Altaris
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MC in 1.16 RC10a

Wed Jan 18, 2012 4:17 am

So how does MC work in 1.16 RC10a once taking over an enemy region? It seems extremely slow to me. I took Norfolk on standard turn, have full control of the region and the city, but I'm only getting a little bit of MC each turn. This is in a modded game using 1-week turns, but it still seems excessively slow. After two turns owning it, I still don't have 25% MC and therefore can't use the rail line...

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W.Barksdale
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Wed Jan 18, 2012 7:11 am

What is the power rating and posture of the force in the region?
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Altaris
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Wed Jan 18, 2012 1:09 pm

97, most of it from artillery. It's only May 1861, so I don't have anything troop wise except the militia unit from Suffolk and the garrison militia.

I think they were on defensive last turn, I set to offensive to see if it would make a difference.

I'm all for slower MC gain, but in a region where there are no enemy troops at all and both the region and structures are owned, it should be a given that MC goes up to 25 or 50 pretty much automatically (enough to at least use the rail lines...)

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lodilefty
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Wed Jan 18, 2012 1:24 pm

Altaris wrote:So how does MC work in 1.16 RC10a once taking over an enemy region? It seems extremely slow to me. I took Norfolk on standard turn, have full control of the region and the city, but I'm only getting a little bit of MC each turn. This is in a modded game using 1-week turns, but it still seems excessively slow. After two turns owning it, I still don't have 25% MC and therefore can't use the rail line...


I'm not sure what 1 week turns do to this, but control is a function of time (days). In standard game, I always see 25% by the second turn of capture, with just the militia, guns and garrison.

WAD in standard game, and policy is that we can't do much to support mods...
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Citizen X
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Wed Jan 18, 2012 1:27 pm

You should have way over 30% until end of May.

Edit: oops, answered already.
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Altaris
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Wed Jan 18, 2012 2:10 pm

I understand your policy on mods, was just trying to figure out the exact mechanics. I'd have to go back and look at the turn files, but what your saying sounds pretty consistent with what I'm seeing. With 1-week turns, the Suffolk unit didn't appear until Turn 3, then arrived on Turn 4 (very late in turn), and IIRC, the MC was 8% when I loaded Turn 5. Now on Turn 6, it's 22%, IIRC.

I haven't played that much of the 1.16 patch, and we're using this modded version, so it's quite different from what 1.15 had, was just trying to figure out the mechanics.

Lodilefty, do you know if there is a setting that can be modified to change the speed of MC control? I looked through the settings files but didn't immediately see anything.

Also, is there a setting somewhere to adjust how long a ship can potentially be delayed at port? Another board member said he ran into issues occassionally with a 1-week turn setup where ships would delay 7 or more days leavng port, and thus never leave the port at all (since turns are only 7 days).

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lodilefty
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Wed Jan 18, 2012 2:43 pm

Altaris wrote:I understand your policy on mods, was just trying to figure out the exact mechanics. I'd have to go back and look at the turn files, but what your saying sounds pretty consistent with what I'm seeing. With 1-week turns, the Suffolk unit didn't appear until Turn 3, then arrived on Turn 4 (very late in turn), and IIRC, the MC was 8% when I loaded Turn 5. Now on Turn 6, it's 22%, IIRC.

I haven't played that much of the 1.16 patch, and we're using this modded version, so it's quite different from what 1.15 had, was just trying to figure out the mechanics.

Lodilefty, do you know if there is a setting that can be modified to change the speed of MC control? I looked through the settings files but didn't immediately see anything.

Also, is there a setting somewhere to adjust how long a ship can potentially be delayed at port? Another board member said he ran into issues occassionally with a 1-week turn setup where ships would delay 7 or more days leavng port, and thus never leave the port at all (since turns are only 7 days).


I am not aware of any "ship delay" adjustments...

For control, I suppose you could alter value of:
ctlContested = 5 // Minimum control gained upon entering a region (if not passive)


Maybe try 10, but these are uncharted waters! :wacko:

Parameter is found in GameLogic.opt
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Altaris
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Wed Jan 18, 2012 3:47 pm

I saw that ctlContested parameter, but that's not really what I was looking for. I don't want to allow some little small unit to get 25% MC immediately upon entering a region (say, for example, a raiding cav unit behind enemy lines), that seems very open to abuse.

It's not that big a deal, I'll just leave it be.

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Eugene Carr
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Wed Jan 18, 2012 8:59 pm

Also, is there a setting somewhere to adjust how long a ship can potentially be delayed at port? Another board member said he ran into issues occassionally with a 1-week turn setup where ships would delay 7 or more days leavng port, and thus never leave the port at all (since turns are only 7 days).


I recall the problem being the movement in and out ( especially out) of the Ocean Boxes. Eventually they did move but you could lose them before that due to lack of supply.
I think that changing to 66% Naval Control kept them alive until they did make it back to Port. (Or dont use delayed movement)

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Altaris
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Wed Jan 18, 2012 11:24 pm

How do you turn off Delayed Movement? With the Game Option for Delayed Commitment set to lowest (off) setting?

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Eugene Carr
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Thu Jan 19, 2012 1:27 am

How do you turn off Delayed Movement? With the Game Option for Delayed Commitment set to lowest (off) setting?


That is my understanding.

note to self "You need to start playing this game again"

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lodilefty
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Thu Jan 19, 2012 1:24 pm

Altaris wrote:How do you turn off Delayed Movement? With the Game Option for Delayed Commitment set to lowest (off) setting?


AFAIK, delayed movement applies only to time before stacks in a region enter a battle:

Delayed Commitment
  • Units will engage the enemy as soon as they meet them.
  • Small Delay: Units will not engage the enemy as soon as they meet them. A delay can occur (ranging from one hour to several days), depending on the commander's Strategic Rating, and depending on whether friendly units are already engaged in battle.
  • Medium Delay: Units will not engage the enemy as soon as they meet them. A delay can occur (ranging from one hour to several days), depending on the commander's Strategic Rating, and depending on whether friendly units are already engaged in battle.
  • Long Delay: Units will not engage the enemy as soon as they meet them. A delay can occur (ranging from one hour to several days), depending on the commander's Strategic Rating, and depending on whether friendly units are already engaged in battle.

..but I'm intrigued! Let us know if it also removes ship departure delays!
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Altaris
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Thu Jan 19, 2012 2:45 pm

Nope, I can confirm that changing commitment settings does *NOT* impact the movement delays. Still having ships postponed a few days sometimes.

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Captain_Orso
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Thu Jan 19, 2012 3:05 pm

I'm curious about the affects of Delayed Commitment. I would expect that once your force arrives in an enemy occupied region and the game starts randomizing when the two forces will engage in battle, that the days being waited will increase the moving unit's cohesion, since during moving days the cohesion variation is negative, it should be positive while in the region and 'waiting'.

But what really intrigues me is whether the delay affects combat in any way. Does having the two forces measuring each other up and scouting out defenses etc actually occur?

Altaris
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Thu Jan 19, 2012 3:17 pm

There's a potential delay in how quickly forces commit from MTSG, I'm pretty sure that's what the delay commitment value affects. Not 100% on that though.

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Captain_Orso
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Thu Jan 19, 2012 3:32 pm

The Delayed Commitment adjusts the time before battle starts after two enemy forces are located within the same region. I don't believe it has anything to do with MTSG other than coincidental affects related to when the first battle actually commences.

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Jim-NC
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Thu Jan 19, 2012 6:38 pm

I believe it can allow for a change to cohesion (as above) and entrenchment (the defender gets more days to dig in).

I also believe it can help a unit evade combat (if 2 forces cross paths in a region, the delay could hold up combat until after one or both leaves). I am not 100% sure on that.
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Eugene Carr
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Thu Jan 19, 2012 7:48 pm

Altaris wrote:Nope, I can confirm that changing commitment settings does *NOT* impact the movement delays. Still having ships postponed a few days sometimes.


Certainly that would explain why the level of Naval Control seemed more important :wacko:

I think the delays are because you only have 7 days rather than 14 in a turn , delay of 4,5 days is obviously more significant and for the Ocean boxes probably means no movement. (the % naval control wont affect delay just help you survive it)

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W.Barksdale
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Fri Jan 20, 2012 7:28 am

Give your naval stacks an admiral. The movement delay will be significantly reduced or eliminated completely. These resources are in even shorter supply than general officers so choose which stacks to give them to wisely.

Also MC is a function of both time and power.
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Captain_Orso
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Fri Jan 20, 2012 7:56 am

.. and the Police value of the units. Artillery always has 0 I believe and cavalry starts with 2 I think and goes up with experience. I have conscript cavalry with experience level 3 and police level 5! This makes a big difference.

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Jim-NC
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Fri Jan 20, 2012 6:28 pm

Police is one of several values that goes up with experience. See this thread
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