Posted: Thu Dec 15, 2011 11:43 pm
Random, I will totally look in to the mod enabler, it looks like a very useful tool (why not make it as easy as possible, eh?).
The problem I saw with the original stats was that casualties from day 1 were way too high. The bloodiest battles up to the 1870s caused only tens of thousands of casualties (the entire roll of Austrian casualties at Konegraetz was 45 000, this being the largest and bloodiest battles since the Napoleonic Wars). Even during the Great War, casualties were high, but so too were the number of troops fielded, and the duration of combat extended. In no way do I see a battle lasting 2-3 days resulting in over 100 000 casualties (the Great War battles causing these numbers of casualties spanned weeks, if not months).
A side effect of reducing casualties is that the quality of your leadership now plays a greater part. Take the 1905 scenario. In the old version, after your second battle with the Russians, the Japanese army was crippled. Even though it won the two battles, they were simply savaged so much that the Russians, who have much greater numbers, had more reserves so regardless of the leadership, fresh and 100% strength troops will overcome tired and weakened veterens. I have played a modified 1905 scenario as the Russians and find it VERY difficult to do any real damage to the Japanese. Regardless of when I try to attack, the Japanese quality of troops and leadership throws my forces back. We both recover somewhat quickly, but pretty much are at a stalemate (I can make no progress against them, even though my individual force number is much greater, their quality makes up for it).
Casualties in the mod are still high, averaging at about 10-20% of the total forces engaged (depending on the tenacity, success, or failure of the battle). For example, a force of 300 000 men may lose a battle and have 60 000 casualties. Rarely do I lose elements, even after a force being in combat multiple rounds a turn. Even still, I rarely lose units (only if a much larger force catches a tiny group moving to reinforce).
I have removed the ability to capture HQs and Artillery, which means that you will no longer collect your enemie's corps HQs and Artillery. These forces remain in the hands of the original owner, meaning that given time, even an 'annihilated' corps can rebuild itself (although takes a long time and a lot of replacements).
At present I am working on wartime events, testing out AI and Human battle goals, as well as special intervention events (to represent an expanding war). I have just figured out how to do MC events. Will keep people posted.
In a few days I plan to work on more stuff with the models and units, notably natives and other minors (plus changing around the units a fair bit).
The problem I saw with the original stats was that casualties from day 1 were way too high. The bloodiest battles up to the 1870s caused only tens of thousands of casualties (the entire roll of Austrian casualties at Konegraetz was 45 000, this being the largest and bloodiest battles since the Napoleonic Wars). Even during the Great War, casualties were high, but so too were the number of troops fielded, and the duration of combat extended. In no way do I see a battle lasting 2-3 days resulting in over 100 000 casualties (the Great War battles causing these numbers of casualties spanned weeks, if not months).
A side effect of reducing casualties is that the quality of your leadership now plays a greater part. Take the 1905 scenario. In the old version, after your second battle with the Russians, the Japanese army was crippled. Even though it won the two battles, they were simply savaged so much that the Russians, who have much greater numbers, had more reserves so regardless of the leadership, fresh and 100% strength troops will overcome tired and weakened veterens. I have played a modified 1905 scenario as the Russians and find it VERY difficult to do any real damage to the Japanese. Regardless of when I try to attack, the Japanese quality of troops and leadership throws my forces back. We both recover somewhat quickly, but pretty much are at a stalemate (I can make no progress against them, even though my individual force number is much greater, their quality makes up for it).
Casualties in the mod are still high, averaging at about 10-20% of the total forces engaged (depending on the tenacity, success, or failure of the battle). For example, a force of 300 000 men may lose a battle and have 60 000 casualties. Rarely do I lose elements, even after a force being in combat multiple rounds a turn. Even still, I rarely lose units (only if a much larger force catches a tiny group moving to reinforce).
I have removed the ability to capture HQs and Artillery, which means that you will no longer collect your enemie's corps HQs and Artillery. These forces remain in the hands of the original owner, meaning that given time, even an 'annihilated' corps can rebuild itself (although takes a long time and a lot of replacements).
At present I am working on wartime events, testing out AI and Human battle goals, as well as special intervention events (to represent an expanding war). I have just figured out how to do MC events. Will keep people posted.
In a few days I plan to work on more stuff with the models and units, notably natives and other minors (plus changing around the units a fair bit).