W.Barksdale wrote:Okay I think I should be more clear. First, the attrition works BEAUTIFULLY and is NOT an issue! Second, this is NOT an issue about manpower. My issue here is specifically with the replacement mechanism.
Severely depleted units, due to battle casualties OR attrition OR whatever, are not receiving the replacements ordered when inside a depot\big city on passive. The replacement chips are being used up but are not following the supposed unit priority code.
This is using the latest official patch with no mods.
bigus wrote:Fair enough but I don't see this! I see what you mean though. Seems to me if your in passive posture and in a city you will recieve replacements. It might not happen this turn or next turn. but it will happen.(ie: Its not automatic)
W.Barksdale wrote:Okay I think I should be more clear. First, the attrition works BEAUTIFULLY and is NOT an issue! Second, this is NOT an issue about manpower. My issue here is specifically with the replacement mechanism.
Severely depleted units, due to battle casualties OR attrition OR whatever, are not receiving the replacements ordered when inside a depot\big city on passive. The replacement chips are being used up but are not following the supposed unit priority code.
This is using the latest official patch with no mods.
Jabberwock wrote:I don't think you can separate attrition or manpower, if it is a recurring reduction of manpower due to attrition that causes the issues with replacements not going where they are needed.
W.Barksdale wrote:I wish I could designate specifically which units I wanted replacements for.
W.Barksdale wrote: I thought that the passive priority thing could do that. I guess just having them on passive does not give 100% certainty they will receive any.
bigus wrote:I assure you that 3/4 of us that worked on the Attrition/Movement issue are still actively involved with the game.
IIRC The Attrition/Cohesion losses had nothing to do with A/C Recovery or any replacment issue. It was strictly to reduce Attrition and Cohesion which was deemed excessive at the time. (Whole armies being virtually wiped out due to movement ...etc).
Maybe Gray can point you to the discussion thread. It might take a while to read it though.
bigus wrote:As for the replacement issue, I'm not sure what you want as the Confederates. Historically their manpower was spent by early-mid 63.
bigus wrote:Drastic measures were taken and the fact that Longstreet was moved to the west in mid-late 63 proves this.
bigus wrote:Nuff said. Attrition losses as always are heavy in bad weather.
W.Barksdale wrote:I wish I could designate specifically which units I wanted replacements for. I thought that the passive priority thing could do that. I guess just having them on passive does not give 100% certainty they will receive any.
Gray_Lensman wrote:Just as bigus quoted... How?
The only thing done with the work a while back regarding attrition/movement was to reduce some extreme attrition losses due to movement. If anything, this would have had a positive effect on replacements, due to less losses to be replaced for units just for moving. You're barking up the wrong tree in this case.
Gray_Lensman wrote:I don't think that the game will be changed to allow you as a player to specify which units are to receive replacements, (probably too much work for the programmer/developers), but maybe the order in which the game itself automatically does things, might be changed.
Eugene Carr wrote:Maybe the game could raise regts. to set levels until the number of replacements bought is reached.
Like all regts raised to 100 then all regts. raised to 200 then 300 and so forth until the replacement level is reached.
soundoff wrote:I'd certainly add a +1 to being able to specify which units are to receive replacements.
soundoff wrote:Mind you...how you ever manage to implement such a change given the scope of the game?
Chaplain Lovejoy wrote:Kindly allow me shift the discussion a bit to inquire about replacements specifically for support units (HQs, hospitals, naval engineers, and the like). Do these units function at reduced efficiency/effectiveness if they have red showing? If they function the same no matter how much or how little red is showing, then the player probably will not bother purchasing many replacements for them. (If I have overlooked this being previously asked/answered, kindly excuse.)
Eugene Carr wrote:Maybe the game could raise regts. to set levels until the number of replacements bought is reached.
Like all regts raised to 100 then all regts. raised to 200 then 300 and so forth until the replacement level is reached.
Jabberwock wrote:Throw in a cap number - replacements just don't go to units that already have more than 60% or 70% of initial strength (after August '61 - still have to fill out the first army). If all candidates for replacements have reached the cap, then the replacements stay in the pool.
Gray_Lensman wrote:First off, if the feature is in there and it isn't working, it's the first I've heard of it. Secondly, since it seems to be broken and it has now been reported to not be working correctly, it has gotten my attention and my participation in this discussion. Third and most important, trying to berate the fine work of the volunteer beta team for all their testing contributions just because you are frustrated with a possible new/old bug that up to now has been unknown to us or to insinuate it was left in as a "work in progress" is somewhat insulting to us and misleading to other posters not to mention an obvious lower priority being set on your requests.
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