Gray_Lensman wrote:Because you are not seeing all the different units that are actually making up these pre-mixed brigades... All you see below on the reinforcement screen is the category "Infantry"
Each infantry unit could either be a Militia, Volunteer, regular Infantry, conscript infantry, black infantry, Zouve infantry or various other types that are currently not displayed separately but lumped together as the category "Infantry" on the Reinforcement screen and used in the predefined brigades. To accomplish a proper breakdown, all these different types of units would have to broken down into their individual constituent parts easily exceeding 40 if not 80 total individual units.
soloswolf wrote:Do you think Gray is lying?
If we're all saying that this is a good idea for future games... Great. I agree.
But if the man says it can't/won't be done under current design, what are we arguing about?
Gray_Lensman wrote:You're beating a dead horse here. If you want to understand fully on how the units get built, categorized and used in the Reinforcement screen, study the database files, particularly the Models, and Units databases along with the various sub database files that change the "UnitPools". After a while you'll understand the complications involved.
Gray_Lensman wrote:No problem Redeemer... I just can't begin to describe all the necessary changes and detail that would be involved and decided to point you to the data source to see for yourself. It was not meant in any sort of condescending way.
Redeemer wrote:So what would this look like?
ModelType0 = $mdl_CSA_Inf1|1
ModelType1 = $mdl_CSA_Inf2|0
ModelType2 = $mdl_CSA_Zou1|0
ModelType3 = $mdl_CSA_Art1|0
ModelType4 = $mdl_CSA_Art2|0
ModelType5 = $mdl_CSA_Cav1|0
FamilyType0 = $famLeader|1
FamilyType1 = $famLine|4
FamilyType2 = $famCavalry|1
FamilyType3 = $famMedArty|1
FamilyType4 = $famLightArty|1
fahbs wrote:Me again. Thanks for the clarifications.
So I played both tutorials and Bull Run. I figured the 24 turn Western campaign would be a good next step in learning.
Some questions:
-Are all the starting units pretty much the best setup, or is tweaking needed?
-I noticed that no corps existed (except the farthest east army: right and left wing), only divisions and armies.I tried selecting a 2 star leader and some elements nearby to Grant, but the option to form a corp never came up.
-Is industrial investing worth it? Only for 100+ turn games?
Redeemer wrote:I've had enemy corps march to the sound of gun many regions away. I wish it was only adjacent regions.
Gray_Lensman wrote:Hovering your mouse over the "form corps" button will generally give you the reasons why you can't form a corps. Without seeing your specific game, I can't really tell you more than that.
Gray_Lensman wrote:Thank you arsan. I have so much other stuff going on, I was not able to make the connection that he might not have removed the divisional command first. I will have to expand the tooltip to include that reason also.
New Tooltip: (won't be official until v1.12b however).
[ATTACH]5699[/ATTACH]
Regards
arsan wrote:Gray, regarding the improved tooltip (great idea by the way! :thumbsupi think it would be better to just say "Leader is already in command of a division".
(i think a leader attached to a regiment/brigade can be Corps leader but not 100% sure)
The "In command of another force" line can be misguiding, as any normal stack (force) will have the highest ranking leader "in command". And this is no problem for him becoming a Corps commander.
Just my 2 cents!
Fahbs
Navel engineers speed ships repairs if located on a port. Try to have one in your main naval bases.
Sailors are like cheap marines. His main in game purpose is help speeding up movement across rivers and swamps.
Use the search for "marines" an you will find lots of tips for them.
Regards
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