lodilefty wrote:The manual does need some work.....
I think the overall design premise is resource scarcity, based on historical.
Very likely, you won't be able to keep all units at full strength or complement. Very historical.
I like it!
I may have to do a super-mod of WIA someday......![]()
vicberg wrote:I'm looking at this from game play.
With barely 2 horse replacement units a MONTH and Artillery costing 10 horse replacements each (including normal artillery though it doesn't have horses in it), ..
vicberg wrote:I'm not convinced it's historical at all.
I'll say this again. Once per month you can get a horse replacement, which is ONE element. How many horse elements are starting either scenario. I haven't counted? 50+?
EDIT: I just counted Grand Army. 74 Horse elements, not including horse artillery, alone.
Colonel Marbot wrote:@vicberg
In the beginning of the campaign, it is very important to conserve cavalry using them for recon and setting them to evade combat and retreat quickly from any skirmishes they get into. it is easy to destroy a cavalry division and it takes a long time to replace. Historically, the French cavalry was augmented first by beating Austria and later by beating Prussia. In the game, the majority of your horses will come from the F12 cards and these cards will increase in number and frequency as the campaign progresses to simulate Napoleon's requisitioning of horses fgrom conquered lands. I have a campaign going that is in 1810 and I have three very strong cavalry corp: Murat in Poland, Lasalle in the alps cleaning up insurgents, and Exelman in Portugal. Futhermore, I have very strong cavalry divisions attached to each of three army headquarters, and practically all corps have enlarged corp cavalry divisions. So, it can be done, but you must build your cavalry methodically and use your cavalry wisely.
lycortas2 wrote:No, the horse replacement cost of artillery needs to be higher than your calculation. An 8 gun battery would have 2-4 caissons or so each pulled by 2-4 horses.
Pocus wrote:There is no perfect solution. Horses in game are in a fuzzy state between horses for cavalry and draft horses for supply wagons and artillery carriages. We do want to show that carriages used horses, but we do not want to ask for too many horses when dealing with a unit needing only draft horses, contrary to a combat unit using horses for war.
I'm sorry if you find this simplified system too simple. The game is already very grognardish and it would be a a disservice to it to push it further in this direction by reverting to the old replacement system. If you ask for it, we can put a cost in horses for all units using draft horses, including all artilleries, this way you'll be happier, right?![]()
vicberg wrote:In any software discussion, you have to wade through a lot of ideas, misunderstanding, etc., to get down to what is the problem and what is needed to resolve it. I may sound a bit intense, but there's a lot of chatter going on that's confusing the issue, such as Caissons.
Right now, I believe there's general agreement that the cost of artillery replacements is way too high. So what's the solution? Unfortunately, I'm a bit more confused after these last few posts.
1) There's draft horses and cavalry horses? So that explains the 0 cost for foot artillery? If so, it makes lumping artillery replacements together with horse replacements a bit more challenging as foot should require 0 horse and horse should require 2-3 horses. Since the preponderance of foot artillery is much higher than horse, I would suggest a horse replacement cost of 1 for artillery, possibly 2 maximum.
2) I'm happy with the new replacement system. I think lumping replacements that require horse with those that don't (foot artillery, if I'm reading these last few posts correctly), is a bad idea. Break up foot artillery and horse artillery and that solves this problem.
3) Or alternatively, horses are a generic combination of draft and cav. So make it consistent between purchase and replacement of foot and horse artillery and increase the number of horses either from base production, treaty, seize horses, etc...
@veji1, I don't need a quick and beautiful army out of the game. I want to understand what's going on. I've already highlighted the issue with artillery replacement horse cost. Now I'm trying to understand horse production and guess what, there's some confusion out there. Draft horse? Cav Horses? Treaties giving horses? Purchasing horses? Or we simply rely upon seize horses as the only method for horse production?
Honestly, don't care which way AGEOD goes with this as long as it is consistent and fairly easy to understand.
veji1 wrote:Chill out Vicberg, I understand your concern and share it, don't focus on Draft horses / cav horses, etc.. They are all just horses ingame. it' just that between costs for buying units / replacement costs there have been some choices made / some trade offs possibly overseen and some strange by effects that will need ironing out.
The best way to do it would probably be to run sand box testing to see what costs what exactly and how it could be changed.
Otherwise listing issues so that the Devs can address them in time is the right thing to do, right now they are more focussed on outright bugs and big UI issues.
EDIT : sorry my post sounded a bit curt, I just mean that I understand your frustrations but the devs have lots on their plate but would for sure be willing to look at suggestions if they are backed up.
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