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Gray_Lensman
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Redeemer
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Thu Jan 08, 2009 12:43 am

Gray_Lensman wrote:Because you are not seeing all the different units that are actually making up these pre-mixed brigades... All you see below on the reinforcement screen is the category "Infantry"

Each infantry unit could either be a Militia, Volunteer, regular Infantry, conscript infantry, black infantry, Zouve infantry or various other types that are currently not displayed separately but lumped together as the category "Infantry" on the Reinforcement screen and used in the predefined brigades. To accomplish a proper breakdown, all these different types of units would have to broken down into their individual constituent parts easily exceeding 40 if not 80 total individual units.


Militia has its own tab and the number available could be increased to compensate for them not being available in brigades in the regular tab. If you wanted to be able to purchase conscript and volunteers (why?) some could be included under the militia tab which has 20 free slots atm. There are only 4 colored troop brigades available to purchase now and none included in the other brigades. So, in the regular tab you have Sailors, Marines, 20 regular inf brigades/regiments (since the militia has 20 states to purchase from), the current 3 Zouaves brigades/regiments, the 4 colored brigades/regiments, for a total of 29. In the Militia tab, you add any conscript or volunteer brigades/regiments you want to add. Currently there are only KS and MO that have brigades with volunteers, not sure how you purchase the conscripts you mention above, so you could even add 20 volunteer brigade/regiments to the militia tab should you desire. All the other "parts" of the existing brigades can be purchased in the other tabs, skirmishers, cav, art, etc.

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soloswolf
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Thu Jan 08, 2009 12:48 am

Do you think Gray is lying?

If we're all saying that this is a good idea for future games... Great. I agree.

But if the man says it can't/won't be done under current design, what are we arguing about?
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Gray_Lensman
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Redeemer
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Thu Jan 08, 2009 12:58 am

soloswolf wrote:Do you think Gray is lying?

If we're all saying that this is a good idea for future games... Great. I agree.

But if the man says it can't/won't be done under current design, what are we arguing about?


If you read back a few posts, you will see where I already accepted that it wouldn't be done. You will also see a post from Rafiki stating the discussion isn't useless. I am only trying to understand Grays slots limitations.

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Rafiki
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Thu Jan 08, 2009 1:03 am

Indeed, I think it's a good discussion to have, especially since it opens to a more "general public" some underlying game mechanics that so far have been the domain of Gray Lensman and his not-that-numerous kind ;)
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Redeemer
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Thu Jan 08, 2009 1:07 am

Gray_Lensman wrote:You're beating a dead horse here. If you want to understand fully on how the units get built, categorized and used in the Reinforcement screen, study the database files, particularly the Models, and Units databases along with the various sub database files that change the "UnitPools". After a while you'll understand the complications involved.


Heh! I know my own limitations and scrolling through code and databases with any chance of understanding is not one of them :bonk: I am not trying to get anyone to do something impossible or put a lot of work into something for no reason, it was only a discussion and I was only trying to understand the limiting factors.

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Gray_Lensman
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Redeemer
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Thu Jan 08, 2009 5:15 am

Gray_Lensman wrote:No problem Redeemer... I just can't begin to describe all the necessary changes and detail that would be involved and decided to point you to the data source to see for yourself. It was not meant in any sort of condescending way.


I was bored waiting for a turn so... I found the units and models. Where is the code for the brigade size limitations and the lines for reinforcements?

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Redeemer
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Thu Jan 08, 2009 5:55 am

So what would this look like?

ModelType0 = $mdl_CSA_Inf1|1
ModelType1 = $mdl_CSA_Inf2|0
ModelType2 = $mdl_CSA_Zou1|0
ModelType3 = $mdl_CSA_Art1|0
ModelType4 = $mdl_CSA_Art2|0
ModelType5 = $mdl_CSA_Cav1|0
FamilyType0 = $famLeader|1
FamilyType1 = $famLine|4
FamilyType2 = $famCavalry|1
FamilyType3 = $famMedArty|1
FamilyType4 = $famLightArty|1

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Clovis
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Fri Jan 09, 2009 1:17 pm

Redeemer wrote:So what would this look like?

ModelType0 = $mdl_CSA_Inf1|1
ModelType1 = $mdl_CSA_Inf2|0
ModelType2 = $mdl_CSA_Zou1|0
ModelType3 = $mdl_CSA_Art1|0
ModelType4 = $mdl_CSA_Art2|0
ModelType5 = $mdl_CSA_Cav1|0
FamilyType0 = $famLeader|1
FamilyType1 = $famLine|4
FamilyType2 = $famCavalry|1
FamilyType3 = $famMedArty|1
FamilyType4 = $famLightArty|1


It suffices to design each regiment model as unit but:

- each unit has to be raised in one State so by imagining you would create light inf, normal inf, volunteer, elite infantry per state you shouldn't have sufficient slots in the recruitment screen,
- then, even by supposing, which I don't know to be possible to create complex brigades by merging, you will put a supplementary micromanagement layer to the player. Units appear randomly in city region, so you will have first to regroup the needed units to form the brigades
- last, you will put AI in trouble as it isn't programmed to build brigades...and there's no way to mod that.

So even if the idea is interesting I'm concluding to be inappropriate to AACW because it would need hard rework of the recruitment GUI and AI procedures, with the risk to disarray most players not interested in more micromanagement....
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fahbs
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Fri Jan 09, 2009 9:47 pm

Me again. Thanks for the clarifications.


So I played both tutorials and Bull Run. I figured the 24 turn Western campaign would be a good next step in learning.

Some questions:

-Are all the starting units pretty much the best setup, or is tweaking needed?

-I noticed that no corps existed (except the farthest east army: right and left wing), only divisions and armies. I tried selecting a 2 star leader and some elements nearby to Grant, but the option to form a corp never came up.

-Is industrial investing worth it? Only for 100+ turn games?

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Fri Jan 09, 2009 9:58 pm

fahbs wrote:Me again. Thanks for the clarifications.


So I played both tutorials and Bull Run. I figured the 24 turn Western campaign would be a good next step in learning.

Some questions:

-Are all the starting units pretty much the best setup, or is tweaking needed?

-I noticed that no corps existed (except the farthest east army: right and left wing), only divisions and armies.
I tried selecting a 2 star leader and some elements nearby to Grant, but the option to form a corp never came up.


-Is industrial investing worth it? Only for 100+ turn games?


To enable the two star general that general must be the highest ranking general in the stack. Must not be combined with any unit. Must not have in his stack any inactive units. Must be within influence range of the army commander.

Inactive units may or may not have the lock symbol on their pic. Hover the mouse pointer over each unit to ensure it is able to move. If a unit will not leave the region remove it from the stack of the general you wish to make your corps commander.

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arsan
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Fri Jan 09, 2009 10:06 pm

The starting setup tries to represent the historic situation on that date.
But you should check if you can improve things. In most cases you can organize this better, lowering command penalties and optimizing good leaders.
Besides, the best setup heavily depends of you campaign plans. ;)

For such a short scenario i don't think you should spend much (if any) on industrialization, unless you have nothing better to do with the money (like buying new reinforcement and replacements.
Check you transport polls and supply and transportation necessities. This can probably be a better investment than industries.
Regards

fahbs
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Mon Jan 12, 2009 3:51 am

Alright, now I'm a little unclear on the "march towards the sounds of the guns" army corps supporting each other.

The manual and tutorial make it sound like they support anyone inside the army commander's radius, yet that doesn't seem likely. Even one region away it takes most regiments nearly a week to move. How many battles are going to still be going after 5 days?

Is it just the same region they support each other?

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arsan
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Mon Jan 12, 2009 8:34 am

Hi!
They just may support battles on adjacent regions. And its not 100% sure.
It depends of travel distance between regions (easier to get support i connected by road/rail) and leaders attributes.
There was a formula i saw around the forum... but not sure where. :bonk:

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Rafiki
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Mon Jan 12, 2009 8:38 am

All stacks can (possibly) support eachother when the battle takes in the same region. Marching to the sound of the guns enables corps/army stacks to support other stakcs belonging to the same army even when the battle takes place in the neighboring region to where the stack in question is located.

More info about this can be found at http://www.ageod.net/aacwwiki/Marching_to_the_sound_of_the_guns :)
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Redeemer
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Mon Jan 12, 2009 2:41 pm

I've had enemy corps march to the sound of gun many regions away. I wish it was only adjacent regions.

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soloswolf
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Mon Jan 12, 2009 2:44 pm

Redeemer wrote:I've had enemy corps march to the sound of gun many regions away. I wish it was only adjacent regions.


I would imagine the corps in question was just en route to the same region, or at least passing through. Marching to the guns only covers adjoining regions.
My name is Aaron.



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arsan
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Mon Jan 12, 2009 2:50 pm

soloswolf wrote:I would imagine the corps in question was just en route to the same region, or at least passing through. Marching to the guns only covers adjoining regions.


+1
You must be wrong Redeemer. It work (when it works... ;) ) only in adjacent regions.

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Redeemer
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Mon Jan 12, 2009 5:36 pm

I don't know if I have a save game of it, but one of my CSA opponents favorite strategies is to send Jackson with a corp to some northern city, like Harrisburg or Wilmington, with the rest of his AoNV on the Manassas line. Then when I try to attack Jackson, Lee and the Army show up, I usually end up fighting much more than Jackson's Corp. If I can find a battle report or it happens again, I will post it.

fahbs
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Wed Jan 14, 2009 8:14 am

Ok, 24 turn Western campaign scenario.

McClernand's (2 star leader) stack is not allowed to be formed into a corp under Grant's army.

Why not?

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fahbs
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Wed Jan 14, 2009 9:28 pm

Gray_Lensman wrote:Hovering your mouse over the "form corps" button will generally give you the reasons why you can't form a corps. Without seeing your specific game, I can't really tell you more than that.



Hovering over the corps button always gives the same possible reasons why a corp can't be formed, and from what I can tell none of them apply. McClernand is not in an existing corp, he is the only 2 star leader in the region, and he is within Grant's command radius.

It's right from the start of the 24 turn Western campaign scenario.

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arsan
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Wed Jan 14, 2009 9:46 pm

Hi!
Just checked it and found what's the problem! :thumbsup:
McClenard starts the scenario as a division leader as you can tell for the bold nato icon on his unit, the fact that ha actually have combat strength and the silver background of the strip where his name appears.
To make him corps commander you must first disband the division (click the (-) button on the left of the unit panel).
A leader cannot be made corps commander without removing him from his divisional commander status.
Hope it helps!

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Gray_Lensman
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Wed Jan 14, 2009 10:12 pm

Thank you arsan. I have so much other stuff going on, I was not able to make the connection that he might not have removed the divisional command first. I will have to expand the tooltip to include that reason also.

New Tooltip: (won't be official until v1.12b however).

[ATTACH]5699[/ATTACH]

Regards
Attachments
Corps Command.jpg

fahbs
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Thu Jan 15, 2009 5:18 am

Ah, that clears it up.

Another odd question though:

What is the purpose of naval engineers and sailor regiments?

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arsan
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Thu Jan 15, 2009 8:42 am

Gray_Lensman wrote:Thank you arsan. I have so much other stuff going on, I was not able to make the connection that he might not have removed the divisional command first. I will have to expand the tooltip to include that reason also.

New Tooltip: (won't be official until v1.12b however).

[ATTACH]5699[/ATTACH]

Regards


Gray, regarding the improved tooltip (great idea by the way! :thumbsup :) i think it would be better to just say "Leader is already in command of a division". (i think a leader attached to a regiment/brigade can be Corps leader but not 100% sure)
The "In command of another force" line can be misguiding, as any normal stack (force) will have the highest ranking leader "in command". And this is no problem for him becoming a Corps commander.
Just my 2 cents! :)

Fahbs
Navel engineers speed ships repairs if located on a port. Try to have one in your main naval bases.
Sailors are like cheap marines. His main in game purpose is help speeding up movement across rivers and swamps.
Use the search for "marines" an you will find lots of tips for them.
Regards

Major Dilemma
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Thu Jan 15, 2009 8:51 am

arsan wrote:Gray, regarding the improved tooltip (great idea by the way! :thumbsup :) i think it would be better to just say "Leader is already in command of a division".
(i think a leader attached to a regiment/brigade can be Corps leader but not 100% sure)

The "In command of another force" line can be misguiding, as any normal stack (force) will have the highest ranking leader "in command". And this is no problem for him becoming a Corps commander.
Just my 2 cents! :)

Fahbs
Navel engineers speed ships repairs if located on a port. Try to have one in your main naval bases.
Sailors are like cheap marines. His main in game purpose is help speeding up movement across rivers and swamps.
Use the search for "marines" an you will find lots of tips for them.
Regards


The leader must not be combined with any unit at all.

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