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Sun Apr 20, 2008 2:10 am

Jabberwock wrote:I will add a graphics only d/l to my mine this weekend. That should make it more compatible with Runyan's mod as well.


Jabberwocky, that would help tremendously. BTW, the portraits are very nice and really improve the atmosphere of the game.

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Pocus
Posts: 25669
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Location: Lyon (France)

Mon Apr 21, 2008 9:37 am

I can help you here, I'm not expert in the one I use, but it does its work. Lets meet in the modding forum for discussions about Inno Setup (freeware)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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soloswolf
General of the Army
Posts: 683
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Location: Ithaca, NY

Mon Apr 21, 2008 2:38 pm

Are the files at the top comprehensive or do I need to get the individual files throughout the thread?

I am really looking forward to playing this!

Thanks.
My name is Aaron.

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Evren
Posts: 158
Joined: Tue Jan 08, 2008 7:31 pm
Location: Istanbul, Turkey

Mon Apr 21, 2008 2:42 pm

soloswolf wrote:Are the files at the top comprehensive or do I need to get the individual files throughout the thread?

I am really looking forward to playing this!

Thanks.



All the necessary files you have to download are at the top 4 posts.

Good luck and enjoy.

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Banks6060
AGEod Veteran
Posts: 798
Joined: Mon Dec 31, 2007 2:51 pm

Tue Apr 22, 2008 8:18 pm

I'd say the things that really interest me about this mod include the changes to entrenchment levels...the overhaul of the affect of certain artillery on passing ships....and then I have a slight interest in seeing how the modded Army Command radius plays.

This is some really good looking stuff.

I'm first going to try the entrenchment mod. I get so sick as either Union or confederate in the early war having things grind to a halt.

I disagree however with the reduction in defensive values...but that's a minor issue. I would only agree to a decrease in '61 and '62...but by late '62...the rifled muskets were tearing through armies badly. and if you were on defense...they were even more deadly.

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