mikee64 wrote:Yes, these elements were missing from the start, specifically elements in Smith's and Bee's brigades. I've played another turn and all my other units have filled out and there are plenty of replacements, so I'm pretty sure its not working ATM. Any idea on that militia re-locking?
The good news is Athena is playing great so far in 1861. Very active and aggressive with the Navy, much more so than in previous versions. Also repairing rails nicely. She even made a raid into NC and built a depot there, never seen that before. Great job Pocus!
mikee64 wrote:Yes, these elements were missing from the start, specifically elements in Smith's and Bee's brigades. I've played another turn and all my other units have filled out and there are plenty of replacements, so I'm pretty sure its not working ATM. Any idea on that militia re-locking?
arsan wrote:Hi!
I have been checking this problem and i think i found the reason why.
Gray work with the new depot is not the cause. This works great![]()
The problem is that Bee and Smith brigades appear merged with Bee and Smith leaders.
Since 1.10 patch units inside divisions can now recover missing elements, but it seems this new improvement does not apply to lone brigades merged with a leader.
In all my checks, the Virginia cavalry brigade on Johnston Command recover his 3 missing elements without any problems (of course you must have the appropriate replacements) but Bee and Smith brigades only recover hits ans cohesion, but not the missing elements.
But when stack become unlocked, if you separate this brigades from the leader, they will recover the missing elements in the next turn![]()
Don't know if Primasprit work with the divisions and full elements recovery was supposed to work also with leader+brigade merges or not.
But the fact is that it does not work now. Not sure if it is important enough for him to look at it.![]()
Maybe for a future patch it would be easier just to separate Bee and Smith leaders from his brigades ans just let the player merge them later or not.
Regards!
Gray_Lensman wrote:This has me thinking that the newly placed depot at Strasburg is not really needed. I was hesitant about its placement there in the first place, due to a possible early capture by the USA forces. I'll have to do some more testing. I much prefer that the player choose to expend his own resources to build items that were not really in place historically.
arsan wrote:Sorry, but i don't agree at all.
Even with this problem with Bee and Smith brigades, when the johnston stack is unlocked, the troops are at 100% strength with the exception of the 2 cav elements the two merged brigades can't recover.
Before, without depot here, the stack would be missing this same two elements, plus three missing elements from the cav brigade and the most important, ALL the rest of the units will be at half strength or worse.
This situation would happen at the historical date of 1º Bull run battle, when the real Johnston force participated decisively. Something impossible with the vanilla setup until this new depot was placed.
If you want to remove the depot, then Johnston stack needs to be modified to arrive already at 100% strength.
regards
Even with this problem with Bee and Smith brigades, when the johnston stack is unlocked, the troops are at 100% strength with the exception of the 2 cav elements the two merged brigades can't recover.
Clovis wrote:It seems as gunboats are now blockading even friendly units river crossing.
Clovis wrote:About AI:
there's now a real difference between low and normal aggressiveness levels. AI aggressiveness is generally working better, ie without suicidal moves but offensively.
Clovis wrote:It seems as gunboats are now blockading even friendly units river crossing.
Removing gunboats suffices to allow units to cross.
Gray_Lensman wrote:One thing not mentioned in Pocus' changes at the beginning of this thread is the introduction of "Evolving Maximum Entrenchment Levels". For more information on this see the 2nd post of this thread: http://www.ageod-forum.com/showthread.php?t=6249
Depending on feedback, I may have to tweak in the random increase percentages somewhat, but in my tests they perform rather well. Keep in mind, the Max Level has to get to 5 pretty quick for "River Bombardment" rules to work soon enough.
Gray_Lensman wrote:1861 April Campaign - starts with MaxEntrenchLevel set to 4
1861 July Campaign - starts with MaxEntrenchLevel set to 4
1862 Campaign - starts with MaxEntrenchLevel set to 5
1863 Campaign - starts with MaxEntrenchLevel set to 6
1864 Campaign - starts with MaxEntrenchLevel set to 8
The Scripted Events change these levels over time on the following schedule:
In 1861, there is a small chance each turn from Aug thru Dec for the Level to increase to 5
---- with a definite increase to 5 in Jan 1862
In 1862, there is a small chance each turn from May thru Dec for the Level to increase to 6
---- with a definite increase to 6 in Jan 1863
In 1863, there is a small chance each turn from May thru Aug for the Level to increase to 7
---- with a definite increase to 7 in Sep 1863
In 1863, there is a small chance each turn from Oct thru Dec for the Level to increase to 8
---- with a definite increase to 8 in Jan 1864
Clovis wrote:AI is definitly better, protecting Capital, concentrating forces. It doesn't raid endlessly with cavalry against fortress.
Clovis wrote:It seems as gunboats are now blockading even friendly units river crossing.
Removing gunboats suffices to allow units to cross.
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