Jagger2013 wrote:Hi Tripax. Looks like you are doing some more good work!
Jagger2013 wrote:...It suddenly struck me, the game is a division game and not a brigade game...
Jagger2013 wrote:...And I am assuming CSA brigades are larger than Union brigades because they are much more likely to deploy independently since total CSA army should be smaller than the total US army. The CSA may have to plug holes with independent brigades if they get streched out. Also the Union may need to create more garrisons. If so, you don't want large brigades wasted on garrison duty. I am not sure I am explaining this properly but hopefully I am making sense. I suspect this was the rational in creating the different types of Union and CSA brigades for recruitment.
Jagger2013 wrote:...I think it may have been intentional to allow regiments from multiple states to assemble in one state. So you may recruit a brigade from Connecticut but when it appears, it may have regiments from several nearby states included in the brigade...
Jagger2013 wrote:The one area that bothered me a little were the brigades with cavalry. Many of the CSA brigades had cavalry regiments attached at Bull Run. But I am pretty cavalry was pulled out of brigades and divisions very shortly afterwards-probably end of 61 or earlier. Yet you can never pull cavalry out of a created brigade. Which means once in a division, that division will always have cavalry in the division when that wasn't true for the great majority of the war. The brigades with artillery are fine because divisions had artillery throughout the war and many of the Union brigades at Bull Run and Shiloh had artillery directly attached to brigades. So brigades or divisions with artillery doesn't bother me but the cavalry does bothers me a little.
Captain_Orso wrote:Firstly, to the games structure. The game consists of units and combi-units. Combi-units are created by combining two or more independent units. These are also know as divisions. Everything else in the game are stacks, which consist of 1 or more units and/or combi-units.
Captain_Orso wrote:If you're a stickler about exactly how you want to build your divisions, like I am, one of the biggest jobs of organizing your forces is knowing exactly which units you have and which you want to combine into which division; for example trying to have at least 1 regiment of infantry with Strong Morale in every division.
The problem with this is the game gives you no tools with which to do this. The only solution I have found is to use a spread sheet, which must be held meticulously accurate.
Captain_Orso wrote:If brigades were build much the same as division --which technically I'm sure would be possible with similar mechanisms as with division and a lot of work on Pocus' part-- the problems of organization would increase greatly, again for the lack of tools for organizing your units.
Captain_Orso wrote:I'm no expert on military organization during the civil war, but I've picked up a thing or two over the years. One of them is, once the war solidified into a major conflict spanning the entire continent and armies expanded into forces of tens of thousands of men and their equipment, the makeup of brigades on the battlefield generally lost meaning when it comes to their auxiliary units --artillery and cavalry regiments. Cavalry was generally pulled together from all brigades of a division and all divisions of a corp to build a cavalry force capable of sustaining itself on a large battlefield and fulfill its duties of protecting flanks, scouting the enemies position, limiting the enemies mobility, guarding the withdraw of friendly formation as well as attacking and hindering the withdraw of enemy formations. Artillery, especially heavier batteries, was often pulled together to allow their strategic use. Smaller caliber batteries were often left with their brigades as support for their infantry regiments, but they might also be allocated to a point in the battle line where a brigade might not have their own or not have sufficient artillery support.
The game covers the aspect of allocating artillery to the battle line and will holding cavalry in reserve automatically and independent of from which brigade they may originate or be they of independent organization.
Captain_Orso wrote:I personally find the limits to the makeup of brigades to at times be a hindrance to my own organizational strategy, especially late in the war when many types of brigades have been "bought out" and I find it increasingly taxing to build the divisions I wish. A change in this direction would certainly be possible, but I have some apprehension as to how accepted such changes might be.
Captain_Orso wrote:I would find it an ease to my burden of organization where each state able to build forces equal to a certain number of CC's (conscript companies) that can be raised in their state and the player be able to put them into what ever type of regiment or battery he chooses and build what ever brigade configuration he wants. This would however require the game to keep track of how many CC's each state has, their influx and usage and I don't see that happening.
Captain_Orso wrote:In the beta-forums there have also been discussion of how one might induce the player to more evenly call upon the troop resources of all the states under a player's control as opposed to only building brigades in Pennsylvania and New York, for example, in the East and Ohio, Illinois and Indiana in the West while in the states further from the front practically no units are purchased. It would be however exceedingly difficult to even asses this and was deemed to be far too difficult to implement compared to what it might bring in realism and game-play enjoyment.
Captain_Orso wrote:I find you analysis to be interesting, tripax, and I'm curios as to what conclusions you might come and the ultimate solutions you will present.![]()
tripax wrote:Most (all?) of the troops who fought in the first major battles of the war (Wilson's Creek, 1st Manassas) are hardcoded into the game. Since the hardcoded brigades need to be programmed into the models file, certain regiments are combined or left out (for instance the 5th & 6th Alabama in Ewell's Brigade). I wonder why this was done, it isn't hard to add the new brigade composition structure into the units file, even if that particular unit isn't recruitable or even used anywhere else. Certainly this could be changed.
tripax wrote:How much do people like/dislike the level of accuracy and the number of units that arrive by event in the first months of the war? I assume people would be happy to see more accuracy (I would), but what about the number - do people think it would be better if fewer units arrived by event? If more did? One justification for more is that many units began their recruitment even before the fall of Fort Sumter.
Captain_Orso wrote:Actually it's the other way around. A unit is defined as consisting of a certain number of models and also defines which units my be added to it (combining leaders with a brigade). The unit itself has rather few characteristics beyond what I have already described. The element models however are packed full of characteristics.
Captain_Orso wrote:The spawned brigades have specific regiment and battery names assigned to them which are historical, or at least to the greatest extent.
Captain_Orso wrote:There are also some units you can buy which have slots for adding another infantry regiment. The XX/ you can buy as the Union player in Missouri are an example. The dumb thing is, that regardless of the number of elements the unit has, it still has the same command cost. So these XX/ units have the CC of a XXX/, but missing one regiment.
Captain_Orso wrote:If you start modding the allocated units in the scenarios you will be opening a big barrel of pickles. I'm not saying that it can't be done, but balance will have to be watched very, very carefully, which is very hard to do, because there are so many variables in the game.
Two players might test a mod thoroughly and find it balanced, while a third player might find some aspect in the new mod which presents him with an advantage.
Captain_Orso wrote:One thing I'd really like to see gone are all the units with very generic names like "U.S. Artillery" or "Maryland Volunteers" or all the transport squadrons that all have the name --you guessed it-- "transport squadron" *duh*![]()
tripax wrote:Sorry, I wasn't clear. I meant that the hard-coded brigades are actually special instances of existing units. So Bartow's Brigade in the Carolina Department is an example of a unit "uni_CSA_Bde4GA" consisting of regiments/models given the names: "7th Georgia|8th & 9th Georgia|Wise Artillery|NULL" where Null is recruited later as you describe. My understanding is the command cost and of the brigade comes from the command cost of that type of unit and, as you say, the strength of the regiments comes from the strength of the model for each regiment. There is no reason Bartow's Brigade couldn't be the 1st, 7th, 8th, 9th, and 11th Georgia and Wise Artillery, as it was in the Seven Days (Bartow himself died at Bull Run, so it had a different commander by then), we would just have to make a unit that had 5 infantry and 1 artillery.
tripax wrote:I'm not sure why, but the names are often a bit off. Also, the flavor commanders seem to be random. In AACW, you could see who the commander of a unit was, but not in CW2 that I can see. I'm in favor of correcting flavor commanders in case this functionality is added back (which I'd support, but I understand that removing it adds a bit of screen space for more useful information).
tripax wrote:I wasn't aware of this. It might be because the second model is militia, and you can combine militia into two militia brigades without adding CPs.
tripax wrote:I agree. One way to ameliorate this is to add the units/models with only partial strength (lots of red) so the player has to spend replacement chits to effectively fight with it. Thus the new units don't affect the economy of the game. That is, to the player it is almost the same as if the new unit was purchased the normal way. Another way is to have the new units be locked to a region for a certain amount of time. Beyond this, you are right that it would have to be done carefully and sparingly.
tripax wrote:I agree. Also how units like the 2nd Artillery appear both in Oregon and in Tyler's Division on the march to Bull Run (it did exist in both places, but not at exactly the same time, luckily). My model/unit names mod is pretty complete now (although I gave up with adding Naval units), and my next goal was to mod the hard-coded unit names, but I'm finding it hard to disentangle the task of changing the names with the task of reconfiguring the brigade compositions. It seems like the units involved in major battles before August 1861 (so that includes Bull Run, Wilson's Creek, but not Rich Mountain, I think) are currently in the game, but with issues. Many regiments who mustered by the end of April are roughly included (the Pennsylvania Reserves or 1st South Carolina Rifles are somewhat represented in the 2nd South Carolina and the Pennsylvania Volunteer regiments) but often given odd names (I can't find any unit called SC Guards, SC Rifles, or Fairmont Rifles which make up the 2nd South Carolina).
tripax wrote:As you might guess, I'm starting to go through the event DB files and look at some of the changes that might need to be made. If anyone would like to help with the research, let me know.
Captain_Orso wrote:I'm not sure of something you're saying here. Bartow's Bde starts the April '61 scenario in Richmond with the makeup you've noted, not in SC.
If you can show that Bartow's Bde actually had the regiments and artillery on hand at the point in time they may well be willing to change that. It would require creating a uni_CSA_Bde3GA unit for it, but that would just be copying one of the other Bde3 units definitions from one of the other states and changing the state and force pool settings. No big deal. The names of the regiments and artillery are just text in the scenario spread sheet, so they are the easiest to change.
Captain_Orso wrote:I'm sure the devs have some formula for determining the CP cost of a unit. I know for sure that it's not the same for Union as for CS units; CS units practically always have a lower CP cost. Many of the flavor units, like the Laurel Bde, have special CP cost, which I allow them to be commanded by their historical commander alone without having to add a number of "filler leaders" to fulfill the CP needed to command them. But those are special cases.
Captain_Orso wrote:Most of the element and commander names were researched years ago. At the time the results were probably the best answers that could be found. Also realize that commanders were often changed throughout the war, so some names might only reflect a unit's commander at a specific point in time.
Captain_Orso wrote:I could speculate a lot on what the reasoning might be, but it would still be just that, speculation. The only qualms I have with it are:
- It's not apparent. One cannot readily see that a rgt slot is empty and thus that the CP cost is inflated for the unit.
- The unit will never pick up the missing rgt through replacement. The missing rgt must be manually combined into the bde. I think this is because the game only considers that ModelType's in the definition for replacements, and the FamilyType's are what allow the player to combine the 3rd rgt into the unit.
At any rate, at the beginning of the war it kind of screws the Union player, because although it is one of the few units in the West that can be purchased with non-militia infantry and at a time when leadership is at a premium and the need for using independent commands can be great, these units are just the worst until they can be put into divisions where their CP cost losses its meaning.
Captain_Orso wrote:Well... yes - no - maybeIf we are only talking about Flavor Brigades, they can be spawned by event with elements missing or with elements understrength. That would slow them down some, but it will still cost the player in CC and time to bring them up to strength, plus as long as they are below strength they will have a CP penalty when comparing strength relative to CP cost.
For units already locked in place for a number of turns that can actually be an advantage in comparison with the way things are now. Now the spawned forces have strength X and when looking at those that start out already missing rgt and/or elements, the scenario is already tuned to allow for those units to get up to full strength at about the time they are unlocked.
If you add more empty element slots or filled slots, but with understrength elements, it might well be that by the time they are unlocked the force will now have strength X+Y thus possibly unbalancing the scenario at the time they are unlocked.
Remember, replacements arrive at the unit where they are. Units you build take time to be built and then have to travel to where they are needed.
Captain_Orso wrote:Historically which brigades and regiments were where and when has never been my interest, other than perhaps a specific few units that interest me, as a Michiganian the Iron Brigade for example. I just find unit names like "U.S. Artillery" for a battery of artillery sound so darn cheesy
Captain_Orso wrote:I can't really help you here. As I said, unit research is my weakness and is not really my interest. I'd be glad to help you where I can with looking at where changes to scenario setup might be tweaked, but that's about as far as I can go.
Gen.DixonS.Miles wrote:There were regular artillery units in the federal forces during the course of the war. These units had names such as the: "4th U.S. Artillery Battery B" Etc.
tripax wrote:In my games and in the DB I'm looking at, Bartow's Bde is part of the force meant to attack Sumter in the first turn. Maybe there is a second brigade with the same name that arrives in Richmond, I haven't found it as I'm going through the event and script files and I don't play confederate enough to be sure. I agree that these changes won't be a big deal, but I'm finding a lot of brigades where I feel some (usually small) changes would make them more historical.
tripax wrote:What you say sounds consistent with my experience. I think the Confederate brigades sometimes have a lower CP that Union of the same type, so the formula is a bit complicated, though. That said, if more large brigades are added, I would add them more after divisions are enabled, so the associated CP won't be as important.
tripax wrote:Yeah, I'm going with the commanders at the start of the war or when the brigade/regiment was formed. As it currently stands in the code, many commanders seem to be not correct, and I can't even find a soldier with that name being associated with that brigade or regiment. I think I've even seen some named brigades commanded by brigade commanders with the right last name (it is the name of the brigade, after all) but the wrong initials. I'd love to have confirmation that there are many made up ones, as I'm nervous "correcting" them when I might just be looking at different/wrong sources. I'm double and triple checking things, where I can, though. I'm not sure why they would be incorect in the code, probably just a time constraint. On the other hand, some commanders in the game are obvious Easter eggs (M. Broderrick and K. Costner, for instance) which I might as well leave in (although Broderrick could be changed, or at least spelled correctly).
tripax wrote:I still haven't looked into this one, have ever you brought it up on the "Help Improve CW2" forum?
tripax wrote:I agree that this is all tricky, and it is clear that AGEOD did an incredible job with the research and balancing that made the game we play. Don't forget that if a brigade is created by event understrength, it ends up costing the player in terms of money, conscripts, and WS almost as much as recruiting the regiment, so any effect such a unit has on balance is minimized.
tripax wrote:Cool, I'm definitely in favor of reducing unnecessary cheese.
tripax wrote:No problem. That you are interested enough to comment is very nice (thank you).
Captain_Orso wrote:If there were some large brigades not yet in the game and you can place there creation to before Oct. '61 I would be for first looking at what they are, if maybe they are made up of 2 or more brigades that are now in the game and what their impact might be. A fat brigade sitting in Atlanta and locked for 6 months from April '61 is not going to make much difference for at least 6 months. But let's see what you dig up first![]()
Captain_Orso wrote:8<
Okay, sorry, enough unsinn from me.
Captain_Orso wrote:...This shows that during the war, even in these "special" brigades, their constituent regiments and batteries were shifted around, probably to fit the circumstances.
Basically, I think you can only create a "snapshot" of brigades and their elements at a certain point-in-time, before and after which there may be large differences...
tripax wrote:This is definitely true. There are lots of reasons brigade structures change. I'm not sure of all, but in the case of the 71st NY, for instance, there seems to have been a reoganization (they were mustered out and back in) between 1st Bull Run and 2nd Bull Run. From what I've seen, Union brigades were organized largely from Washington, and not at the state level, but replacement troops probably came from states (although states often politically preferred to create new regiments so they could create new officers). So if a regiment becomes undersized relative to other regiments in a brigade who recieve more replacements, it might get sent to the back or assigned garrison duty or whatever. I think it was hard for brigades to get broken up so long as their brigadier was in command (just like it was hard to demote an Army commander or whatever), but when a brigadier died or was promoted, brigades were sometimes broken up and redistributed.
On both sides, 1st Bull Run preceded a lot of reorganization. For the CSA, Cocke's, Early's, Ewell's, Jones', Bonham's, Longstreet's and Mahone's (and others maybe) brigades had regiments which later were parts of special brigades in the game. I have a similar list on the Union side. My thought is that special brigades should get precedence, so for instance the 7th Louisiana will be left in the Tiger brigade and removed from Early's brigade. I could either leave Early's brigade a regiment short or give Early's brigade a "NULL" which will be recruited from the pool (this is what happens already in many places). My preference is to give Early's brigade a "NULL". This is easier to program and means Early's brigade gets to be full strength by mid- to late-summer, 1861.
So, anyway, I'm dealing with this by putting regiments only in where they were most famous (or where I guess it to be so) and leaving "NULL" in their places in other brigades where they could be found.
A similar but different case is the Union Blanket Brigade, which really was only one regiment, the 16th Maine. In the game, the 16th Massachusetts is added. In my version, I'll probably replace the 16th MA with "NULL".
As far as numbered brigades, I've mostly replaced numbered brigades with the name of their commander (or at least their initial commander). The exception is that I've left McDowell's army as is (except added regiments to the brigades so that they are closer to correct). Thinking about it, I could follow a middle path, changing "I/3rd Brigade", for instance, to "Sherman's I/3rd Bde". "Richardson's I/4th Bde" would be the longest name but would still fit in most resolutions I think.
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