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Le Ricain
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Wed Oct 10, 2007 3:26 pm

With release of patch 1.07c (plus d & e), it seems that the feature with the most improvement has been overlooked in this thread. I am speaking about the CSA AI.

Pre-1.07c, the CSA AI was prone to Sedan like attacks; charging through holes in the Union line only to have the line close behind them by land or riverine units.

In my current game as the Union, I am at the 1861 year end and things were developing nicely. In the East, McDowell's army is completing its right hook and should shortly take Fredericksburg.

In the West, McClellan has taken Lexington and Clarksburg, Grant has captured Bowling Green and Lyon is holding Springfield.

So there I was fat, dumb and happy; quite pleased with myself, when out of nowhere a division sized force under Ben McCulloch plus cavalry smashes into WV tearing up RR's, blasting militia units and then takes the party across the river into SE Ohio.

I sent a much needed division from the Shenandoah to the area as quick as it could go without useable RR. I shifted riverine craft to block the river behind McCulloch. However, before the jaws of the trap could close, McCulloch and the cavalry jump back across the river and disappear into the hollows of western VA leaving me shaking my head and starting to pick up the pieces.

Well done! Forget Sedan, we are looking at the Ardennes.
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Jabberwock
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Wed Oct 10, 2007 8:18 pm

The Union AI is much improved as well.
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Pocus
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Thu Oct 11, 2007 7:48 am

You are getting a part of what has been done for Napoleon's Campaigns.
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richfed
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Minor glitches in 1.07e

Sat Oct 13, 2007 6:16 pm

Three things I've noticed in the latest patch; none of which impacts gameplay in any major way:

1 - Forts do not indicate the presence of garrisons within on their bases [green "lights"]

2 - Just under the transportation assests/production scoreboard/ledger panel, there is a message -- during the AI phase -- that starts with Loading Master File. The next message used to say Generating AI Files. It no longer does, but now says Prcocessing Day: 0/15, which normally came later in the cycle. Doesn't seem to be affecting anything, though.

3 - Are we sure that weather is randomized from the start?
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richfed
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Sun Oct 14, 2007 1:43 am

After a few more restarts, I did notice some weather variation ... so, cross #3 off the list.

I just did a fresh install ... first 2 persist. I suspect #2 is related to this thread. I, too, am seeing that a certain sound is "Now Playing" when, in fact, it is not.
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Clovis
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Mon Oct 15, 2007 9:35 pm

ImageImage

Is it a bug? Army of the Ohio is since 2 turns unable to assault an assieged town. I have division in other places doing it rightly..... With Buell no battle....


Image

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Cat Lord
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Mon Oct 15, 2007 11:05 pm

Clovis wrote:ImageImage

Is it a bug? Army of the Ohio is since 2 turns unable to assault an assieged town. I have division in other places doing it rightly..... With Buell no battle....


Image
If the leader is not activated, he can only defend, not assault.

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Clovis
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Tue Oct 16, 2007 3:14 am

Cat Lord wrote:If the leader is not activated, he can only defend, not assault.

Cat



he's activated and in assault mode.

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Pocus
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Tue Oct 16, 2007 8:05 am

if an army stack is not alone in a region, he will never initiate combat by itself. I see you have 2 stacks.
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Mauzophis
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Tue Oct 16, 2007 9:21 am

richfed wrote:Three things I've noticed in the latest patch; none of which impacts gameplay in any major way:

1 - Forts do not indicate the presence of garrisons within on their bases [green "lights"]


Hm ,in my game garrisons in forts are not indicated at all. Neither in the bases nor at the flagstaff...????

Xoo
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Tue Oct 16, 2007 9:34 am

I note from my game:

1) Wrong info from most general personal info (special in north side, and many miss info both sides) :sourcil:

2) I read a history of the civil war, so i mean West Virginia begin to join Union on June 20, 1863.

If i start April 1861 as grand campaign, so Arkansas, Tennessee, North Carolina and Virginia is not ready until May 1861.

The Confederacy
Seven Deep South cotton states seceded by February 1861, starting with South Carolina, Mississippi, Florida, Alabama, Georgia, Louisiana, and Texas. These seven states formed the Confederate States of America (February 4, 1861), with Jefferson Davis as president, and a governmental structure closely modeled on the U.S. Constitution. In April and May 1861, four more slave states seceded and joined the Confederacy: Arkansas, Tennessee, North Carolina and Virginia. Virginia was split in two, with the eastern portion of that state seceding to the Confederacy and the northwestern part joining the Union as the new state of West Virginia on June 20, 1863.


More info from : http://en.wikipedia.org/wiki/American_Civil_War

EDIT :

PS... I like this game, good work, AGEOD.

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GShock
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Tue Oct 16, 2007 9:54 am

Pocus wrote:if an army stack is not alone in a region, he will never initiate combat by itself. I see you have 2 stacks.


Are you saying he must detach Buell from this stack and the other stack will assault correctly, pocus?
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Rafiki
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Tue Oct 16, 2007 10:13 am

Xoo wrote:2) I read a history of the civil war, so i mean West Virginia begin to join Union on June 20, 1863.

If i start April 1861 as grand campaign, so Arkansas, Tennessee, North Carolina and Virginia is not ready until May 1861.

I'm pretty sure it was done like this for simplicity's sake :)
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Jagger
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Wed Oct 17, 2007 3:44 am

Since 1.07e, my training officers and training masters are both slacking off. Neither seems to actually train troops any more.

richfed
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Fort Bug?

Wed Oct 17, 2007 11:40 am

Mauzophis wrote:Hm ,in my game garrisons in forts are not indicated at all. Neither in the bases nor at the flagstaff...????


Yes, that is what I am saying.
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FortyEighter
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Hmmm

Wed Oct 17, 2007 12:09 pm

Pocus wrote:if an army stack is not alone in a region, he will never initiate combat by itself. I see you have 2 stacks.


So, if you have 2 stacks and one of them is inactive, there won't be an assault?
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Rafiki
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Wed Oct 17, 2007 12:39 pm

Correct, if the non-Army stack is the inactive one.
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johnnycai
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Wed Oct 17, 2007 2:37 pm

Rafiki wrote:Correct, if the non-Army stack is the inactive one.


This doesnt make sense at all. If you want force A to remain defensive (to rest for example) while force B in the region goes about doing the assault...you cant do this?? :fleb: Why not?

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Gray_Lensman
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Wed Oct 17, 2007 2:57 pm

deleted

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Pocus
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Wed Oct 17, 2007 5:03 pm

Army Stacks are very precious and have to comply to several rules which allow them, most of the time to be preserved. In some cases, these rules can annoy the player, but believe me you will be very happy to have these safeguards. They even ensure that in battles an army stack won't be destroyed unless all corps are destroyed, and this rule is only one amongst others to 'protect' them. Consider the problem spoken about to be a side effect of these needed rules.
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chainsaw
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"Beefing up" Army stacks

Wed Oct 17, 2007 6:21 pm

So if I understand correctly, I should NOT be adding fighting capabilities to an Army HQ unit? I thought it was best to add divisions and brigades (up to their CP limits) to give the HQ some firepower...now it seems like I may be wasting those units.

What is the standard practice? Assign the HQ an aide (strat. 4+), the signal, medical and other REMF'ers?

edit - OK, I see your response in a related thread...
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Pocus
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Wed Oct 17, 2007 7:14 pm

No, I would not say it is dumb to add combat units. Some can be interesting.
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Jagger
AGEod Grognard
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Wed Oct 17, 2007 9:10 pm

chainsaw wrote:So if I understand correctly, I should NOT be adding fighting capabilities to an Army HQ unit? I thought it was best to add divisions and brigades (up to their CP limits) to give the HQ some firepower...now it seems like I may be wasting those units.

What is the standard practice? Assign the HQ an aide (strat. 4+), the signal, medical and other REMF'ers?

edit - OK, I see your response in a related thread...


The Army HQ has the best chance of reinforcing a battle due to marching to the guns. So I will often put one or two of my best divisions with the Army HQ. March to the Guns multiplies your defense and offense to adjacent regions containing subordinate corps especially if connected by railroads.

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Rafiki
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Wed Oct 17, 2007 9:17 pm

For a collection of the gritty details (including why Army HQ's are the best choice for being the desgnated reserve), check out: http://ageod.nsen.ch/aacwwiki/Marching_to_the_sound_of_the_guns :)
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Hinkel
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Wed Oct 17, 2007 9:23 pm

Uhm.. no fighting units in the Army HQ stack?
The Battle of Manassas in the grand campaign last turn would be complitly different! I didnt know that.. can we repeat the turn please? :fleb: ;)
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AndrewKurtz
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Thu Oct 18, 2007 2:33 am

Hinkel wrote:Uhm.. no fighting units in the Army HQ stack?
The Battle of Manassas in the grand campaign last turn would be complitly different! I didnt know that.. can we repeat the turn please? :fleb: ;)


General Lee. Comments such as these erode confidence in Richmond :8o:

richfed
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Fri Oct 19, 2007 11:36 pm

richfed wrote:1 - Forts do not indicate the presence of garrisons within on their bases [green "lights"]

2 - Just under the transportation assests/production scoreboard/ledger panel, there is a message -- during the AI phase -- that starts with Loading Master File. The next message used to say Generating AI Files. It no longer does, but now says Processing Day: 0/15, which normally came later in the cycle. Doesn't seem to be affecting anything, though.


Anyone else experiencing these things -- besides Mauzophis & me? :tournepas
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Pocus
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Sat Oct 20, 2007 7:59 am

There is perhaps a bit of discrepancy to be corrected in the message display yes, this is a side effect of a massive injection of code for Napoleon Campaigns... I will publish 1.07f at the start of the week to clear these things.
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Clovis
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Sat Oct 20, 2007 8:17 am

I remain convinced 2 of the most terrible AI weaknesses are:

- a preference to create new units rather than buying replacements so most units are mere skeletons...

- AI unability to replace an army leader by another much better ( Beauragard by Lee being the most current example).

Is something possible in the future, Pocus??

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Pocus
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Sat Oct 20, 2007 8:22 am

Definitively. (1) can be easily tweaked and this kind of feedback from players is much appreciated, as you are in fact playing the game more than me... when I launch the campaign for example, I find myself tweaking the AI during the whole day so that it does the turn I want it to do :)

(2) yes I know about that, this is planned as the next thing to do for the AI.
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