richfed wrote:
- My blockade runners seem to get nailed quite easily - usually - even using the "evade" command. Perhaps this is by design.
will b wrote:I've noticed that it's not a 'sticky setting' and you have to reset it everytime you open the program, even if you're playing a saved game.
Doomwalker wrote:Also, when starting a new 1861 April campaign both sides are spending reinforcements to build up start units. The CSA is hit the hardest of the two with something like 15 elements going to fill these units. I stopped counting and taking screenshots at turn 9. Should I post the screenies here or start a new thread in the Tech section?
Doomwalker wrote:Hey Pocus,
On the Mex units in the replacements, they will show up after France has invaded Vera Cruz. I would send you a save, but I am net'less right now at home, and don't have AACW installed here at work.
Doomwalker wrote:On a diferent note. Would the changes to the naval units affect the land vs land attacks on forts? I started a new April 61' game, and it took the CSA 3 turns to take Ft. Sumter with its single battery of guns.
will b wrote:I've noticed that it's not a 'sticky setting' and you have to reset it everytime you open the program, even if you're playing a saved game.
Doomwalker wrote:OK, figured the Sumter issue out. The AI will use the entire South Carolina force to attack. Thus it takes it 2 turns just to get there.
I started another CSA game, and have noticed the messages for the replacements. I am still unable to build what I want without stretching the economy super thin, even from the start, without letting my replacements fall behind. The Union side of that equation is a completely diferent story.
runyan99 wrote:Since the last tweak from 1.03 to 1.04, I've noticed a difference, and it doesn't really seem to be much of a problem in my opinion. My runners get intercepted about 1/2 to 1/3 as often as they did before.
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