rattler01 wrote:Anyone remember where the post is of a bug where a bde missing INF elements would get ART elements because it had a L ART slot and the ART had upgraded from a 6 to 12 and so it was putting another L ART element in? I think it was talking about some elite brigade it too.
I don't think the thread with it started with that topic, it just took it over. Asking because my tourney game now as a bde with 3 ART elements and 2 INF elements and I'm pretty sure thats not right.
lodilefty wrote:I suppose we could make the 6 lbrs Med Arty, but "dat don't feel good"
Lemme keep trying to think...
rattler01 wrote:Its the V/1st bde USA, which I believe is one auto-generated with McDowell in Alexandria
@CPT O: Thank you for finding it.
Franciscus wrote:Code changes will not happen anymore, I am sure...
IMHO this is a minor annoyance, not a showstopper, that in the course of a full campaign will probably not even get noticed by most players
Regards
Jim-NC wrote:The solution I use it to keep no light artillery replacements on hand unless I know I need it. The computer looks at what you have for replacements, and makes a decision based on that. Usually, I don't have enough inf replacements available right away (I am a bit of a spendthrift with my troops' pixels (er lives)), and thus if I have 0 inf, and 1 light art available, the engine places a light art in the brigade. If you start with a standard brigade of 2 inf and 1 art, and the art upgrades, then you lose 2 inf, you can get the situation of having 0 inf and 3 art in the brigade (if you have 2 light artillery replacements and 0 inf replacements).
I admit it's weird, but it is currently a game engine limitation.
Captain_Orso wrote:The V/1st Bde starts the game with a full compliment of regiments and batteries. The two that start understrength are the I/1st and I/2nd Bdes. But that doesn't make it impossible for the V/1st to twice get infantry regiments replaced by 6lb-er.
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As I recall the entire situation came to a forefront when the 12lb-ers had their designation changed from light to medium artillery. Before that if a 6lb-er upgraded to a 12lb-er it would still be recognized as light artillery and replaced be replaced on loss with a 6lb-er. That is when these mis-replacements started getting noticed. But even if the 12lb-er were still designated a light artillery it does not address is the fact that 12lb-er can upgrade to 20lb-er, which are also medium artillery.
The only units in the game to build with more than one battery are the big, fat uni_CSA_Bde1VA consisting of the following:
ModelType0 = $mdl_CSA_Inf1|2
ModelType1 = $mdl_CSA_Inf2|1
ModelType2 = $mdl_CSA_Zou1|1
ModelType3 = $mdl_CSA_Art1|1 <- 6lb-er
ModelType4 = $mdl_CSA_Art2|1 <- 12lb-er
ModelType5 = $mdl_CSA_Cav1|1
There are no brigades defined with 20lb-ers, but they might get generated through upgrading. The game-engine-coding does not remember what model of battery was lost from a bde. Therefore any battery, 6-, 12- or 20lb-er lost will be replaced with a 6lb-er. The issue is actually that the bde migrates away from the standard model of a bde with a light artillery model.
A simple solution, were it possible, would be to have a separate class of artillery to which the 6-, 12- and 20lb-ers belonged, smooth-bores or short-range for example. Were the code then modified to look for how many smooth-bore batteries are in the bde, then it would replace missing batteries with the correct type. But if the code were to be changed for that it would probably be just as easy for it to check how many batteries of any type are in the bde and if any are missing have it replaced in the normal fashion, which would be with a 6lb-er, and that would be the simplest solution.
Captain_Orso wrote:Waht?!?! no replacements?!?! Sacrilege!! I always have at least 1 replacement in the pool even as the CSA and 2 if I can afford it at all, just in case. I only see the double battery bug pop up every now and again, but I hardly ever lose regiments anyway
lodilefty wrote:FYI: 12 lbr do NOT upgrade to 20 lbr,, so a possibly good solution is to make the 12 lbr LtArty.
So 6 & 12 [Napoleons mostly] as well as Hose-pounce Arty would be LtArty,
10lb, 20lb, Columbiad, Rodman and Fort Arty = MedArty [please don't start the Columbiad Rodman debate again]
Siege and Coastal = HvyArty
Code: Select all
SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_USA_12lbArtillery_upgrade1|0|0|NULL|NULL|$Prince George's, MD|NULL
Conditions
MinDate = 1862/01/01
MaxDate = 1863/12/31
Actions
SelectSubUnits = Models $mdl_USA_Art2
AlterCuSubUnit = ApplyToList;probability 15;Model $mdl_USA_Art4;ChgCohesion 5
EndEvent
Franciscus wrote:IMHO if we are going now to change model types, we might have unforseen problems in the future, not the least of them players thinking (reasonably and how it was for the last few years) that 12lb are medium-type ART and then ordering useless med ART replacements...
I would leave things as they are and maybe leave such changes for a mod...
Code: Select all
SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_USA_12lbArtillery_upgrade1|999|0|NULL|NULL|$Prince George's, MD|NULL
Conditions
MinDate = 1862/01/01
MaxDate = 1863/12/31
Actions
SelectSubUnits = Models $mdl_USA_Art2
AlterCuSubUnit = ApplyToList;probability 15;Model $mdl_USA_Art4;ChgCohesion 5
EndEvent
Code: Select all
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_12lbArtillery_upgrade|999|0|NULL|NULL|$Richmond, VA|NULL
Conditions
MinDate = 1862/01/01
Actions
SelectSubUnits = Models $mdl_CSA_Art2
AlterCuSubUnit = ApplyToList;probability 10;Model $mdl_CSA_Art4;ChgCohesion 5
EndEvent
bigus wrote:Good Eye Captain_Orso!
The events have been deleted in the modded East and West scenarios.
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