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W.Barksdale
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Thu Mar 19, 2009 4:16 pm

1. Improved naval system
2. leader trait effect > leader stat effect. : less stats, more traits and more generals with traits.
-> quartermasters(army stack), chiefs of artillery(commanding reserve artillery bdes) etc.
3. Manual construction of bde's
4. many more generic generals
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Brochgale
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Thu Mar 19, 2009 4:25 pm

Franciscus wrote:Sorry for not being clear.
A tactical part of the game would mean at least some degree of control of indivdual forces in each battle, in a tactical map, which could be optional. In the limit, possible a dream and maybe unmanageable, the ability to fought each battle like the ones in the Take Command game :coeurs: :coeurs:


Okay got that! Great idea, as someone who got a lot of fun out of playing Talonsoft Battleground games in hot seat mode, but have you thought what it might do to speed of playing a game? :thumbsup:

I like the idea, if it were a huge battle involving tens of thousands! Or similar in scale to actual large ACW battles.
"How noble is one, to love his country:how sad the fate to mingle with those you hate"
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Injun
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Fri Mar 20, 2009 5:35 am

What might improve the game if could use the full benifets of the new duel core prosser technogy like Galactic Civilizations II. I believe it has the best AI in gaming. That extra processor does make a difference.

Brochgale I must dissagree with you about the tactical. Too, too much to handle, ya make a monster out of this gem. Complicated enough to learn. As far as the tactical I would like to see a tactical display of the battle with the battle results. That little eye candy would make the game more interesting. Galactic Civilizations II does a nice job of that. You can watch your ships fight it out, no tactical player enfluence.

If I want tactical with grand stratedgy I go for Total War series. With thier new Empire game might be mod able for the ACW.

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Mickey3D
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Fri Mar 20, 2009 12:10 pm

Injun wrote:What might improve the game if could use the full benifets of the new duel core prosser technogy like Galactic Civilizations II. I believe it has the best AI in gaming. That extra processor does make a difference.


I'm afraid that AI quality is not only related to processing power but also to quality of the algorithm.

And in the case of AACW I think it's not an easy task : you have several "layers" (naval strategy, operational strategy, reinforcement, economy & politics, ...) influencing each others but not all using the same AI technics.

I think this game is a real challenge for AI designers. Perhaps Ageod should implement some kind of API (Application Programming Interface) in its game engine to allow AI student to design some module ?

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77NY
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Setting unit supply levels

Fri Mar 20, 2009 12:30 pm

It just occurs to me that a Quartermaster feature allowing the player to allocate unit supply levels would be nice.

So rear-area forces and certain forts could be allocated "garrison supply" which would be 1/2 supply (i.e., one-turn supply). This would be particularly helpful for the CSA, whose supply is at a premium but who has many garrisons that remain locked the entire war. This would be a realistic option because, obviously, front-line combat troops have always had top priority to receive supplies in quantity. And it seems like an efficient way to augment the flow of supply by allowing the player some control over the "magnet" power of certain regions.

And if the enemy sends in a raiding force and catches a garrison-supplied unit in the rear, so be it. The raiders are likely to have supply issues of their own so I don't think this would adversely affect play balance, especially since the player could change the setting to "combat supply" once the enemy is sighted nearby -- and in any event the garrison will have enough supply for the turn in which they are surprised by raiders.
"I'm a darned sight smarter than Grant; I know a great deal more about war, military histories, strategy and grand tactics than he does; I know more about organization, supply, and administration and about everything else than he does; but I'll tell you where he beats me and where he beats the world. He don't care a damn for what the enemy does out of his sight, but it scares me like hell."

William Tecumseh Sherman

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Spharv2
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Fri Mar 20, 2009 1:51 pm

I would settle for a simple prioritization of depots. For instance, if you plan to make a big push in one area, max out the priority of the relevant depots in the area a few turns early and they will receive a larger share of the supplies distributed in the supply phase. That would only take place after the initial supply phase occurs, to ensure that you don't have units starving in your own rear areas, but it would simulate to a degree the buildups before large offensives at places like City Point in Va and Cairo in IL. This could be a simple check order panel item or something that would signify that you want additional supplies in that depot.

Not sure I'd want to take it to the unit level, that could get a bit cumbersome. Maybe if you had an editable sheet with all your units on it. But I like the idea.
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Brochgale
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Fri Mar 20, 2009 3:58 pm

Injun wrote:What might improve the game if could use the full benifets of the new duel core prosser technogy like Galactic Civilizations II. I believe it has the best AI in gaming. That extra processor does make a difference.

Brochgale I must dissagree with you about the tactical. Too, too much to handle, ya make a monster out of this gem. Complicated enough to learn. As far as the tactical I would like to see a tactical display of the battle with the battle results. That little eye candy would make the game more interesting. Galactic Civilizations II does a nice job of that. You can watch your ships fight it out, no tactical player enfluence.

If I want tactical with grand stratedgy I go for Total War series. With thier new Empire game might be mod able for the ACW.


I cant comment as I have not played the games you metioned and the only total war game I have played was Shogun.

As for the tactical element I was thinking about it from a PvP aspect and the time involved in completing a game as it would surely slow the whole thing down froma playing time perspective. I dont think my lady would appreciate the lack of attention I was giving her. She can moan a bit when I am playing ACW against my nephew.

Also I am not yet ready to upgrade my PC to dual core - again my lady would get a little annoyed at the thought I was not investing in those new shelves she wanted.

Barksdale

I like your ideas as I think that is something that could be implemanted into game relatively quickly for the designers in comparison to the tactical elements suggested by others.
"How noble is one, to love his country:how sad the fate to mingle with those you hate"

W.A.Fletcher "Memoirs Of A Confederate Soldier"

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Pocus
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Fri Mar 20, 2009 5:42 pm

Spharv2 wrote:I would settle for a simple prioritization of depots. For instance, if you plan to make a big push in one area, max out the priority of the relevant depots in the area a few turns early and they will receive a larger share of the supplies distributed in the supply phase. That would only take place after the initial supply phase occurs, to ensure that you don't have units starving in your own rear areas, but it would simulate to a degree the buildups before large offensives at places like City Point in Va and Cairo in IL. This could be a simple check order panel item or something that would signify that you want additional supplies in that depot.

Not sure I'd want to take it to the unit level, that could get a bit cumbersome. Maybe if you had an editable sheet with all your units on it. But I like the idea.


In VGN, depots can have multiple levels and you can switch them on and off. And yes, this is an official nugget of information (tm). :neener:
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Spharv2
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Fri Mar 20, 2009 6:11 pm

Pocus wrote:In VGN, depots can have multiple levels and you can switch them on and off. And yes, this is an official nugget of information (tm). :neener:


Nice, so is this something we will possibly see ported over to AACW? :)
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husky1943
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Suggestions

Tue Mar 31, 2009 9:46 pm

Ciao all,
I have played the game for awhile now, and still I learn something new about this game.

One of the fundamentals of the military is the muster (counting heads) but there is no way in this game (that I have figured out) to take a muster, and see at a glance how many troops that I have. I would like to see the number of troops that I have in the field, and be able to see that number in a region, state, army and theater. Secondly, I would like to be able to name my armies, corps and independent commands. I could name them mnemonically, based on region, state, goal, etc. I also like the idea of being able to set points up for troops to gather together after being formed, instead of hunting the entire map to find them.

The game is outstanding, though. The only game that has ever held my attention so long other than this one is Steel Panthers, World at War.

Great job, friends.
Rob Lively

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Gray_Lensman
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Tue Mar 31, 2009 10:37 pm

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Injun
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I agree on the tactical Level, Too Much

Fri Apr 03, 2009 9:28 pm

Brochgale wrote:I cant comment as I have not played the games you metioned and the only total war game I have played was Shogun.

As for the tactical element I was thinking about it from a PvP aspect and the time involved in completing a game as it would surely slow the whole thing down froma playing time perspective. I dont think my lady would appreciate the lack of attention I was giving her. She can moan a bit when I am playing ACW against my nephew.

Also I am not yet ready to upgrade my PC to dual core - again my lady would get a little annoyed at the thought I was not investing in those new shelves she wanted.

Barksdale,

I like your ideas as I think that is something that could be implemanted into game relatively quickly for the designers in comparison to the tactical elements suggested by others.


Brochgale,

Nice to see someone who agrees about a PvP tactical level or even PvAI.
Takes all the mystery from the operational level that is played.

Just imagine , a battle is fought, two forces come together and a screen pops up with a map where you see the computer deploy the units using Nato symbols. You see either a move on a flank center or both flanks, as the units close. As they come into cannon range you hear, canon fire, and aflash sprite over the targeted hit unit and a star, They move closer and you see smoke sprite infront of units firing small arms, a unit is hit and a star appears on it. In the bachground drums and bugles sound. At one point one side our the other fualters and pulls back, as the eab and flow of the battle more units fall back and the loser retreats leaving the field to the winner. Then either Dixe is played or Hurrah for the Union for the victory song and we see the standard battle report screen.

Say the battle lasts a few minutes ,at the most, you seat with breathless anticipataion as you see the battle progress being animated before your eyes.

That would make the game perfect, Just a that little eye candy would make all our planing worthwhile. I wonder do I dare dream of something like this being added in a future edition of ACW II? I would certainly buy, just for the animation eye candy.

Brochgale look after that little Lady and appreciate every minute you have with her. After 30 years, just over two and a half years ago, my Lady was called back to the Lord. I would give anything to have my lady here now nagging me about the time I spend on this CPU.
Injun aka Mud Marine
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Banks6060
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Fri Apr 03, 2009 9:44 pm

Now that is a very interesting idea. Just a little animation that more fully explains EXACTLY why the battle turned out the way it did. I love the fact that I have no control over the actual fighting of the battles...but an animation feature like the above would be quite pleasing :)
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PhilThib
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Fri Apr 03, 2009 10:19 pm

We have been toying with the same kind of ideas for months...lacking time to work out something nice, but definitively a must be on the next one ;)
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Redeemer
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Sat Apr 04, 2009 4:23 am

The ultimate would be like the Total War series where you jump from a stategic map to a tactical and actually fight the battle.

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TheDoctorKing
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Sun Apr 05, 2009 5:36 am

Maybe something as simple as the tactical system in La Grande Guerre - where you assign units to the right and left flanks, either committed for combat or held in reserve, and shifting from one flank to another is somewhat difficult. You could maybe have three sections, plus a "cavalry zone" on the flank, some terrain issues.

I don't know - might be needless chrome (as perhaps it is in La Grande Guerre). But since many people who care about the Civil War pay attention mainly to battle tactics this might be a way to get them more interested in the game.

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Injun
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Please do not ruin a good thing

Sun Apr 05, 2009 7:09 am

TheDoctorKing wrote:Maybe something as simple as the tactical system in La Grande Guerre - where you assign units to the right and left flanks, either committed for combat or held in reserve, and shifting from one flank to another is somewhat difficult. You could maybe have three sections, plus a "cavalry zone" on the flank, some terrain issues.

I don't know - might be needless chrome (as perhaps it is in La Grande Guerre). But since many people who care about the Civil War pay attention mainly to battle tactics this might be a way to get them more interested in the game.


DoctorKing,
Lets keep this gem simple, the tactical would ruin it. Jsust the animation would be pleasing enough. The game is stratedgy not tactics. You want a strategical and tactical get Empires Total War.

Devs, just the animation please!
Injun aka Mud Marine

Aim low Boys and givem the baynet!

Steady Boys! Steady! Aim ,Fire! , Charge!

Big Muddy

Sun Apr 05, 2009 2:30 pm

Injun wrote:DoctorKing,
Lets keep this gem simple, the tactical would ruin it. Jsust the animation would be pleasing enough. The game is stratedgy not tactics. You want a strategical and tactical get Empires Total War.

Devs, just the animation please!


I completly agree with you Injun, except don't get ETW,(not now anyway). I've mentioned this before, those seeking a Civil War tactial game get take Command 2nd Manassas, this two is a gem. Somebody go get it and tell me otherwise!

veji1
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Mon Apr 06, 2009 5:31 pm

Actually in terms of tactical battle some form of more detailled animation as stated above coupled with prebattle choices similar to those you could do with EiA (Probe, all out, flank, etc..) would be interesting, you would have a nice animation that shows you when your general chooses to committ his reserves, etc...

I would add lots of flavor to the game and could be done at the same time as the battle algorythm is refined : A flanking army tries to extend the frontage, etc...

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Chamberlain
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Tue Apr 07, 2009 12:46 pm

Big Muddy wrote:I completly agree with you Injun, except don't get ETW,(not now anyway). I've mentioned this before, those seeking a Civil War tactial game get Take Command 2nd Manassas, this two is a gem. Somebody go get it and tell me otherwise!


Hello Big Muddy,

You are right about Take Command 2nd Manassas, which I have had since the beginning, is a Gem.

Now, check out this new Gem, Developed & Created by the Developer of TC2M, which will include Multiplayer, is due out this year.
Make sure you check out the Video & Screenshots !!!!

http://w3dgb.norbsoftware.com/

This link is the Home Page for the Site :

http://www.norbsoftware.com/Portal/index.php?option=com_frontpage&Itemid=1

Enjoy,

Chamberlain

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Banks6060
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Tue Apr 07, 2009 3:23 pm

Chamberlain wrote:Hello Big Muddy,

You are right about Take Command 2nd Manassas, which I have had since the beginning, is a Gem.

Now, check out this new Gem, Developed & Created by the Developer of TC2M, which will include Multiplayer, is due out this year.
Make sure you check out the Video & Screenshots !!!!

http://w3dgb.norbsoftware.com/

This link is the Home Page for the Site :

http://www.norbsoftware.com/Portal/index.php?option=com_frontpage&Itemid=1

Enjoy,

Chamberlain


Was ALWAYS a huge fan of this game from the tactical sense. Very excited to see them having another go at it. Great link man!
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Big Muddy

Tue Apr 07, 2009 3:59 pm

Chamberlain wrote:Hello Big Muddy,

You are right about Take Command 2nd Manassas, which I have had since the beginning, is a Gem.

Now, check out this new Gem, Developed & Created by the Developer of TC2M, which will include Multiplayer, is due out this year.
Make sure you check out the Video & Screenshots !!!!

http://w3dgb.norbsoftware.com/

This link is the Home Page for the Site :

http://www.norbsoftware.com/Portal/index.php?option=com_frontpage&Itemid=1

Enjoy,

Chamberlain


Hi Chamberlain, I can't wait for this one. The new one form Norb looks amazing, thanks.

tc237
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Tue Apr 07, 2009 6:15 pm

Originally Posted by Banks6060
Was ALWAYS a huge fan of this game from the tactical sense. Very excited to see them having another go at it. Great link man!

Just to be clear, there really is no "them" (MMG) any longer, the new game is by norb and some others as a new company.
Chamberlain wrote:Hello Big Muddy,

You are right about Take Command 2nd Manassas, which I have had since the beginning, is a Gem.

Now, check out this new Gem, Developed & Created by the Developer of TC2M, which will include Multiplayer, is due out this year.
Make sure you check out the Video & Screenshots !!

Slight correction, norb was the programer/coder at MMG not the "Developer", he had no real Design input.
Adam Bryant was the Designer/Developer of the first game, later MMG brought on Wrangler and others to help with the Design/Development of TC2M.
There is a difference in title when it come to the software business.

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