vaalen wrote:Thank you so much for your hard work.
I have two concerns.
First, it appears that once you install this mod, you no longer have the unmodded version of PON. Is that correct?
Second, it is already very difficult to destroy natives like tuareg raiders, African tribesmen, Native Americans. Even when defeated, they often do not lose any elements, and seem to reach full strength very quickly if an element is not destroyed. I have spent years hunting down the same small band of Tukelor, who lost most battles, but retreated and regenerated. I am not complaining, because this seemed realistic.
Would the changes you made make it even harder to destroy these native units?
Jamitar wrote:the unrealistic part of the situation, modded or not, is that a defeated army loses morale, especially tribal. imagin you fight for your land, but your army got blasted by weird magical flying eart (artillery fire) and your army all start running for it. I doubt half will return to fight. and a running army unless with good command ( generals, preferably modern) will all get shot and machine gunned in mass while they run.
I doubt that it would have been possible at the somme, to have british defeated but to have lost near nothing, at to run away ( into germany -_-)
this is like wolf. youre trying to catch the enemy constantly while they captured and destroy your cities and structures here and there
McNaughton wrote:Correct, the ABILITIES, MODELS and UNITS have changed, no scenario or event changes. The game engine, events, and scenarios have not been touched. The mod is really actually easy to re-apply given its limited scope (as of yet), given that models, abilities and units are not going to see much revision in official patches (therefore the mod does not have to be updated every time you get a new patch, just re-applied). So, there is no 'support' from AGEOD dealing with issues in the mod, but, the scope of the mod (at present) is limited to fixing and 'improving' (a matter of opinion).
I was unable to check against natives, as I did not mod them (yet). But, the primary difference I have seen in European vs European conflict is that you no longer get massive casualties on both sides in an 'even' or 'somewhat even' fight. However, forces will become erradicated should you vastly outnumber them (had an entire force wiped out because it was against 10:1 odds). I suppose that if you are fighting natives and have good odds in your favour (power odds, not necessarily numeric odds), then there should be no difference. However, the closer you get to a 1:1 odd ratio, the lower the chance of 'erradication in battle'.
In theory, the answer can be both yes and no, depending upon your force size. However, one thing that I did change drastically was cavalry's ability to evade and patrol (notably light cavalry). In order to destroy routed enemy forces (unfortunately hard to rout a native force) you need large numbers of cavalry. With light cavalry having drastically increased patrol and evade stats, they will be very useful in helping to crush native forces.
So, although the ability to deal out damage has been decreased, the ability to destroy a smaller retreating force has not been decreased, and with cavalry, quite possibly has been improved slightly.
I would like feedback on native issues, as I have been toying with what to do with them (fewer elements, stronger representation of each element in a unit so their game power matches their size, for example, changing the number of men from 1000 to 2000, and reducing the number of elements in a unit, which will put each element more to par with a European element in regards to ability and combat power, but with fewer elements in a unit).
Jamitar wrote:the unrealistic part of the situation, modded or not, is that a defeated army loses morale, especially tribal. imagin you fight for your land, but your army got blasted by weird magical flying eart (artillery fire) and your army all start running for it. I doubt half will return to fight. and a running army unless with good command ( generals, preferably modern) will all get shot and machine gunned in mass while they run.
I doubt that it would have been possible at the somme, to have british defeated but to have lost near nothing, at to run away ( into germany -_-)
this is like wolf. youre trying to catch the enemy constantly while they captured and destroy your cities and structures here and there
Jamitar wrote:yeah thats my problem. and I agree with you about the fight another day part.
on the other hand imagine enemy got to say paris. you finally beat them, they got orleans, whos got no fort and capture it. ( sending a wave of closed structures due to lack of orlean manufacture factories). you beat again then they got slowly towards bordeau and toulouse. COMON!.
also if you invade completely, say germany, but theyve still got their army taking a walk in france, well, Im imagining more stress to get to their homelands or to capitulate. in europeen wars also, a completely invaded country will almost immediatly capitulate giving in to near all demands. if they refuse theyll get slaughtered, taxed or controlled by force. this game doesnt represent this
vaalen wrote:Thank you for your clear, informative answers. I like what you have done with this mod very much, and I intend to try it. I do think that having casualties along the lines of Ageod Civil War and the Russian civil war game is much more realistic, and this should greatly improve the scenario combat, as well as campaign combat. Brilliant to increase the ability of Cavalry in conjunction with your other changes.
McNaughton wrote:This is stage 3 of my mod, AI and human wartime goals (against major nations). What I am testing is setting up (for the GC and thereby portable to the scenarios) battle plans for the AI, as well as the human player. Representing important areas and regions to control and conquer in order to gain the upper hand in a campaign.
Basically, the AI and human will be given a role in the battle, determining who takes the initiative (I have broken down each war into a series of events, Battle of the Frontiers, Battle of the Interior, Battle of the Capital). Whomever wins the Battle of the Frontiers then is the attacker, and have goals and prizes only in an offensive battle (the defender then also has goals only defending). The AI will not go off into Germany if France is being invaded, it will have 100% of its goals to repel the invader. Also, I have been toying with focussing the AI to specific cities, as well as to ignore certain areas (Germany should have no interest in Southern France, but rather focus on Easter and Northern France with the goal of capturing Paris, ignoring the rest of France).
Basically, as the 'attacking nation' achieves its goals, events providing it with Prestige and VP, as well as new AI targets, also provide the defending nation with its own Prestige and VP loss, as well as to which cities it should be focussing its attention, but, also increase the chance that they will accept peace (basically before you have to squish the nation totally they will be at the bargaining table). The goal of the 'defending nation' is to delay the attacking nation long enough that other major nations intervene (based upon criteria I am working on a set of MC events that will force peace upon the attacking nation if they are not making progress in the war, or face an expanded conflict). This threat of intervention kept campaigns short in the 19th Century, but will provide players with a neat experience of rolling the dice and possibly starting a great war as a result.
So, the AI in wartime is being looked at in this mod too (to cover random generic wars between majors, as well as some set conflicts, such as the ACW, Seven Weeks War, and Crimean War).
McNaughton wrote:One thing I am working on as part of this mod, is to eliminate the need to occupy the nation 100%, or to erradicate the military of a nation 100%. I cannot really think of many situations in modern warfare of the 19th Centrury where you have erradication of an enemy force in battle. For whatever reason, they slink away with the bulk of their force to fight another day.
The Franco-Prussian war was an oddity, where the French happened to get their armies encircled by the Prussians. They were not, however, destoryed in battle, but rather capitulated after sieges. One can replicate this very well (in fact the FPW scenario easily allows for the French to be isolated in Strasbourg). However, historically very few armies were destroyed in the field. The attacker is almost always exhausted so much that they just cannot send in the last killer blow (Koenigraetz, Antietam, Gettysburg, Brusilov Offensive, etc.).
Destroying a nation's military is not really something that did happen very much. Shattering the nation's will to fight, capturing key areas, these were ways to get nations to capitulate.
Unfortunately I have no control over dictating where a force will retreat. Why French troops in Metz insist on retreating to Strasbourg (travelling through German owned Saarland) is beyond me.
pesec wrote:I am wondering about this:
ctlAllowRetreat = 0 // Minimum control to have in a region to allow a retreat into it
If we change it to something like 5, does it mean that enemy has to stand and fight if they have no military control in any adjacent region?
McNaughton wrote:Destroying a nation's military is not really something that did happen very much.
ERISS wrote:However, that was the strategical goal of Germans against France in WW1:
killing the more military. Mass murder was to be. It was not a tactical tool to achieve a goal, that was the goal, in order (they thought) to have the longer peace afterward.
beuckelssen wrote:Hi McNaughton, congratulations for the good work. I like what I read about the current mod and I like even more your ideas for the future. So I want to give it a try but before I have an important question.
Do you think that if I start a game whit this version of the mod I will be able to update to next versions and continue playing? A related question is if it´s possible to start a game with the mod and at some point restore the original files of PoN and continuing playing.
Why do I ask this instead of just play? Because I´m thinking in use your mod in an AAR that I´m starting to write. And making an AAR it´s a lot of work, so I want to be sure that I´ll be able to continue playing without your mod if something it´s not working like I want (for example if battle the rebels it´s too hard for my taste). But at the same time I want to be able to use all your great ideas for the future of the mod in the same game.
If you think that I´ll be able to actualize the mod when you create a new version and follow an existing game I´ll happy to be the first user that writes an AAR with your mod.
But there is a "catch"; the AAR; that I already started in the spanish subforum, it´s in spanish![]()
yellow ribbon wrote:dont judge the Germans about it. the method was copied from every nation.
Random wrote:, the goal of virtually all organized warfare during this era was the destruction of the enemy armies.
McNaughton wrote:I am really unsure how to properly answer this, as I would hate to say one way, and result in the other. I have no idea when I will be releasing things, but the battle AI project will not be for a while (I have just sorted out how to make a MC event, and have it work, so am working upon the intervention events, and my partner and I are sorting out the diplomatic criteria and events presently). I really do not know if what has been modded as of yet will really 'add' much to a GC AAR at this point, and fear that given that events will be created later for diplomatic and military improvements that this would require a restart.
von Sachsen wrote:Out of curiosity, did you change the stats of the Boers yet? I played the Risorgimento and it felt just about right for two large conventional forces. Then I played as the Brits in the 2nd Boer War scenario and it was back to loosing 20,000 men and all of the elements while only killing 50 in one battle again.
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