tripax wrote:Sorry, I wasn't clear. I meant that the hard-coded brigades are actually special instances of existing units. So Bartow's Brigade in the Carolina Department is an example of a unit "uni_CSA_Bde4GA" consisting of regiments/models given the names: "7th Georgia|8th & 9th Georgia|Wise Artillery|NULL" where Null is recruited later as you describe. My understanding is the command cost and of the brigade comes from the command cost of that type of unit and, as you say, the strength of the regiments comes from the strength of the model for each regiment. There is no reason Bartow's Brigade couldn't be the 1st, 7th, 8th, 9th, and 11th Georgia and Wise Artillery, as it was in the Seven Days (Bartow himself died at Bull Run, so it had a different commander by then), we would just have to make a unit that had 5 infantry and 1 artillery.
I'm not sure of something you're saying here. Bartow's Bde starts the April '61 scenario in Richmond with the makeup you've noted, not in SC.
If you can show that Bartow's Bde actually had the regiments and artillery on hand at the point in time they may well be willing to change that. It would require creating a uni_CSA_Bde3GA unit for it, but that would just be copying one of the other Bde3 units definitions from one of the other states and changing the state and force pool settings. No big deal. The names of the regiments and artillery are just text in the scenario spread sheet, so they are the easiest to change.
If there were any question of whether all of the regiments were actually on hand, those that were not could also easily be left off the unit at scenario start, but I imagine, since the bde is locked in Richmond for a number of turns, if the player allowed for enough CC in his pool there is a good chance that any missing rgt might well reinforce the bde by the time they unlock.
If the only unit in contention is Barlow's Bde, I don't imagine that change would endanger balance enough to worry about it. If there were a lot of bde's that needed to be modded to be historical, that would be different.
I'm sure the devs have some formula for determining the CP cost of a unit. I know for sure that it's not the same for Union as for CS units; CS units practically always have a lower CP cost. Many of the flavor units, like the Laurel Bde, have special CP cost, which I allow them to be commanded by their historical commander alone without having to add a number of "filler leaders" to fulfill the CP needed to command them. But those are special cases.
tripax wrote:I'm not sure why, but the names are often a bit off. Also, the flavor commanders seem to be random. In AACW, you could see who the commander of a unit was, but not in CW2 that I can see. I'm in favor of correcting flavor commanders in case this functionality is added back (which I'd support, but I understand that removing it adds a bit of screen space for more useful information).
Most of the element and commander names were researched years ago. At the time the results were probably the best answers that could be found. Also realize that commanders were often changed throughout the war, so some names might only reflect a unit's commander at a specific point in time.
tripax wrote:I wasn't aware of this. It might be because the second model is militia, and you can combine militia into two militia brigades without adding CPs.
I could speculate a lot on what the reasoning might be, but it would still be just that, speculation. The only qualms I have with it are:
- It's not apparent. One cannot readily see that a rgt slot is empty and thus that the CP cost is inflated for the unit.
- The unit will never pick up the missing rgt through replacement. The missing rgt
must be manually combined into the bde. I think this is because the game only considers that ModelType's in the definition for replacements, and the FamilyType's are what allow the player to combine the 3rd rgt into the unit.
At any rate, at the beginning of the war it kind of screws the Union player, because although it is one of the few units in the West that can be purchased with non-militia infantry and at a time when leadership is at a premium and the need for using independent commands can be great, these units are just the worst until they can be put into divisions where their CP cost losses its meaning.
tripax wrote:I agree. One way to ameliorate this is to add the units/models with only partial strength (lots of red) so the player has to spend replacement chits to effectively fight with it. Thus the new units don't affect the economy of the game. That is, to the player it is almost the same as if the new unit was purchased the normal way. Another way is to have the new units be locked to a region for a certain amount of time. Beyond this, you are right that it would have to be done carefully and sparingly.
Well... yes - no - maybe

If we are only talking about Flavor Brigades, they can be spawned by event with elements missing or with elements understrength. That would slow them down some, but it will still cost the player in CC and time to bring them up to strength, plus as long as they are below strength they will have a CP penalty when comparing strength relative to CP cost.
For units already locked in place for a number of turns that can actually be an advantage in comparison with the way things are now. Now the spawned forces have strength X and when looking at those that start out already missing rgt and/or elements, the scenario is already tuned to allow for those units to get up to full strength at about the time they are unlocked.
If you add more empty element slots or filled slots, but with understrength elements, it might well be that by the time they are unlocked the force will now have strength X+Y thus possibly unbalancing the scenario at the time they are unlocked.
Remember, replacements arrive at the unit where they are. Units you build take time to be built and then have to travel to where they are needed.
tripax wrote:I agree. Also how units like the 2nd Artillery appear both in Oregon and in Tyler's Division on the march to Bull Run (it did exist in both places, but not at exactly the same time, luckily). My model/unit names mod is pretty complete now (although I gave up with adding Naval units), and my next goal was to mod the hard-coded unit names, but I'm finding it hard to disentangle the task of changing the names with the task of reconfiguring the brigade compositions. It seems like the units involved in major battles before August 1861 (so that includes Bull Run, Wilson's Creek, but not Rich Mountain, I think) are currently in the game, but with issues. Many regiments who mustered by the end of April are roughly included (the Pennsylvania Reserves or 1st South Carolina Rifles are somewhat represented in the 2nd South Carolina and the Pennsylvania Volunteer regiments) but often given odd names (I can't find any unit called SC Guards, SC Rifles, or Fairmont Rifles which make up the 2nd South Carolina).
Historically which brigades and regiments were where and when has never been my interest, other than perhaps a specific few units that interest me, as a Michiganian the Iron Brigade for example

. I just find unit names like "U.S. Artillery" for a battery of artillery sound so darn cheesy

.
tripax wrote:As you might guess, I'm starting to go through the event DB files and look at some of the changes that might need to be made. If anyone would like to help with the research, let me know.
I can't really help you here. As I said, unit research is my weakness and is not really my interest. I'd be glad to help you where I can with looking at where changes to scenario setup might be tweaked, but that's about as far as I can go.