Paul Roberts wrote:Well, one thing I'd say is that "mysterious transportation"--if you mean leader redeployment--is much more realistic than it may appear. This procedure is meant to represent the relative ease of moving a leader and a small staff by rail across long distances.
The normal rail movement rates are based on the transport of large military units, which involves collecting rolling stock and arranging special trains for the purpose of shuttling thousands of men (plus their horses and kit, as well as the supplies involved). Giving a single leader a rail movement order with these rules can result in some very unrealistic situations.
For instance, I recently ordered a general from Baltimore to Philadelphia using normal rail transport, and the game indicated that this would take a week. Since the distance is only about 100 miles, I'm pretty sure the general could walk it in less time than the train would require. Unit redeployment, which is only available for what are after all very small groups of men, is more realistic than the normal rules in this case.
Basically, there are few situations where unit redeployment does much harm to realism. Even a trip from DC to Minnesota, for a single leader and staff, would take fewer than the 15 days of a game turn. The only glaring cases are with isolated units, but a "house rule" takes care of that nicely, and I don't think the AI is programmed to be that devious.
soundoff wrote:Just wait until that poorly led CSA Corp you were facing outside of Paducah is suddenly and miraculously being led by Stonewall the moment you put in the assault order when at the end of the previous turn Jackson was sitting at Winchester. Or see that Union Army led by McDowell at Alexandria turn into an Army commanded by US Grant in the blink of an eyelid and before you have time to make any sort of reaction. And thats only allowing one redeployment per turn.
soundoff wrote:I would argue against this position. For the AI redeployment (even though I dont play against is these days) is necessary in order to give it an edge. But for a human player I certainly think its use is more often than not 'gamey'.
Just wait until that poorly led CSA Corp you were facing outside of Paducah is suddenly and miraculously being led by Stonewall the moment you put in the assault order when at the end of the previous turn Jackson was sitting at Winchester. Or see that Union Army led by McDowell at Alexandria turn into an Army commanded by US Grant in the blink of an eyelid and before you have time to make any sort of reaction. And thats only allowing one redeployment per turn
My own position in PBEM is that I like to have a house rule that says no redeployments at all with one exception that you can redeploy an Army HQ only. Even that redeployment has to be announced on the turn it is to be made to the opponent so they can potentially plan for Corps beginning to pop up all over the place.
Pubcrawler wrote:Hi all. Quick question about settings for a challenging game.
I like to play as the Union and during my last game achieved a victory in early '63. The AI did make some significant mistakes, for example, she was very aggressive and I was able to trap and destroy two large corps in the Washington/Alexandria area (good way to get VPs). For the most part during this game, I was able to move unchecked thru the south with only supply lines to worry about.
My question is, what are the optimum settings for a challenging game against the AI, without allowing the AI to 'cheat'? By cheating, I'm talking about mysterious transportation of units across the map, ignoring supply rules, one militia unit able to attack and beat, say, an entrenched stack of three infantry units and an arty (not to say that Athena would cheat, I've not experienced it, but have played other games that increase difficulty only by making the AI invincible).
*EDIT* I play on default settings and give the AI more time.
lodilefty wrote:Of course, you can select the 'first box' for redeployments under Game Options. Player then gets 0, AI gets 3.
I assume that this would disable it in PBEM for both players.....
Gray_Lensman wrote:I've had this discussion elsewhere, and though I agree witht the idea of a Leader or other applicable service asset being able to utilize this redeployment feature, I personally think that after the redeployment move:
1.) They should not have any movement capability left including rail repair capability.
2.) If a leader, they should not be able to be assigned command of anything until the next turn.
In other words, if they "redeploy" that's it for their turn.
soundoff wrote:Yes it does but as I said I do like to be able to immediately deploy an Army HQ. I do so on the basis that I know such a unit would take some time to gather which is reflected in the game by the fact that it does take time to form. I do not like, but do understand why, they are usually created at the Capitol and not at the location of the commander who is to lead the army.
lodilefty wrote:How does the game engine know who you or Athena wants to lead the army?
Instant transport of Army HQ makes even less sense to me, as it includes artillery, which certainly can't move as fast as a leader with his staff. We need to be consistant with our positions in the debate.....
seems that Army HQ should appear with the 'senior available' 3 star, or at the Capital if no available 3 stars....
Clovis wrote:Give AI a medium FOG advantage , a +1 bonus in activation.
Pubcrawler wrote: It was more of a question if anyone has had experience on more difficult settings with the AI mysteriously transporting infantry or calvary. Of course, I've not experienced this with AACW, but have seen it happen in games like HOI2.
Paul Roberts wrote:Clovis,
I know that a picture is worth 1,000 words, but I don't get it. What does the screenshot illustrate?
Pubcrawler wrote:Well, I've upped the difficulty in my latest game and I can really tell the difference!
The AI is making some great moves and causing me a lot of heartache.![]()
Clovis wrote:If you're playing against CSA AI, open the CSA events file in the AACW Events folder and paste this, it should stop long range raids by AI ( except if Foreign Intervention level reaches 85, and until it comes back to 60):
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_AIsettings|1|0|NULL|NULL|$Richmond, VA|NULL
Conditions
MinDate = 1861/04/10
MaxDate = 1862/04/25
probability = 75
Actions
AI.ChgLocalInterest = $New York, NY|50|$Rockland, NJ|50|$Philadelphia, PA|50|$Cuyahoga, OH|50|$Hendricks, IN|50|$Chicago, IL|50|$Racine, WI|50|$Dubuque, IA|50|$Westmoreland, PA|60
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_AIsettings38|1|0|NULL|NULL|$Richmond, VA|NULL
Conditions
MinDate = 1861/04/10
MaxDate = 1862/02/25
probability = 90
Actions
AI.ChgLocalInterest = $Ardana, IL|5|$Morrison, IL|5|$Monmouth, IL|5|$Rock, IL|5|$Dixon, IL|5|$Sycamore, IL|5|$Woodstock, IL|5|$Carthage, IL|5|$Gales, IL|5|$Rochelle, IL|5|$Bureau, IL|5|$Aurora, IL|5|$Joliet, IL|5|$Quincy, IL|5|$Sterling, IL|5|$Lewis, IL|5|$Peoria, IL|5|$Bushnell, IL|5|$Pontiac, IL|5|$Kantakee, IL|5|$Gilead, IL|5|$Carroll, IL|5|$Jackson, IL|5|$Bath, IL|5|$Bloomington, IL|5|$Alton, IL|5|$Carlin, IL|5|$Rookhouse, IL|5|$Springfield, IL|5|$Decatur, IL|5|$La Salle, IL|5|$Gilman, IL|5|$Belleville, IL|5|$Fenron, IL|5|$Carlyle, IL|5|$Pana, IL|5|$French, IL|5|$Toledo, IL|5|$Herbert, IL|5|$Danville, IL|5|$Chester, IL|5|$Ward, IL|5|$Pinckney, IL|5|$Salem, IL|5|$Howard, IL|5|$Mattoon, IL|5|$Effingham, IL|5|$Greenup, IL|5|$Terre Haute, IL|5|$Palestine, IL|5|$Alexander, IL|5|$Benton, IL|5|$McLean, IL|5|$Kinsale, IL|5|$Elizabeth, IL|5|$Carnie, IL|5|$Laporte, IL|5|$Lasalle Run|5|$Joliet Landing|5
AI.ChgLocalInterest = $Lake, IN|5|$Newton, IN|5|$Starke, IN|5|$Marshall, IN|5|$La Grange, IN|5|$Benton, IN|5|$Jasper, IN|5|$Whitley, IN|5|$Allen, IN|5|$Fountain, IN|5|$Tippecanoe, IN|5|$Carroll, IN|5|$Wabash, IN|5|$Adams, IN|5|$Vigo, IN|5|$Clay, IN|5|$Hendricks, IN|5|$Owen, IN|5|$Montgomery, IN|5|$Johnson, IN|5|$Wayne, IN|5|$Knox, IN|5|$Pike, IN|5|$Lawrence, IN|5|$Brown, IN|5|$Shelby, IN|5|$Rush, IN|5|$Posey, IN|5|$Warrick, IN|5|$Dubois, IN|5|$Perry, IN|5|$Orange, IN|5|$Harrison, IN|5|$Scott, IN|5|$Jefferson, IN|5|$Dearborn, IN|5
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_AIsettings2|1|0|NULL|NULL|$Richmond, VA|NULL
Conditions
MinDate = 1861/07/01
MaxDate = 1866/04/01
EvalForeignEntry =>;85
EvalEvent = evt_nam_CSA_AIsettings;=;1
Actions
AI.ChgLocalInterest = $New York, NY|100|$Rockland, NJ|100|$Philadelphia, PA|100|$Cuyahoga, OH|100|$Hendricks, IN|100|$Chicago, IL|100|$Racine, WI|100|$Dubuque, IA|100|$Westmoreland, PA|100
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_AIsettings29|1|0|NULL|NULL|$Richmond, VA|NULL
Conditions
MinDate = 1861/07/01
MaxDate = 1866/04/01
EvalForeignEntry <=;60
EvalEvent = evt_nam_CSA_AIsettings2;=;1
Actions
AI.ChgLocalInterest = $New York, NY|-100|$Rockland, NJ|-100|$Philadelphia, PA|-100|$Cuyahoga, OH|-100|$Hendricks, IN|-100|$Chicago, IL|-100|$Racine, WI|-100|$Dubuque, IA|-100|$Westmoreland, PA|-100
EndEvent
Injun wrote:Clovis does it matter where in the filethis is pasted ordes itneed to bein the beginning or end of the file?
Gray_Lensman wrote:Clovis
Interesting, but I wonder why as a beta, you have not posted the same information in the Beta forums for us to discuss and possibly look into placing directly in the "official" files for the next update?
To be honest, that was the whole reason for making you an AACW Beta since you are loaded with such useful information.
Gray_Lensman wrote:The reason I ask is because there's already another solution in the works and it doesn't help to be working at cross purposes. The two solutions may or may not be detrimental to each other and we should be testing these things in the beta area to determine if in fact they are before making them available to the general users. Either that or keep the information in the AACW Mods subforum as experimental information. By definition, what you posted above is a MOD. I like your solution by the way. I just don't want to have to backtrack because of data conflicts.
edit> By the way you were an AACW beta prior to Jan 14, 2009
see post #3 :http://www.ageod-forum.com/showthread.php?t=12639
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