rasnell
Major
Posts: 247
Joined: Fri Apr 07, 2006 9:16 pm

More details about each unit

Sun Apr 22, 2007 6:59 pm

Without tooltips in the reinforcement or replacement window, the only way to know the exact attributes or power of certain units is to create them and look in the game.

I can't find a file or anything in the manual on the following and was hoping beta testers, grognards or Pocus and his band of followers could answer:

Marines Can we assume they are better than regular military for amphibious operations?

Medics Exactly how important are they to create for every major Army, corps and division? How much of a difference do they make for healing, recovering, lowering casualties during battles?

Balloon Just how important and what does it do for visibility beyond what cavalry can achieve?

Engineers Can they be sent alone to fix railroads? Are they faster? Can they be mixed with a single unit or cavalry for added protection? Or are they only for helping large formations with river crossing and sieges?

Ships What is the difference in power, use, etc. of a frigate, steam frigate, brig, or any other of the specific naval units?

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Rafiki
Posts: 5811
Joined: Thu Aug 24, 2006 9:19 am
Location: Oslo, Norway

Sun Apr 22, 2007 7:55 pm

rasnell wrote:Without tooltips in the reinforcement or replacement window, the only way to know the exact attributes or power of certain units is to create them and look in the game.

I've been missing a tooltip or two in the reinforcement window myself about abilities and non-combat unit factors (e.g. policing)
rasnell wrote:I can't find a file or anything in the manual on the following and was hoping beta testers, grognards or Pocus and his band of followers could answer:

Dunno which category I fit in, but I'll take a shot at answering your questions :)
rasnell wrote:Marines Can we assume they are better than regular military for amphibious operations?

Marines have the "Pontoneer" ability, which provides a 50% speed bonus when crossing rivers. It doesn't say that they have a bonus for amphibious assaults, but I bet Ageod will have angry marines at the door pretty soon if they don't ;)
rasnell wrote:Medics Exactly how important are they to create for every major Army, corps and division? How much of a difference do they make for healing, recovering, lowering casualties during battles?

I'd say that any major formation expecting to see significant combat should have medics attached. That's the case in my game now, and I haven't had any problems with recovery in any of these formations.

(Now, if the medics could've given my generals something to get them off their behinds a bit more, I'd be quite appreciative...)
rasnell wrote:Balloon Just how important and what does it do for visibility beyond what cavalry can achieve?

They provide an extra CP, which is my main reason for using them. Dunno how they compare to cavalry, though.
rasnell wrote:Engineers Can they be sent alone to fix railroads? Are they faster? Can they be mixed with a single unit or cavalry for added protection? Or are they only for helping large formations with river crossing and sieges?

Alone? No, frontline units are needed for railroad repair.
Faster? Yes, they speed up repairs
Mixed? Yes, like any other unit
River crossings/sieges? Can't say I've seen any mention or sign of that.
rasnell wrote:Ships What is the difference in power, use, etc. of a frigate, steam frigate, brig, or any other of the specific naval units?

You'll need to check the stats in-game here, I think (or browse the gamefiles, since I'm pretty sure you can find it there too, if you know how to look and what to look for)

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Paul Roberts
Posts: 520
Joined: Sun Apr 15, 2007 9:26 pm
Location: Between the Schuylkill and the Wissahickon

Sun Apr 22, 2007 11:02 pm

I've been wondering about Naval Engineers. My assumption is that they must be present in a region for ships to be built there. Is that so? Do they speed up ship repair too?

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Rafiki
Posts: 5811
Joined: Thu Aug 24, 2006 9:19 am
Location: Oslo, Norway

Mon Apr 23, 2007 4:24 am

I can't tell you what they do, but I do know that they don't need to be present for ships to be built.

jimwinsor
General of the Army
Posts: 631
Joined: Sat Apr 14, 2007 7:07 am
Location: San Diego, CA USA

Mon Apr 23, 2007 5:21 am

I'm thinking they help repairs, maybe...?

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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Mon Apr 23, 2007 5:24 am

Naval engineers speed up naval construction and repairs. Station them in harbors where you have ships (the initial US engineers are locked in the majors Union shipyards - NYC, Boston, Philadelphia)

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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Mon Apr 23, 2007 5:26 am

BTW, we are working with the Beta team on a Unit document that will show all the different types and their advantages / liabilities.

A leader document will be up soon. :siffle:

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Rafiki
Posts: 5811
Joined: Thu Aug 24, 2006 9:19 am
Location: Oslo, Norway

Mon Apr 23, 2007 6:04 am

PhilThib wrote:Naval engineers speed up naval construction and repairs. Station them in harbors where you have ships (the initial US engineers are locked in the majors Union shipyards - NYC, Boston, Philadelphia)

*runs to redesignate which harbors he sends fleets to to get repaired*
PhilThib wrote:BTW, we are working with the Beta team on a Unit document that will show all the different types and their advantages / liabilities.

A leader document will be up soon. :siffle:

Looking forward to it :)

(Especially unit abilities that aren't documented through icons/tooltips, such as engineers' railroad-repairing abilities)

rasnell
Major
Posts: 247
Joined: Fri Apr 07, 2006 9:16 pm

Mon Apr 23, 2007 7:21 am

PhilThib wrote:BTW, we are working with the Beta team on a Unit document that will show all the different types and their advantages / liabilities.

A leader document will be up soon. :siffle:


Great news. Very important.

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