Gray_Lensman wrote:Start the game over again when you apply changes such as those suggested by GraniteStater, otherwise even the lower detection/aggressive settings will see everything around the "advanced" units allowing them to continue their activities.
.
Longshanks wrote:GL and Pat nailed it. If you want to limit the AI to Volunteers for a while, your only option is to play both sides, or play a human - that is, take the AI out of it. The AI will hit mobilization asap every time.
Many (most?) PBEMers play with restricted (i.e., no) mobilization for 1861 at least.
As I understand it, the game can't be modded to restrict mobilization. If it can, I sure would like to see it.
Capt Cliff wrote:I just check the CSA turn for my most recent game and I see the CSA now has 2 ironclads in Norfolk!!?? With the limited Naval stores resources of the CSA how was this rationalized? So there's no limit to the number they can build??
wsatterwhite wrote:The AI is only limited by the resources they have, same as a human player. If the Confederate AI builds an ironclad in Norfolk, that's just taking away from their resources to build other troops and/or ships elsewhere, nothing really "wrong" there.
Longshanks wrote:The AI gets whatever bonuses you give it in the Options. Many players think the AI is way too easy to beat, and I'm betting you will too once you learn all the fundamentals. Playing the AI is a great way to get the basics down tho. You'll really start learning the game when you play a human player.
Capt Cliff wrote:I assume the AI get 150% of everything as a hedge against a human player. They get combat bonus, other that what's shown on the AI screen in the options menu, as well. The adage that "God is on the side of the big battalions" works for these PC AI's. Just saying that too many ironclads in the hands of the AI can be unbalancing.
Gray_Lensman wrote:They're getting all the troops because the AI utilizes the same rules and options as the players are presented with. Those include totally non-historic manpower drafts (over and above the volunteer drafts) at the start of the war. I wanted to move these draft choices to latter year historical dates but had too much player/gamer opposition. I even considered adjusting the draft dates JUST for the w/KY scenarios which were my own scenario adaptations from the originals but still incurred too much opposition. Nothing to be done about it now except to know that it occurs and adjust your play accordingly.
.
vaalen wrote:I wish you had moved these draft choices to latter year historical dates. I totally fail to understand the opposition.
The huge early confederate armies and the constant deep invasions by the Confederate AI are why I do not play the game anymore.
The real war just was not like that, and could not have been like that, given the political and military realities of the time.
This is truly a shame, because there is so much to enjoy and admire in what otherwise is a masterpiece. Many people who love the civil war period have stayed away from the game because of this. Remove these two flaws,
and you greatly increase the appeal of the game.
It is very sad that nothing can be done at this point.
Ol' Choctaw wrote:Early on I had some difficulty with CSA raids too but I developed a few counter measures that seemed to have worked and they just don’t go there any more.
I doubt that adjusting manpower would make a difference to the AI as to whether or not it raids deep or not. Making changes to the AI often results in other problems so you end up chasing one thing after another.
I play with my own house rules and wait for drafts until later and can still whip the AI, union or csa.
All games have flaws. So far as I can see there is nothing else better so I guess I will stick with this until something better dose come along.
Return to “AGEod's American Civil War”
Users browsing this forum: No registered users and 15 guests