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'Gamey' exploits

Posted: Sat Dec 13, 2008 10:56 pm
by steveclarke
Hi all,

Having read various threads in the forums, I have come across references to various 'gamey' exploits, and am very interested! (Perhaps my user name should be "Bad Loser"). For example - building Militia because they'll convert to regular; building weak artillery because they'll be upgraded. I wonder if anyone can provide some more details, and any others?

Alternatively, can someone point me to the relevant files (with some clue on how to understand the data therein) and I'll figure it out myself?

TIA.

Posted: Sat Dec 13, 2008 11:34 pm
by Gray_Lensman
deleted

My favorite "exploit"!

Posted: Sat Dec 13, 2008 11:43 pm
by Aphrodite Mae
[SIZE="1"]Maybe if I write real small, nobody will notice.

My favorite "exploit" is to build a militia unit and stick it outside the structure, and tell 'em to dig. Then, when my "Enormous Army of Apocalyptic Doom" shows up many turns later, they join the busy little diggers and suddenly have level four entrenchments for 10,000+ soldiers. Makes ya want to give medals to those sweet little hard workin' militia guys, huh?![/size] :D

Posted: Sat Dec 13, 2008 11:47 pm
by Coregonas
Aphrodite Mae wrote:[SIZE="1"]Maybe if I write real small, nobody will notice.

My favorite "exploit" is to build a militia unit and stick it outside the structure, and tell 'em to dig. Then, when my "Enormous Army of Apocalyptic Doom" shows up many turns later, they join the busy little diggers and suddenly have level four entrenchments for 10,000+ soldiers. Makes ya want to give medals to those sweet little hard workin' militia guys, huh?![/size] :D


[SIZE="1"]And if you want to go this hurry even more... split several militias in different stacks, look on next turn the militia with the higher trench (there is some random involved), join all the other militias into it, then split again... this can earn you an extra few turns to achieve your lvl 8 trench...[/size]

Posted: Sun Dec 14, 2008 12:18 am
by steveclarke
@Gray - Boo, hiss! Looks like I'm sticking to 1.12 then!

(Note to self: Search --> Advanced Search --> Find Posts by User: Jabberwock)

@All - which file has the unit upgrade rules? Events file?

Keep 'em comin' - quick!

Steve.

Eeek!

Posted: Sun Dec 14, 2008 12:29 am
by Aphrodite Mae
steveclarke wrote:@Gray - Boo, hiss! Looks like I'm sticking to 1.12 then!


Watch out, steveclarke! :eek: Hurry! Delete your post, before Gray sees it!

Otherwise, after you've downloaded the next patch, there might be a few new events:

[font="Courier New"]If user=steveclarke Then global_all_units_cohesion = -50%
If user=steveclarke Then victory_chance = 0%[/font]

:D

Posted: Sun Dec 14, 2008 12:47 am
by steveclarke
Aphrodite Mae wrote:Watch out, steveclarke! :eek: Hurry! Delete your post, before Gray sees it!

Otherwise, after you've downloaded the next patch, there might be a few new events:

[font="Courier New"]If user=steveclarke Then global_all_units_cohesion = -50%
If user=steveclarke Then victory_chance = 0%[/font]

:D


:mdr:

Posted: Sun Dec 14, 2008 1:14 am
by Coffee Sergeant
1) Deep calvary raids in general

2) Suicide militia probing

3) "Paper commands" with regard to McClellan, Fremont, et al.

4) As Union, running a cav division to a region adjacent to Richmond for one turn in 1861 to avoid the -10 morale hit

Posted: Sun Dec 14, 2008 1:20 am
by FM WarB
Coffee Sergeant wrote:1)
4) As Union, running a cav division to a region adjacent to Richmond for one turn in 1861 to avoid the -10 morale hit


What would be the morale hit of a 1st Bull Run style defeat for the Union?

And maybe we should define gamey.

Posted: Sun Dec 14, 2008 1:42 am
by Gray_Lensman
deleted

Posted: Sun Dec 14, 2008 2:06 am
by steveclarke
Aphrodite Mae wrote:[SIZE="1"]Maybe if I write real small, nobody will notice.

My favorite "exploit" is to build a militia unit and stick it outside the structure, and tell 'em to dig. Then, when my "Enormous Army of Apocalyptic Doom" shows up many turns later, they join the busy little diggers and suddenly have level four entrenchments for 10,000+ soldiers. Makes ya want to give medals to those sweet little hard workin' militia guys, huh?![/size] :D


Actually, I think this might even be almost 'historical'. For example, the construction of the Louisville fortifications http://en.wikipedia.org/wiki/American_Civil_War_fortifications_in_Louisville was assisted by civilian labour. I'm sure the civilian population in other towns and cities contributed to the defence of their homes and families in this way?

In game terms, the commander is paying for a force to construct fortifications that might have been constructed in real-life by civilians 'for free'.

Posted: Sun Dec 14, 2008 6:51 am
by Jarkko
To take forts fast and easy: Instead of attacking forts (where you'd take lots of losses, risk losing the amphibious troops not to mention the process is slow), give your fleet orders to move back and forth (preferably a patrol route adjacent to two or three forts which are close to each other), and kaboom the fort garrisons are gone -> next turn land a militia in each such empty fort while your kaboom fleet moves to patrol the next fort(s) to death (you have to time the arrival of the transport with the militia to happen around 10th day of the previous turn, because the slow start can delay the transport ~5 days). You need to move back and forth because one round of bombardment isn't (necessarily) enough *and* the fleet stupidly sometimes evade the fort (but make the fleet big enough and you won't fail (ie evade) too often).

Posted: Mon Dec 15, 2008 4:31 am
by DarthMath
It looks like a thread for International Cheaters !!
BOOOOO all.
Particularly for those whom ask for ... it's definitely not
the gentlemen's way.
;)

By the way, a question for Gray :
How did you convince the " Great Exploiter " to work with you ?
Some kind of a "double-agent" ?
:)

Sorry for my english if there are some mistakes, I don't write it
for a while.

Posted: Mon Dec 15, 2008 4:51 am
by Gray_Lensman
deleted

Posted: Mon Dec 15, 2008 5:17 am
by DarthMath
Ok then. I understand better. :)
And congratulations for your work on the game graphics and the
ACW RR. Your map is the nicest of all Ageod's game, it's a visual
pleasure to "work" with it.

Posted: Mon Dec 15, 2008 5:26 am
by Gray_Lensman
deleted

Posted: Mon Dec 15, 2008 5:31 am
by DarthMath
I didn't know that. Great work anyway. So who is the "original" designer ?

Posted: Mon Dec 15, 2008 5:46 am
by Gray_Lensman
deleted

Posted: Mon Dec 15, 2008 6:04 am
by DarthMath
Maybe a french member of AGEod crew could answer.
Is this the same Sandra who worked on the french magazines
Vae Victis and Pc4War ?
If it's her, it seems that I met her and some of the crew in a wargames and
historic books shop some years ago near the place where I live.
Anyway, you're right, she had made a wonderful work and she deserves
our congratulations, like the others members of Ageod team whom give
us the best quality computer game ever made !!
:thumbsup:

Posted: Mon Dec 15, 2008 6:13 am
by Gray_Lensman
deleted

Posted: Mon Dec 15, 2008 12:38 pm
by Mickey3D
DarthMath wrote:It looks like a thread for International Cheaters !!
BOOOOO all.
Particularly for those whom ask for ... it's definitely not
the gentlemen's way. ;)


+1 :D

I also agree with you, graphical work is a must :thumbsup:

Posted: Mon Dec 15, 2008 4:42 pm
by Pocus
DarthMath wrote:Maybe a french member of AGEod crew could answer.
Is this the same Sandra who worked on the french magazines
Vae Victis and Pc4War ?
If it's her, it seems that I met her and some of the crew in a wargames and
historic books shop some years ago near the place where I live.
Anyway, you're right, she had made a wonderful work and she deserves
our congratulations, like the others members of Ageod team whom give
us the best quality computer game ever made !!
:thumbsup:


Same nice person indeed!

Patch 1.12 Hint

Posted: Mon Dec 15, 2008 7:52 pm
by usfkman
Now that the opening number of CSA two-stars in the April 1861 full campaign has been "corrected," the best way to get two immediate CSA Corps commanders in the East are J. Johnson (as soon as Beauregard's Army HQ gets in reach) and exchange Polk, in the west, for one of the Richmond one-stars. This doesn't hurt the South because it will be long time before Polk can be a Corps Commander in the west.

Also on CSA brigade mobilizations build out TN and VA first. Also build out KY when and if you get them. Be careful with MO buids as the "Massacre" will make building brigades in Rolla and Jefferson City very likely to be destroyed before they can move. If you get down to one city in a state (and if that city is relatively safe for a few turns) build out all the brigades for that state as fast as you can -- because you know where they will all be built on the map and you can still keep them in the field (once you can move them) even if you later lose the entire state.

Your Humble Servant,

Usfkman

Posted: Mon Dec 15, 2008 10:29 pm
by Gray_Lensman
deleted

Posted: Mon Dec 15, 2008 11:18 pm
by steveclarke
Gray_Lensman wrote:This particular exploit is already in the process of getting "squashed". hehe. Once the kinks are worked out in the current beta patch code. It will not be possible to form Corps at all even with 3-stars. Corp formation will then only be possible at an approximate historical availability time set by event. (I've yet to pinpoint down the exact date just yet, but leaning towards late spring 1862 for both sides).

Late spring meaning in April sometime... I don't want to limit the command structure too far into the 1862 Campaign year, since both McClellan and Lee began to reorganize to control the larger armies more efficiently around that time. In the case of McClellan, it was somewhat forced on him by Lincoln's War Order #2, and in the case of Lee, he was improvising "Wings" for use with his army, which had the same effects as Corp control.

I am still listening to reasonable arguments, but remember this is a game, and all I set out to do was limit the Corp command structure usage generally in the first year when it definitely was not in effective use and though I thought about it, I don't want to punish either side by allowing one side to get the use of Corps command before the other.


So, are you just delaying the formation of Corps, or will you be forming them 'by event' around designated leaders?

Posted: Tue Dec 16, 2008 3:17 am
by Coffee Sergeant
FM WarB wrote:What would be the morale hit of a 1st Bull Run style defeat for the Union?


There isn't any inherent morale hit for a Bull Run (first major engagement) defeat, aside from the general rule of one lost point per line unit lost.

Posted: Tue Dec 16, 2008 5:06 am
by Gray_Lensman
deleted

Posted: Tue Dec 16, 2008 5:36 am
by Jarkko
Gray_Lensman wrote:I think I will set the date for the events which allow Corp formation to be 1861/03/01

I suppose you mean 1862, not 1861?

Posted: Tue Dec 16, 2008 7:29 am
by Gray_Lensman
deleted

Posted: Tue Dec 16, 2008 5:22 pm
by Jabberwock
Gray_Lensman wrote:[SIZE="1"]ah ha, now there's a bonafide exploit... bet ole Jabberwock hasn't seen that one...[/size]


I'll take you up on that ... even give you odds. What stakes? :D

Not so sure it's bonafide, though.