Q-Ball wrote:In general (sorry for the pun), I find that it's:
--Far less bloody for generals than the real Civil War; I've lost 2-3 over an entire war. IRL, dozens of named leaders in the game were KIA
--Far harder to get leaders promoted than RL
I suppose they balance a bit, but that's my tke
Keeler wrote:Unfortunately the AGEOD engine's implementation of stacks, command points, activation, et all makes it difficult to simulate realistic leader casualties since removing leaders causes stacks to fall apart. For example, I imagine Athena would have a difficult time fielding effective stacks if divisions and corps exploded after every battle.
Perhaps a solution would be to have wounded or killed leaders receive a ratings/CP malus rather than being removed from the stack. This would make it possible for more leader casualties to occur but allow the stacks to remain intact. It would also reflect the fact that less experienced commanders are now serving above their rank resulting in a less efficient command until the dead/wounded commander either recovers (a random, hidden number of turns) or is replaced. One problem I see with such a system would be what happens to dead leader units once they are removed from their embedded element. Perhaps it would be possible remove/delete "dead" leaders units from the game once they are no longer in a stack?
I think leader promotions are a little harder to get than they should be. Promotions is an area that I hope the developers will look into expanding some point.
Of 120 generals present at Gettysburg, nine were killed or mortally wounded during the battle.
On the Confederate side, generals Semmes, Barksdale, Armistead, Garnett, and Pender (plus Pettigrew during the retreat). On the Union side, generals Reynolds, Zook, Weed, and Farnsworth (and Vincent, promoted posthumously). No other battle claimed as many general officers.
Keeler wrote:Unfortunately the AGEOD engine's implementation of stacks, command points, activation, et all makes it difficult to simulate realistic leader casualties since removing leaders causes stacks to fall apart. For example, I imagine Athena would have a difficult time fielding effective stacks if divisions and corps exploded after every battle.
Perhaps a solution would be to have wounded or killed leaders receive a ratings/CP malus rather than being removed from the stack. This would make it possible for more leader casualties to occur but allow the stacks to remain intact. It would also reflect the fact that less experienced commanders are now serving above their rank resulting in a less efficient command until the dead/wounded commander either recovers (a random, hidden number of turns) or is replaced. One problem I see with such a system would be what happens to dead leader units once they are removed from their embedded element. Perhaps it would be possible remove/delete "dead" leaders units from the game once they are no longer in a stack?
I think leader promotions are a little harder to get than they should be. Promotions is an area that I hope the developers will look into expanding some point.
Eugene Carr wrote:Fromhttp://www.civilwar.org/battlefields/gettysburg/assets/ten-facts-about/ten-facts-about-gettysburg.html
bearing in mind that in game generals usually command Armies/Corps/Divisions (possibly some Cavalry brigades, artillery/Engineer specialists) from the above list we get Reynolds, Pender and Pettigrew.
I used to have a bookmark which ranked General Officer battle fatalities by their appointment rather than grade, it wasn't qiute as many as you might think. Unfortunately I can't find it or it has died
Of course disease and jealous husbands should also play their part!
S!
Eugene Carr wrote:Fromhttp://www.civilwar.org/battlefields/gettysburg/assets/ten-facts-about/ten-facts-about-gettysburg.html
bearing in mind that in game generals usually command Armies/Corps/Divisions (possibly some Cavalry brigades, artillery/Engineer specialists) from the above list we get Reynolds, Pender and Pettigrew.
I used to have a bookmark which ranked General Officer battle fatalities by their appointment rather than grade, it wasn't qiute as many as you might think. Unfortunately I can't find it or it has died
Of course disease and jealous husbands should also play their part!
S!
veji1 wrote:Nevertheless I think we can agree that on a 60 000 against 70 000 battle such as we often see in game, which means 8/12 divisions on each side, there should be on average 1 death per side.
[The extension txt has been deactivated and can no longer be displayed.]
Eugene Carr wrote:I could live with that
In AACW the calculation was a number /1000 I wonder if its still built into CW2 (would need a column added to models file)
A lot of generals were lost to other reasons which it may be easier to make scripted events for to reduce disruption during ongoing combat.
Certainly a greater variation in generals keeps things more interesting.
S!
ps I always felt that the Reckless/Hothead leaders seemed more likely to get killed
Q-Ball wrote:Thanks for the full list....we're not even counting guys like Buford or Birney who just simply died, or all the generals who resigned, mostly to pursue political office. I forgot about Wharton, since he was shot right at the end of the war
BTW, someone asked how many leaders I have had KIA in my game vs. Gunnulf. At this point, we have each lost over 400,000 men in combat. I have lost 1 general. I can't remember who, it was a 3-1-1 division guy....maybe Rosseau
Ace wrote:cbtLdrCasuDiceSides = 500 // Nb of sides for the casualty dice for rank 1 leaders, at the end of combat (twice as low for rank 2, rank 3 excluded)
This is the line in GameLogic.opt file. You can easily mod it if you wish for more leader casualties.
Users browsing this forum: No registered users and 28 guests