By this remark he [Halleck] did not intend in any way to disparage his [Banks'] current operations on the coast, for at that time of year neither the Red nor the Atchafalaya was navigable.
oldspec4 wrote:Gray,
With latest beta, I can't open neither of the July 1861 scenarios (with and without your Kentucky scenario). April '61 opens ok.
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Gray_Lensman wrote:3.) Implemented a new attribute provided by Pocus (*NoCapture*). Early game horse mounted units can no longer take control of city structures. Once cavalry upgrades to (Late) cavalry this restriction is lifted. In other words, you will have to accompany invading forces with non horse mounted units if you wish to take control of city structures.
andatiep wrote:Mmmh... It seems to me like a too much extremist way to reach the point...
After all a cavalry attacking by foot would have probably the same value as a milicia unit : why a milicia unit in the game could capture an "empty" town and a cavalry unit couldn't ?
andatiep wrote:Mmmh... It seems to me like a too much extremist way to reach the point...
In a way, the fact that a single cavalry can't anymore capture all the remote cities far deep in the ennemy territory is good because you don't have to care of the stupid micro-management of buying and settle in each little city a militia. That aspect of the game is useless because it was "automatic" in the reallity : as soon as the news arrive in a city that there is a cavalry units in the region, the city will organize a basic defense with milicians and dismiss it when the danger is over.
The single cavalry unit raids are in order to spy or to destroy railroads, not to take cities.
So the objective of that new rule is good , but...
How now would it be possible to organize large cavalry raids in order to take cities and to burn second lines dépôts ?
I agree that it is not historical to keep the same combat values when cavalry fight in the country side or in a town (or mountains...). But it is still possible to a large force of cavaliers attacking by foot to take a poorly defended town with dépôt.
After all a cavalry attacking by foot would have probably the same value as a milicia unit : why a milicia unit in the game could capture an "empty" town and a cavalry unit couldn't ?
Can't you instead link that new *NoCapture* rule with the among of units in the raiding force (less than 2 or 3...) ?
Gray_Lensman wrote:Granted this change is not perfect...it accomplishes the purpose it was meant to do, and that was to restrict/limit the effects of early game Cavalry raids and the totally non-historic seizure and holding of large cities by cavalry units alone in the earlier part of the war.
W.Barksdale wrote:So how are we supposed to recreate a Murfreesboro in 1862?
If cities are under\undefended why shouldn't they be able to fall to "early" cavalry. Please lookup the first battle of Murfreesboro. Do you really think these raids are non-historic?![]()
Clovis wrote:This new rule IMHO is commendable because not only it solves a recurrent gamey tactic but by adding a new rule in the spirit of the AACW original design. The rule is arbitrary, simple but highly effective and the result is historical.
The long range raids possible in 1864 were possible in 1861. Morgan's one in Ohio was technically possible at the start of the war. Why both sides didn't undertaken this quicker? Simply because military theory was based on both sides on the axiom of suppluy chain to keep armies approvisonned. Both sides during Civil WAr learned progressively it was possible to raid deeper and deeper, by trial and experience method. I agree AACW engine to be too lenient on risk for long range raid parties but in any case, the new rule is just introducing this needed time for changing military doctrine.
Now, a way to attenuate the effect to be able suddenly to do long raid would be to have a leader ability suppreesing in any way the "nocapture" attributes for units under their command. I don't know if possible though.
Gray_Lensman wrote:Either that or we could adjust the normal conversion of (Early) Cavalry to (Late) Cavalry to occur somewhat earlier. (currently it's January 1863). I had not changed that just yet in order to assess feedback.
edit> The purpose of releasing this as a "Public Beta" was to get feedback from players who will actually load it and play-test the changes. The Cavalry rule change has actually already been tested (standalone) including one of the regular (non-beta) game players and it was found to work quite satisfactory in achieving its goals of limiting the effects of the non-historic early game raids.
Gray_Lensman wrote:Bigus scenarios are not compatible any more until he updates them, hence they have been removed from the AGEod data files. See the note above. Once he updates them, he will have to provide them as a MOD.
Gray_Lensman wrote:Generally, installing MODs is not nearly as difficult as you make it out to be.
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