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Clovis
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Tue Feb 17, 2009 11:40 pm

fusileer2002 wrote:I just finished my game with a victory by early 1864. Had to invade and take Washington, Baltimore and Philadelphia to finally crush Union morale. It was probably the most challenging game I've had yet so thanks very much :) Was always busy running around to fight off invasions, and saw the Union fleets being used well (and some huge ones too, a lot of ships were built by the AI).

I lost a few generals - A S Johnson went early on, Jackson and several division commanders I cant remember. Was struggling for quality 2* leaders until the last 6 months of the game, but it was a challenge and I thought it worked well. The AI did build quite a lot of troops but many of these were just sat in garrisons in the North, which i found when i invaded PA and NY. Also it seemed too willing to put large forces inside a structure, which made siege and capture of many troops a bit easy - there was a 1500 point stack inside Port Tobacco that got trapped and another 25000 men (point value was low due to being beaten in battle and lack of supply) stack that surrendered inside Atlanta, Georgia on one of their deep raids.

I love the mod though. Have just downloaded the latest version and cant wait to play through. Keep up the good work :)


One star generals removal isn't due to my mod as I made events only for higher ranks.

I plan to add afew more promotion to 3 star ranks for CSA. After all if Davis was very conservative in his choices on this point, you're Davis in the game. These new leaders would have poorer or better values to give uncertainty in promotion.

I will have to create some events too to guide US AI when invaded by Confederates... But I will try first to get an US AI able to wage invasion in the South. I've indeed yet to stop the long range raids which eventually become death traps for the North. Once this made, I suspect US AI to create more challenge to the Southern player.

Thanks for the input. In my own new test game, US AI has invaded KY in June 61...very rare ( a 5% chance) but what's unusual is always refreshing.... ;)
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JB Hood
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Thu Feb 19, 2009 11:01 am

Clovis wrote:About unit cost: why not? I suspect number to be quite close to reality at start, now sort of a slight increase from mid 62 is maybe needed.

Supply wagons: cost is high indeed but building a real logistical structure was one of the main problem of this war. To be debated too with much imput.

Generals: I never such an hecatomb ;) Now once again if reproduced in other games, I will reduce the probability.

Thanks. Union AI should be better...


Unit cost: game is historical in 1861. but 1862 and 1863 you don´t have enough men to build for example the csa army which invaded pennsylvania. 3 csa corps leaders in the east aren´t that easy (ewell and hill is nearly impossible to be 2 stars in 1863 cause lack of gaining enough seniority in max. 1 year)

example: barksdales brigade is the 6 or 7 th MS brigade. no chance to get that in 1862 or 1863.

i gave player and ai about 1500 men in 1862 that will do it. but i have to fiddle around with replacements (they are lacking).

in the west (TN and North MS the union should be more aggressive). i easily hold nashville. invasions in north MS can be easily repulsed by polk reinforced by units from AS Johnson in nashville shifted via rail.

i hold memphis with polks corps. one division (Ruggles) holds corinth. rest of the trrops hold nashville and knoxville. no chance for the union to invade the south. only deep attacks that are easily repulsed (3-4 turns) cause the union troops are lacking supplies.

one problem in the east i guess is the possibility of marching union ai (without fighting) to fredericksburg and the csa army is holding manassas. to hold manassas csa has to split the forces. on stack in manassas and one in fredericksburg. my 3 rd force (jackson) tries to hold winchester. a not easy task in 1861 and early 1862. but after that union doesn`t pay much attention to the shenandoah valley.

union ai never invaded direction richmond via williamsburg etc. so i never had the chance to replay the peninsular campaign in 1862.

in the east the armys are often commanded by butler & mcdowell. never saw mcclellan commanding a big stack in the east. sometimes he is moving in kentucky.

union ai leaves big stacks in some cities like st.louis and baltimore and alexandria. lexington is conquered with 1 corps (2 div) very easily. so kentucky isnßt a very big deal for csa.

van dorn should get promoted 3 stars via event. trans mississippi is lacking 2 or 3 stars. the union armys in trans mississippi are most of the time very big.
“They are lying on the field where you sent them.”

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Clovis
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Thu Feb 19, 2009 9:49 pm

JB Hood wrote:Unit cost: game is historical in 1861. but 1862 and 1863 you don´t have enough men to build for example the csa army which invaded pennsylvania. 3 csa corps leaders in the east aren´t that easy (ewell and hill is nearly impossible to be 2 stars in 1863 cause lack of gaining enough seniority in max. 1 year)

example: barksdales brigade is the 6 or 7 th MS brigade. no chance to get that in 1862 or 1863.

i gave player and ai about 1500 men in 1862 that will do it. but i have to fiddle around with replacements (they are lacking).

in the west (TN and North MS the union should be more aggressive). i easily hold nashville. invasions in north MS can be easily repulsed by polk reinforced by units from AS Johnson in nashville shifted via rail.

i hold memphis with polks corps. one division (Ruggles) holds corinth. rest of the trrops hold nashville and knoxville. no chance for the union to invade the south. only deep attacks that are easily repulsed (3-4 turns) cause the union troops are lacking supplies.

one problem in the east i guess is the possibility of marching union ai (without fighting) to fredericksburg and the csa army is holding manassas. to hold manassas csa has to split the forces. on stack in manassas and one in fredericksburg. my 3 rd force (jackson) tries to hold winchester. a not easy task in 1861 and early 1862. but after that union doesn`t pay much attention to the shenandoah valley.

union ai never invaded direction richmond via williamsburg etc. so i never had the chance to replay the peninsular campaign in 1862.

in the east the armys are often commanded by butler & mcdowell. never saw mcclellan commanding a big stack in the east. sometimes he is moving in kentucky.

union ai leaves big stacks in some cities like st.louis and baltimore and alexandria. lexington is conquered with 1 corps (2 div) very easily. so kentucky isnßt a very big deal for csa.

van dorn should get promoted 3 stars via event. trans mississippi is lacking 2 or 3 stars. the union armys in trans mississippi are most of the time very big.


1) Conscription: do you played with or without Historical attrition? Anyway, I will look at your proposal.

2) Virginia: I don't kno if I will able to push union AI to try something like the peninsular Campaign... I fear AI can't really coordonate well naval and land forces to attempts such a amphibious move.

For the rest, thanks for the input. There's indeed fine tuning to do.

3) leaders: once again, I will certainly introduce some changes to get more easy promotions. McClellan in the East is for AI imossible unless I place him in Maryland at start. A rather radical choice I'm relunctant to do.
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JB Hood
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Fri Feb 20, 2009 5:54 pm

Clovis wrote:1) Conscription: do you played with or without Historical attrition? Anyway, I will look at your proposal.

2) Virginia: I don't kno if I will able to push union AI to try something like the peninsular Campaign... I fear AI can't really coordonate well naval and land forces to attempts such a amphibious move.

For the rest, thanks for the input. There's indeed fine tuning to do.

3) leaders: once again, I will certainly introduce some changes to get more easy promotions. McClellan in the East is for AI imossible unless I place him in Maryland at start. A rather radical choice I'm relunctant to do.


always playing with hist attrition; +1 act bonus for ai;+1 fow bonus ai
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Evren
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Sat Feb 21, 2009 10:45 am

I started a new campaign against the USA (very hard game, historical attrition, low AI detect bonus with your modified files. It's late August and here are some strange AI behaviours:

-D.Farragut command is moving to Paris (because they're low on ammo?),
-4 cavalry elements are moving from Reading, PA to Boston, but all the way through North Carolina,
-The McDowell command moved to DC instead of trying to get Manassas,
-All the Maryland area commanders are sitting idle in DC, thus leaving the W.Virginia army without any commanders,
-The AI is trying to get to Fayeteville, AR again, without caring about supplies
-A supply and artillery element just moved out of Ft. Monroe to James City area, right into the hands of Magruder.

I know the AI has some kind of logic behind these moves, and i know you can't make miracles, but maybe they'll help you get a few points.

And here's some questions:

-Is it possible to play a PBEM game with your mod? I realized there are some differences for both sides (like the dates of appereances of leaders etc..).

-I personally think that the conversion rate of units into late war infantry and such is so fast, wouldn't it be better to lower it a little bit?

PS:The saved game and the AI logs are attached.
Attachments
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Clovis
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Sat Feb 21, 2009 2:28 pm

Evren wrote:I started a new campaign against the USA (very hard game, historical attrition, low AI detect bonus with your modified files. It's late August and here are some strange AI behaviours:

-D.Farragut command is moving to Paris (because they're low on ammo?),
-4 cavalry elements are moving from Reading, PA to Boston, but all the way through North Carolina,
-The McDowell command moved to DC instead of trying to get Manassas,
-All the Maryland area commanders are sitting idle in DC, thus leaving the W.Virginia army without any commanders,
-The AI is trying to get to Fayeteville, AR again, without caring about supplies
-A supply and artillery element just moved out of Ft. Monroe to James City area, right into the hands of Magruder.

I know the AI has some kind of logic behind these moves, and i know you can't make miracles, but maybe they'll help you get a few points.

And here's some questions:

-Is it possible to play a PBEM game with your mod? I realized there are some differences for both sides (like the dates of appereances of leaders etc..).

-I personally think that the conversion rate of units into late war infantry and such is so fast, wouldn't it be better to lower it a little bit?

PS:The saved game and the AI logs are attached.


McDowell is currently trageting Manassas in your last turn. Now, maybe something prevented the move

List of Agendas for 1002270 Northeastern Virginia Army, 111 Prince George's, MD, Pow:1570, Count: 68(l 14/L 46/S 9)
11:38:31 (Reporting) Agenda 1 : Agenda: Intercept (Master), Value: 217248, Region: 118 Fauquier, VA
11:38:31 (Reporting) Agenda 2 : Agenda: Keep Position, Value: 13550, Region: 111 Prince George's, MD
11:38:31 (Reporting) Agenda 3 : Agenda: Attack, Value: 73060, Region: 118 Fauquier, VA
11:38:31 (Reporting) Agenda 4 : Agenda: Attack, Value: 6110, Region: 1474 Harper's Ferry, WV
11:38:31 (Reporting) Agenda 5 : Agenda: Attack, Value: 19040, Region: 1473 Winchester, VA
11:38:31 (Reporting) Agenda 6 : Agenda: Attack, Value: 13065, Region: 147 Richmond, VA
11:38:31 (Reporting) Agenda 7 : Agenda: Attack, Value: 11520, Region: 126 Spotsylvania, VA
11:38:31 (Reporting) Agenda 8 : Agenda: Attack, Value: 61820, Region: 118 Fauquier, VA
11:38:31 (Reporting) Agenda 9 : Agenda: Attack, Value: 10050, Region: 147 Richmond, VA
11:38:31 (Reporting) Choosen Agenda: Agenda: Intercept (Master), Value: 217248, Region: 118 Fauquier, VA
11:38:31 (Reporting) 1002270-Northeastern Virginia Army Power:1570 Health:99% Prince George's, MD>Fauquier, VA Mission:Intercept (Master) 1st SC Bde Fitness:93% Need:1205 Threat:964


I remarked too the curious artillery move from Ft Monroe. It has to do with the same faulty AI logic yet mentioned on this board about dangerous AI moves for wagons and artillery. The only solution is to fix these units but as they appear at the scenario start I can't create a fixing event for the AI alone.
For cavalry move through NC, I've noticed too some recurrent AI faulty logic in moves.Generally, this sort of move doesn't last long.

AI allocation for WV...and on the whole, I guess I will have to place some leaders for the AI on the right spot. AI is slower than player to get the right element and peeculiarly leader in the right place. It may do that but it needs more time.

Fayetteville is very attractive for the AI and I've just discovered a bug in the AI events.

PBEM: yes and no as I've yet to fix some points.

Conversion: I've a long time ago yet slowered conversion rate but maybeit's indeed yet too fast.

Thanks for the input and the files.
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Evren
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1861 Early December

Sat Feb 21, 2009 3:34 pm

First of all thanks for the answers.

Game update:

It's Early December now. The AI made some spectacular moves which surprised me, but not all of it ended the same way.

-S. Hurlburt went down on the Tennessee River on transports and invaded Corinth, and holding on there. It totally caught me on surprise.
-A division side amphibious invasion force landed on Caroline, VA (next toFredericsburg) and attacked Fredericksburg the next turn. The problem is, they don't have any commander or supply carts. They can't retreat now and they're short on supplies.
-McClernand tried to invade Texas, from Tucson, but i realized just in time and moved a force there, so they stopped. Now they're low on supplies in Boone, TX, and not moving at all.
-E.Sumner moved into Arkansas through Indian Territory (which was a real good flanking move), but it's frozen all through the state, so the force is about to dissolve.

So the AI is making good moves, outflanking stationary forces, but has serious supply issues.

I also realized that the AI is buying lots of infantry replacements (57 now) instead of buying brigades.

A few suggestions:
-It would be nice if you could decrease the supply consumption of AI troops significantly.
-This suggestion is somewhat tricky. Maybe you could add a single supply cart in some brigades that are recruitable for the AI instead of the independent supply carts, which would carry much more supplies and ammo than the normal supply carts. I know the independent supply carts can't be a part of a division, but maybe this way the AI can have an easier time getting supplies.

I know the second suggestion doesn't sound reasonable, maybe the easiest way to overcome the supply problem is to set the AI forces supply consumption rates to zero (which is cheating, and some of us players won't like this at all), but i firmly believe that i'm gonna have a better time fighting against the AI forces instead of watching them dissolve.

PS: The turn and AI log files are attached.
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Clovis
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Sat Feb 21, 2009 5:58 pm

Evren wrote:First of all thanks for the answers.

Game update:

It's Early December now. The AI made some spectacular moves which surprised me, but not all of it ended the same way.

-S. Hurlburt went down on the Tennessee River on transports and invaded Corinth, and holding on there. It totally caught me on surprise.
-A division side amphibious invasion force landed on Caroline, VA (next toFredericsburg) and attacked Fredericksburg the next turn. The problem is, they don't have any commander or supply carts. They can't retreat now and they're short on supplies.
-McClernand tried to invade Texas, from Tucson, but i realized just in time and moved a force there, so they stopped. Now they're low on supplies in Boone, TX, and not moving at all.
-E.Sumner moved into Arkansas through Indian Territory (which was a real good flanking move), but it's frozen all through the state, so the force is about to dissolve.

So the AI is making good moves, outflanking stationary forces, but has serious supply issues.

I also realized that the AI is buying lots of infantry replacements (57 now) instead of buying brigades.

A few suggestions:
-It would be nice if you could decrease the supply consumption of AI troops significantly.
-This suggestion is somewhat tricky. Maybe you could add a single supply cart in some brigades that are recruitable for the AI instead of the independent supply carts, which would carry much more supplies and ammo than the normal supply carts. I know the independent supply carts can't be a part of a division, but maybe this way the AI can have an easier time getting supplies.

I know the second suggestion doesn't sound reasonable, maybe the easiest way to overcome the supply problem is to set the AI forces supply consumption rates to zero (which is cheating, and some of us players won't like this at all), but i firmly believe that i'm gonna have a better time fighting against the AI forces instead of watching them dissolve.

PS: The turn and AI log files are attached.



Hulburt's force has 2 wagons attached. So I suspect the primary reasons for lack of supply support for the other forces mentioned are:

- the unability for AI to coordonate amphibious move and supply question. difficult to overcome
- the unability for AI to plan to build a wagon to equip a force which will attack into enemy territory. AI is unable to really plan over several turns. So I will add "free" AI wagons in the Far West.

Moves in TX and Indian Territories will become more random in the future. Sometimes yes, sometimes no. Even good, they are too predictable in the current state.

For Virginia, I'm going to reshape for the AI the McDowell removal event. AI is unable to change McDowell to another 3 stars General.

AI isn't placing Generals in West Virginia certainly because it needs them to build divisions in the Eastern armies.

I'm going to fix too the AI lack of interest for Shenendoah Valley.

Thanks.

Ai is building too much sailors too.
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Evren
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Early March 1862

Sat Feb 21, 2009 8:50 pm

Update:

The Eastern Army finally decided to attack, but in snow. Two divisions under Ben Butler managed to take Harper's Ferry, and the main army under Banks is moving here and there, without an attack yet. At least they're back in Alexandria.

A force under Lyon finally decided to attack Ft. Henry & Donelson, right before they dissolved due to lack of supplies in Collies Mills. The force under S. Hullburt (now under command of Pope) managed to take Decatur, TN, but he's surrounded now.

An amphibious force is waiting at the Matagorda Bay, Tx, to invade (i guess), but they're low on supplies again.

But the most scariest of all, the Army of Tennessee, under command of McClellan is entrenching his forces in Milwaukee.

Besides those shortcomings, the AI is heavily industrializing, investing in all kinds of transport capacities, and blockading (yet 60%), and i can't buy anything because of the lack of war supplies.

PS. The files are attached, and i can stop invading your thread whenever you want.
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Clovis
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Sat Feb 21, 2009 9:29 pm

Evren wrote:Update:

The Eastern Army finally decided to attack, but in snow. Two divisions under Ben Butler managed to take Harper's Ferry, and the main army under Banks is moving here and there, without an attack yet. At least they're back in Alexandria.

A force under Lyon finally decided to attack Ft. Henry & Donelson, right before they dissolved due to lack of supplies in Collies Mills. The force under S. Hullburt (now under command of Pope) managed to take Decatur, TN, but he's surrounded now.

An amphibious force is waiting at the Matagorda Bay, Tx, to invade (i guess), but they're low on supplies again.

But the most scariest of all, the Army of Tennessee, under command of McClellan is entrenching his forces in Milwaukee.

Besides those shortcomings, the AI is heavily industrializing, investing in all kinds of transport capacities, and blockading (yet 60%), and i can't buy anything because of the lack of war supplies.

PS. The files are attached, and i can stop invading your thread whenever you want.



McClellan: you've got a really rare occurence, ie Kentucky yet neutral in march 1862. The final event may fire until mid-62 but I frankly never saw taht and the probability is pretty high.

You've got too a bug giving a very low aggressivety level for Union in Missouri, so that can explain why McClellan is waiting in Milwaukee.

In the East, AI is at least defending Washington. I hope it will take the offensive once winter will be gone. It should normally.

I suspect Kentucky prolonged neutrality to have effect for Donelson too.

Amphibious moves are the weakiest point of the AI.Here is needed some new efforts from Pocus...Mod can't solve anything.

Thanks
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Clovis
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Sat Feb 21, 2009 9:40 pm

Here's a temporary fix:

place the contents of the event folder in the SVF/events folder
place the 1861 campaign file in the SVF/scens folder.

Unfortunatly, changes can't be applied to old games.

7/02/09: new version contains the fix.
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Clovis
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Sun Feb 22, 2009 3:01 pm

JB Hood wrote:always playing with hist attrition; +1 act bonus for ai;+1 fow bonus ai


I would give a +2 fow bonus for AI. Historical attrition is indded taking a darin on forces. I will evaluate this further.

Thanks.
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JB Hood
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Mon Feb 23, 2009 11:08 am

Clovis wrote:I would give a +2 fow bonus for AI. Historical attrition is indded taking a darin on forces. I will evaluate this further.

Thanks.


if i give +2 fow bonus:

the union ai forces are only deep attacking in force (via rivers). so there is in fact no front anymore.
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Big Muddy

Tue Feb 24, 2009 12:59 am

JB Hood wrote:if i give +2 fow bonus:

the union ai forces are only deep attacking in force (via rivers). so there is in fact no front anymore.



I play North, +2 FOW early March '62 thus far no deep attacks by CSA, although I expect some deep attacks at some point. Why don't you try +3 and see if this draws the Union's attention else where.

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Evren
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Early November 1862

Tue Feb 24, 2009 10:17 pm

Update:

It's been the most exciting game i've ever played against the AI until now. With the vast manpower (and thanks to the very hard difficulty), the AI was very busy kicking my ass. There are no more fronts, all the theatre is a big battlefield now. They swiftly removed me from the Manassas front, and encircled me around Richmond area. And some Union armies bypassed Richmond, and made some deep raids, even reaching Atlanta. Some of its forces have supply problems here and there, but they apparently can compansate it with their vast manpower and the casualties they inflict (86k vs. 110k, that's a record for AI against me). I guess i underestimated the AI and dispersed my forces at the start, which cost me dearly later on. Now it turned into a hide and seek game, i can only hope to cut the deep raiders' supply lines.

Now one big problem of the AI is they don't concentrate its forces and focus on Richmond, or they don't seem to be bothered to destroy any of my armies, but rather go for VP cities. That was the relief i had while i found myself praying to god for the winter to come a little bit earlies this year :) . They're all over the country in small pieces, but i can't seem to gather enough forces to hunt them down. I would be able to exploit this wisely if i was playing the Union side.

It's been a lot of fun being spanked by the AI, so i felt the urge to thank you again.

A few notes: I had to stop playing some time ago (probably around patch 1.06-1.08), so when i started playing again i realized the movement rates increased drastically, and i'm not sure if it's a good thing or not. The last time i was playing the AI was trying to move, but had severe supply issues because it could never complete its intended move. Now it can reach its goal, but also more, since i watched Union armies bypassing Richmond, moving to James Peninsula, moving to DC over Delaware, and start raiding into VA again ??? So maybe i should slightly adjust movement rates and make a few tests, but i guess it won't have an impact on the AI movement decisions.

One other thing i noticed was that the AI is still having command penalties, so i'm thinking of reducing the command usage of brigades from 4 to 2, since the AI has a tendency to use independent brigades, even inside the corps. I also can overcome the maximum number of divisions problem for the CSA by doing that. Although first i wanted to hear your opinion about that.

Despite the fact that i lost Jackson, Bragg and van Dorn in the worst possible moments, i found the removal of generals events rather nice. It can be a pain in the ass to lose 3* generals though, since you don't have many of them. If only experience could also be gained by fighting, not only by destroying units.

Kentucky still hasn't joined any sides by now, so i guess it's one of the main factors forcing the AI to use different strategies (especially the advance on the west bank of Mississipi, which the AI handled very well). Probably it's gonna be a total different gaming experience when i play against the AI for the second time.

One other problem is the AI is not playing much effort on bulding a river fleet. They were able to take Ft. Henry & Donelson, but i was able to stop them in front of Island 10 with my river fleet.

And last, but not the least, the AI is putting rather much effort into Texas and Arkansas (they managed to take Little Rock and Ft. Smith, i could barely stop them in front of Fayeteville), without finishing of the MO area first. And by the way, the AI doesn't hesitate in leaving the Vp cities defenseless after capturing them. Is there a way to direct them into my armies first?

PS. Save game and the log file are attached. Thanks.
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Clovis
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Tue Feb 24, 2009 10:44 pm

Curious the KY remained neutral. I will have to add a end event to push KY on Northern side in 1862.

This neutrality has eventually influed on the AI behaviour and I guess raids toward Atlanta to be the ackward result of the impossibility to cross the KY.

Movement: Lee's army moved from Fredericksburg aera to Gettysburg in roughly one month. Current movement rates seems IMHO to be fairly accurate and helping AI too. But I've nothing against knowing results of your tweaks to move rates ;) .

The same for command cost. You're right when you point out AI troubles for maximizing AI. Now your solution will impact too Human play and I'm not sure eventual side effects are worth the fix...Who know? ;)

Leaders: I plan to add a few more 3 stars generals for the Confederates. Davis was very conservative and some 2 stars leaders could have got their chance as full army commanders (Early, Gordon, Hardee, who refused). So the losses will be less painful.

I've yet some experiment to do with Union river fleet but indeed the AI use of fluvial asset is really a weak spot. The 2 solutions are adding some units and maybe tweak the AI interest for some fluvial regions...

I'm yet working to calm down the US obsesion for Arkansas. The last version should be better but I've yet to try it.

Thanks for the report.And the files.
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Wed Feb 25, 2009 11:45 pm

Some screens from the last version. July 61, Union AI


Image


Missouri and Cairo: AI is placing a large force under Wallace at Cairo. Lyon has conquered Rolla then Springfield. AI has too dispatched forces in Northern Missouri.

Image
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Evren
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1862 Early December

Thu Feb 26, 2009 10:08 pm

Update:

Not much happened since my last post but i just wanted to keep this updated. I also wanted to send you the save game to show you the supply issues the AI just faced or about to face.

The AI is using naval forces extensively, and they're assaulting forts on the Atlantic, before moving into the mainland (very positive, the AI is acting smartly here). They've just made a few amphibious operations, and i guess a lot more is on the way. They're also trying to do it on the Mississippi, but they lack enough gunboats and ironclads. I guess it would be nice to add a few ship building events for the AI (at least i'm gonna do it if you don't :D ).

The AI is still using the far-western off-map areas extensively, moving (or at least trying) forward and backward, without attacking anywhere. Maybe it's putting so much effort there because most of them are strategic cities.

The AI has built lots of heavy artilleries and moving them defenseless on the map.

I also realized that the AI tries to pull the troops that are low on supplies to supplied cities, but can't generally succeed. They're either so far or it's just too late. Now the hars winter is on the door and i'll be watching the AI behaviour closely.

One thing i'm gonna point out again is that the AI is leaving the cities defenseless after taking them, and most of the cities revolt afterwards, or i simply take them back with little effort. They prefer Sherman style deep raids instead of taking on Richmond or my forces.

The Kentucky event and the Longstreet promotion event didn't fire for a reason. I know you're gonna fix the first, but i couldn't find why the second one didn't happen.

By the way, are you planning to make your mod available for PBEM game soon? (i'm surprised that you haven't kicked me out of this thread yet, maybe you wanna teach me a lesson in a PBEM game? :mdr :) .

PS. Only the save game is attached this time. The AI log didn't appear mysteriously. Thanks for the patience.
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fusileer2002
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Location: UK

Thu Feb 26, 2009 11:07 pm

Just finished another game today playing as the CSA. Victory by Aug '63. Those Union armies just would not come to me in Virginia so I went to them and took Washington :) Not so many deep raids this time as I turned the FOW bonus to LOW instead of Medium. Lots of Union troops marching around Missouri but they never stay still and defend anywhere in force and towns are easy to retake. Kentucky seceded and was easy to hold, there were no real Union attacks coming that way. Forts Henry and Donelson got attacked a few times by small forces - or atleast the brigade I had outside the fort did, but the US never stayed to assualt or besiege the fort. Little Rock attracted a bit of attention but again the AI ended up cut off a long way from the front. Longstreet wasnt promoted for me either, but I didnt realise it was an event so I just assumed I hadnt got him into enough fights.

I wonder if the US isnt very aggressive in Virginia due to having either Butler or McDowell in command there and hence being inactive a lot? I'll probably turn up the activation bonus for AI for the next game. The AI does seem happy to attack undefended areas but they will not meet my armies at all.

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Clovis
Posts: 3222
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Fri Feb 27, 2009 7:27 am

fusileer2002 wrote:Just finished another game today playing as the CSA. Victory by Aug '63. Those Union armies just would not come to me in Virginia so I went to them and took Washington :) Not so many deep raids this time as I turned the FOW bonus to LOW instead of Medium. Lots of Union troops marching around Missouri but they never stay still and defend anywhere in force and towns are easy to retake. Kentucky seceded and was easy to hold, there were no real Union attacks coming that way. Forts Henry and Donelson got attacked a few times by small forces - or atleast the brigade I had outside the fort did, but the US never stayed to assualt or besiege the fort. Little Rock attracted a bit of attention but again the AI ended up cut off a long way from the front. Longstreet wasnt promoted for me either, but I didnt realise it was an event so I just assumed I hadnt got him into enough fights.

I wonder if the US isnt very aggressive in Virginia due to having either Butler or McDowell in command there and hence being inactive a lot? I'll probably turn up the activation bonus for AI for the next game. The AI does seem happy to attack undefended areas but they will not meet my armies at all.


Activation bonus is mandatory for US AI to get some aggressivity in the East.

I will introduce soon some AI events to place more highly rated leaders in Virginia from 1862 for Union.

The next version should lower the Arkansas attraction. The KY inactivity is really strange as this zone is normally highly rated for the AI. I suppose here it "made the choice" to concentrate in Missouri.

AI has yet great difficulties with river stuff I will have to fix.

Thanks for the report.
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Clovis
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Fri Feb 27, 2009 7:33 am

Evren wrote:Update:

Not much happened since my last post but i just wanted to keep this updated. I also wanted to send you the save game to show you the supply issues the AI just faced or about to face.

The AI is using naval forces extensively, and they're assaulting forts on the Atlantic, before moving into the mainland (very positive, the AI is acting smartly here). They've just made a few amphibious operations, and i guess a lot more is on the way. They're also trying to do it on the Mississippi, but they lack enough gunboats and ironclads. I guess it would be nice to add a few ship building events for the AI (at least i'm gonna do it if you don't :D ).

The AI is still using the far-western off-map areas extensively, moving (or at least trying) forward and backward, without attacking anywhere. Maybe it's putting so much effort there because most of them are strategic cities.

The AI has built lots of heavy artilleries and moving them defenseless on the map.

I also realized that the AI tries to pull the troops that are low on supplies to supplied cities, but can't generally succeed. They're either so far or it's just too late. Now the hars winter is on the door and i'll be watching the AI behaviour closely.

One thing i'm gonna point out again is that the AI is leaving the cities defenseless after taking them, and most of the cities revolt afterwards, or i simply take them back with little effort. They prefer Sherman style deep raids instead of taking on Richmond or my forces.

The Kentucky event and the Longstreet promotion event didn't fire for a reason. I know you're gonna fix the first, but i couldn't find why the second one didn't happen.

By the way, are you planning to make your mod available for PBEM game soon? (i'm surprised that you haven't kicked me out of this thread yet, maybe you wanna teach me a lesson in a PBEM game? :mdr :) .

PS. Only the save game is attached this time. The AI log didn't appear mysteriously. Thanks for the patience.


I will have to check the autogarrison feature.

I will have a look too to the heavy artillery building rate. Now, for the AI use of it on the field, I can't do anything, no commands are available to teach it...And the CSA AI is too at troubles here.

PBEM: When I will have achieved a reasonable US AI behaviour. PBEM is the last point I want to work because it will introduce then balance issues which will need some new fixes. Fixing 2 things in the same time isn't possible, considering the lenght of a campaign.
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Clovis
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Fri Feb 27, 2009 10:32 pm

New version available in the first post of this thread.

What's new?

Union AI tweaked a bit more. New events should remove from october 62 McClellan, McDowell and Buell. Autogarrison feature for Union AI should wrk. Arkansas should be less attractive for Union AI the first year of the war.

Note: Union AI behaviour may considerably vary from one game to another, mainly in Virginia. He may adopt sometimes a very defensive attitude or be more aggressive. I want to have AI sufficently unpredictable to keep interest.


Comments and files welcome.
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Big Muddy

Sun Mar 01, 2009 6:05 am

I can't get past turn five, critical error, main log. txt, then CTD. Anyone else having this happen.

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Clovis
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Sun Mar 01, 2009 9:05 pm

Big Muddy wrote:I can't get past turn five, critical error, main log. txt, then CTD. Anyone else having this happen.



Could you post your main log file here?
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Big Muddy

Sun Mar 01, 2009 10:13 pm

Clovis wrote:Could you post your main log file here?



[ATTACH]6328[/ATTACH], I hope I'm doing this right.
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[The extension txt has been deactivated and can no longer be displayed.]


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Clovis
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Sun Mar 01, 2009 10:22 pm

Big Muddy wrote:[ATTACH]6328[/ATTACH], I hope I'm doing this right.


Really curious. the error is related to the 5spain file in the SVF/Gamedata/factions folder. Could you check if this file is present? i've for now no clue about this error...
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Big Muddy

Sun Mar 01, 2009 10:39 pm

Clovis wrote:Really curious. the error is related to the 5spain file in the SVF/Gamedata/factions folder. Could you check if this file is present? i've for now no clue about this error...



I'll have to make another copy, just deleted it, I will do so later, thanks.

Big Muddy

Sun Mar 01, 2009 11:19 pm

5Spain is there, tried again with the same result, turn 5, game over.

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Clovis
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Mon Mar 02, 2009 5:38 pm

As i've got free time today, i've yet fixed some Union AI things. New version available in the first post of the thread.
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Clovis
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Mon Mar 02, 2009 5:55 pm

Big Muddy wrote:5Spain is there, tried again with the same result, turn 5, game over.



Tried with the last version, no such bug.
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