richfed wrote:Awesome Depot Feature!!!! When you use the Supply Filter on the map, all the depots pulsate making it VERY clear what your supply lines are like. Love it!!
MarkCSA wrote:-Can't 'trap' enemy units anymore with ZOC, this leads to strange slugfests (units being chased from here to there), also, when units end a turn in the same zone/province and my guys are still at full org and on 'attack' they ususally do not engage.
Pat "Stonewall" Cleburne wrote:The commanding generals stats aren't displaying in the battle reports. It just says 0-0-0. The subordinate commanders stats are displaying correctly with light randomization on.
*edit* It seems to only do this when an AI force with a general attacks a force of mine without a general. The enemy commander shows 0-0-0. When they attack a force of mine with a general, both commanders display correctly.
Also, units are building faster, just not instantly like they were in beta 2.
richfed wrote:Again, something that may have been done purposefully, but the animated battle screen no longer shows the changing circle of red and green. It merely shows a clear ring.
Captain_Orso wrote:I read that ZOC doesn't prevent retreating units anymore, but I thought that was with regards to units that lost a battle and were routed or similar. Now it seams that the defender simply has to set his posture to retreat if attacked and you can never catch him.
I ran into this yesterday while playing around a bit. I literally cornered an CSA army of 20,000 with my Army of the James with 72,000.
I was in Onslow, NC and he was in Carteret, NC (Morehead City). The only way out way either to retreat to Ft Macon or into the swaps of Craven, NC across the Pamlico Bay. To enter Craven, NC it costs 16 days for cavalry when not crossing the Pamlico Bay. So there's no way out.
I ordered interception and there was a battle which he lost but with about 700 men lost on his side and 400 on mine. And at the beginning of the next turn, where is he? Craven Swamp. Even with forced marching the whole time the slips away every time. My troops just wear down and his seam to be running on duracellsoke:
richfed wrote:While a battle is being fought, a rather large ring appears on the screen. There is, or was, a band within it that would indicate - green being good and red being bad - the flow of the battle as it progressed. I think it truly indicated routed troops ... something like that. Anyway, it still appears, but the inner colored band is gone. It just sits there and pulsates while the battle is ongoing, but doesn't really indicate anything.
MarkCSA wrote:-Union AI is much more careful in 1861 and 1862, but goes for deep commando raids (with full armies) in 1863, while I am 15 points short of a 200 morale victory. I've taken St. Louis and the two cities that matter in Kentucky (one with VP and one with 2 men/turn) but apparantly, Memphis, Nashville and Vicksburg are more important, even though they are a State and a half away from the front. AI getting desperate? I have yet to see the Union try to get St. Louis back even though I am guarding it with 1 Division.
Rexor wrote:Surely this can't be WAD?
von Sachsen wrote:Would there be an easy way to make the AI more or less ignore Ft. Pickens and Monroe? While I am marching through Tennesse, Bragg and A.S. Johnston insist on attacking Ft. Pickens with 20,000 troops, virtually ignoring everything else. On a similar note, after my US troops occupied Manasass without resistance, Beauregard headed north straight for Bellefonte, PA in late Sep. 1961 with about 30,000 troops. This is with b2 patch and AI on passive agressivness.
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