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Some tiny questionmarks.
Posted: Thu Jul 17, 2008 12:38 am
by beowulf
1) I set the difficulty to have less micromanagement in the naval boxes, but as far as I can see my ships there still lose cohesion. Is that feature not working properly, or am I misunderstanding it?
2) When I order lots of stuff at the same time, especially artillery, it seems to me that I sometimes don't get exactly what I ordered. Example: I built 4 6-pounders to build a fort, but I actually got a mix of 10 and 12-pounders as far as I could see.
3) Why does the areas around Fort Sumter and Pickens remain visible even after I've lost all military control there (playing as US)?
TIA

Posted: Thu Jul 17, 2008 7:08 am
by Rafiki
1) It should work properly (it does for me at least), but are you perhaps having them in offensive rather than defensive posture?
2) Dunno about this, but do note that when you order reinforcements, they'll need a few turns before the become available to you; perhaps you are seeing artillery you ordered previously, and have to wait a bit to see the 6-pounders?
3) You get to have some detection in regions that are loyal to you; Fort Sumter remains loyal to the Union even after the CSA has taken full control of it, since loyalty doesn't shift easily. I'll admit it's unfortunate, but a fully good fix for it hasn't been quite figured out yet.
Posted: Thu Jul 17, 2008 7:14 am
by arsan
Hi!
1- These options are not about cohesion. They are about supply (so you do't have to go bvack to port to resupply). The cohesion loss may be caused because you use offensive porture on the boxes. DOn't do it. Put them on deffensive and you will not loss cohesion.
In the boxes posture does not mind. The system used is different. Hunters will attack runners adn raiders will attack transport even on defensive stance.
2- Never experienced it

Maybe you are mistaking one units for others as you ordered a lot at the same time?
3- Yes,this is a know quirk, but not too important.
The problem is that Ft sumnter/Pickens areas have high USA loyalty so they give you some info on the surrounding areas even after taken by the CSA. This would be right on a normal area as the population could send info north, but on a fort there should be no unloyal population (the cook maybe? :niark

.
Mayeb Gray Lensman could add it to his long "to do" list
Regards
Posted: Thu Jul 17, 2008 7:14 am
by Jabberwock
beowulf wrote:1) I set the difficulty to have less micromanagement in the naval boxes, but as far as I can see my ships there still lose cohesion. Is that feature not working properly, or am I misunderstanding it?
2) When I order lots of stuff at the same time, especially artillery, it seems to me that I sometimes don't get exactly what I ordered. Example: I built 4 6-pounders to build a fort, but I actually got a mix of 10 and 12-pounders as far as I could see.
3) Why does the areas around Fort Sumter and Pickens remain visible even after I've lost all military control there (playing as US)?
TIA
Don't know about 1, never use it.
You got lucky, your 6lbrs were all upgraded to 10lbrs right away.
Visibility is also based on loyalty. In the April 61 scenario those fort regions are almost 100% union loyal. Its a data issue, hopefully to be addressed soon. It's the same for forts Clark and Morgan, even though they start rebel controlled, so you have good visibility into the NC sounds.
__________________
It's the Sutton Hoo helmet. Looks absolutely fine from here.
Posted: Thu Jul 17, 2008 7:21 am
by Rafiki
Simple fix for Fort Sumter loyalty problem: Start game fully loyal to the CSA; that way, the Union loses the intel capability in the area when the fort falls (as it usually does very early)
However, that doesn't solve the overall problem; my suggestion would be that fort regions should have loyalty scores equal to MC, so that when a fort is controlled by someone, it should also be considered fully loyal to them. (I imagine that this might need the least codework, compared to other solutions, but that's a guesstimate on my part)
Posted: Thu Jul 17, 2008 8:43 am
by beowulf
Yeah, I've been using offensive stance in the boxes, I thought it would help in beating up the rebs. I'll stop that from now on.
The cannons can upgrade? Had no idea.
I'm very sure I'm not confusing my orders, because I did order 4 6-pounders and I didn't get any 6-pounders.
The visibility thing is no biggy. I was just curious why I still could see the areas.
Posted: Thu Jul 17, 2008 11:13 am
by Rafiki
beowulf wrote:I'm very sure I'm not confusing my orders, because I did order 4 6-pounders and I didn't get any 6-pounders.
The reason I mentioned it is that several turns will pass before artillery becomes available, longer than most other land units (e.g. militia, which will be available already the turn after you raise them).
If this isn't the case, Jabber's explanation seems good

Posted: Thu Jul 17, 2008 5:51 pm
by cobraII
lol its kind of funnythat the regions with fort sumter and pickons would still remain loyal to union, because there would be no union population there, sumtner not that big, I dont know how big the island Pickons was on but i doubt there were people living there other then the garrison, not complaining just the irony that its just the land thats making it loyal in those two regions
Posted: Thu Jul 17, 2008 6:18 pm
by Gray_Lensman
deleted
Posted: Thu Jul 17, 2008 7:25 pm
by CWNut77
Gray_Lensman wrote:It's not so dumb. It's just an overlooked data discrepancy out of tens of thousands of items that make up this game... If the original programmer/developers had slowly studied each and every item in their database to find these peculiar twists, the game would still be in the design stage and not in your hands for all the fun your having.
It'll be corrected now that it's been found.
I agree with Gray -- let's not be so picky and be a little more respectful of the devlopment team and all their hard work. Now I should back down, lest this thread be locked

Posted: Thu Jul 17, 2008 7:51 pm
by cobraII
I was not trying to put down the development team no they did a great job with this game, the way i typed it made it kind of emphazize the dumb remark, sorry i didnt mean it like that. my apologiezes
Posted: Thu Jul 17, 2008 8:15 pm
by Rafiki
Gray_Lensman wrote:I just like to see problems like this posted and even possible solutions suggested, so I can nail down the fixes in a timely manner. Thanks, Jabberwock, for pointing it out, and you too, Rafiki for giving me a quick way to fix it.
Do note that my suggestion just fixes a symptom of the problem and not the problem itself. However, Fort Sumter might perhaps be the only fort that is located in an area that the starting owner finds fairly hostile/illoyal? Or is it the same with e.g. Island no 10?
In any case, I stand by my longer fix; fort regions should have loyalty equal to MC; that way, no side will ever get an unfair intelligence advantage due to former control/ownership of forts.
*Casts "Summon Primasprit"*
[SIZE="1"](Oh, and not that Jabberwock doesn't deserve credit for the ever-increasing number for things he does for this game and this community, but I was the first to point it out, though I'm pretty sure that both Arsan and Jabber were well into writing their replies when I hit the "post"-button
)[/size]
Posted: Thu Jul 17, 2008 8:27 pm
by Gray_Lensman
deleted
Posted: Thu Jul 17, 2008 8:50 pm
by Jabberwock
Of the regions mentioned, approximate populations:
Forts Morgan/Ocracoke: 650, estimating about 35/65 Confederate favor. O'cokers weren't too enthusiastic about the war either way, but sent a few troops (I think less than 30) to local regiments.
Forts Clark/Hatteras: 150-200 (1861 - including a community 12 miles north of Ft Clark), estimating 60/40 Union favor. It increased throughout the war (up to about 1500?), and went strongly in Union favor, because there was a contraband community at Ft Hatteras.
Fort Pickens: 40-50, the fort community included a few huts outside the fort. (The cook and a few of his friends).
Fort Sumter: 0
Since the numbers are so small, I think Rafiki's got a good idea for a solution. For a quick fix, I'd say make Sumter and Pickens 30/70. The rebels had good intel on what was in the forts, and we don't wan't to make the regions so disloyal that it affects supplies for the garrison, or do we?
Posted: Thu Jul 17, 2008 9:49 pm
by Gray_Lensman
deleted
Posted: Thu Jul 17, 2008 9:58 pm
by Jabberwock
Not sure. I think loyalty below 25 or 30% may affect the ability to gather supplies in the region. The Fort Clark garrison often has supply problems. Regarding Sumter, there were no supplies, it was always supplied from outside. Pickens would've had a few but the bulk of supplies came from outside. I think ocean transport can handle it for the Union, but then I'm not sure if there is a minimum loyalty or MC for that either.
Posted: Thu Jul 17, 2008 10:07 pm
by Gray_Lensman
deleted
Posted: Thu Jul 17, 2008 11:43 pm
by Rafiki
Gray_Lensman wrote:This is what I was asking about in regard to negatives (side effects)... Do you recall just exactly how loyalty affects the supply? I've been trying to find something about it in the manuals but I'm not having much luck.
50% + loyalty percentage (
http://www.ageod.net/aacwwiki/Loyalty#Impact_on_production)
Should've thought of that myself, seeing as I'm the one who wrote that...

Posted: Thu Jul 17, 2008 11:50 pm
by Gray_Lensman
deleted
Posted: Fri Jul 18, 2008 9:19 am
by Pocus
Some pseudo-script to run each turn: (don't you believe, I'm becoming rusty on that!):
Evaluations
CSA EvalRgnOwned = $Sumter
CSA SelectRegion = $Sumter
CSA EvalControl = >=|75
Actions
CSA SetLoyalty = 100
Posted: Fri Jul 18, 2008 2:10 pm
by AndrewKurtz
arsan wrote:
In the boxes posture does not mind. The system used is different. Hunters will attack runners adn raiders will attack transport even on defensive stance.
Is this true? OMG, another learning moment.
Posted: Fri Jul 18, 2008 3:23 pm
by Gray_Lensman
deleted