dolphin wrote:
Are you of the opinion that the new railroad destruction rules favor the Union?
I have never done that extensively myself, for reasons of style mostly. However, the Union is high by the numbers already. Every change that goes the road of "less effect for higher costs" naturally favors the Union. I don't see the sense any more in having raiders, partisans, Indians or the appropriate leader traits in the game. Other than flavor that is.
My biggest concerns are the new building rules for artillery and ironclads and the distant unload. It is my concern and conviction that these are robbing the CSA the facility of effectively conducting warfare to a satisfiable conclusion.
With two to three divisions and fleets the Union can lay havoc to (almost) the entire Confederation with a "one-rests-one-runs" strategy. Having the rate doubled at which Union troops and generals get experience being doubled (Hooker for 3-star!) only as a side effect.
Quote:
With two to three divisions and fleets the Union can lay havoc to (almost) the entire Confederation with a "one-rests-one-runs" strategy. Having the rate doubled at which Union troops and generals get experience being doubled (Hooker for 3-star!) only as a side effect.
Pat "Stonewall" Cleburne wrote:
Not sure what you mean by this? Couldn't they always do that? What change in this patch results in that?
dolphin wrote:I too would be interested to hear more about how this allegation stands up to argument.
For me having no experience with either the Union, or invasions/fleets for that matter this change is the obvious concern I would have.
Citizen X wrote:I refer here to a discussion in the appropriate thread where I made my statements. The difference mainly is that before you loaded the troops on ships and then drove them to the destination. Then in the next turn you ordered the unload, which gave the CSA a response time of one turn.
Now you load and unload in the same turn which gives the CSA a response time of zippo. If you were onto coast-rampage you needed at least two turns for the next target, now it is one. I refer here only to traveling time. They still need the same amount of turns to recover of course. The more divisions you send out as the Union, the higher the benefit. Also as the CSA you now constantly need to guard Richmond against the highest anticipated evasion force because there will be no more warnings.
As to the cannons in the West. I never said it is a gamebreaker in all instances. It weakens the South. How much is open to discussion or evaluation. All I ever wanted was that to take place before it is implemented.
For the ironclads, where do they spawn when New Orleans gets blitzed?
Pat "Stonewall" Cleburne wrote:It depends on your style more than your side on how much effect this rule has. Since the south has a more vulnerable rail network, making it harder for the Union to break it gives as much or more advantage to the south than the north. This is probably my favorite change in the new patch just because raiders always had an outsized advantage imo.
Pat "Stonewall" Cleburne wrote:So far, the effect has been barely noticeable for me. So your arty shows up in LA instead of arky or tx? 1-2 more turns transit time. I think you're vastly overstating the effects of this one.
Pat "Stonewall" Cleburne wrote:Not sure what you mean by this? Couldn't they always do that? What change in this patch results in that?
Captain_Orso wrote:Two points. First the reason that I believe you are receiving resistance in discussions in the thread, and the reason for my answer to your opening this thread, is that you are not asking to discuss the changes in the public betas, you challenged the forum to convince you.
To your question of whether the change to damaging railroads, I will post a counter question:
Was the way it was previously fair and realistic?
My answer is 'no' it was not. The change has made raiding to damage railroads much more fair and realistic. The challenge it posses to the CSA-Player is legitimate.
lodilefty wrote:Compare new Distant Unload to "old method":
Distant unload:
load troops, move to coastal region adjacent to target, select Distant Unload. Troops will start to debark on arrival of fleet. Fleet move may be delayed from port [random], debark takes ~ 5 days.
So, "same turn ashore" limited to ~ 10 or fewer regions away in fair weather.
"Old Way":
load troops, move to ocean region near target [not coastal, deep water]. Next turn, use riverine movement to transport troops to target. Opponent will not see the fleet at end of turn 1 unless they have a fleet nearby. Riverine movement may reduce cohesion losses to troops while landing.
So, in both cases, the opponent has little to no warning of impending invasion, and in many cases, will have less with the old way, as the range of targets for the fleet is broadened by riverine move (up rivers, along the coast)
So, Distant Unload coupled with the new restriction of Riverine to coastal/shallow seems better to the design team.![]()
dolphin wrote:I am very happy you decided to elaborate and clarify.
Are you saying that in the new way (Distant Unload) the troops landing never suffer a cohesion loss?
I think a good case could be made that at least some cohesion loss should be automatic. I always thought it was automatic up until you mentioned there being only a chance for it in the old way.
I recall reading a thread on the landing issue where someone did some tests with the new way and it did seem that if there were not enough days left in the turn to complete the 5 day landing it still allowed it with whatever days were left in the turn. In the test mentioned in the thread the landing occured with only 3 days left. One could infer from that test that they can be permitted to land if there is even a single day left.
Perhaps an automatic cohesion loss to troops debarking could be instituted in a new patch to address the concerns of those arguing play balance is being compromised in favor of the Union?
It occurs to me the basic code for it is already written within the Kentucky event that causes a cohesion loss if you enter the state too early after Kentucky enters the war.
lodilefty wrote:The distant unload troops also suffer cohesion loss while landing, as it is considered movement.
Are you sure the debark was fully completed? I'd like to see a save game of that if true...
Writing an event requires we know the region. No command exists to do that...
By the way, the Distant Unload will remain part of 1.16, so your only alternative would be to "mod it out" or stay with 1.15
Originally Posted by Citizen X
Happy Holidays.
There is a thing in recent patch that I only slowly began to think about: distant unload. I have a question about it.
How is the time for unloading calculated? Is it the same modifiers as moving from land region to land region? Is unloading immediate so that spare days in the turn of arrival already get used to unload?
I didn't have the time to test it myself. Maybe someone can share some experience here?
dolphin wrote:I am currently using 1.16 rc4a which I installed long before the change to Distant Unload was ever made? Are you saying that my current version of the 1.16rc4a patch is no longer available for download if players choose to do a PBM using it?
lodilefty wrote:The distant unload troops also suffer cohesion loss while landing, as it is considered movement.
lodilefty wrote:It's still there, but if you use it, don't bother reporting any bugs!
If distant unload is really giving you an ulcer, mod as follows:nuff said.
- Open UserInterface.opt found in \ACW\Settings [use notepad or other text editor]
- Find the line SpecOrder14 = 0 // DistUnload
- Change it to SpecOrder14 = -1 // DistUnload
- Save file
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