jimwinsor
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Roanoke Island

Sun Aug 12, 2007 4:47 pm

Aince we are talking about adding Ship Island, let me propose Roanoke Island for addition as well:

See here: http://en.wikipedia.org/wiki/Roanoke_Island. This is the battle where Burnside rose to prominence.

And map attached. In game terms, it should control entrance to the Oregon Inlet sea zone, from every direction except the west. The fort structure there would be called Fort Huger.
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roanoke.jpg
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PhilThib
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Sun Aug 12, 2007 4:51 pm

Guys, we'aint Robinson Crusoes here....stop adding tiny islands please :niark:
We'll work these out, but may be not for next patch (too busy on Napy right now)

Kotik
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Sun Aug 12, 2007 6:17 pm

Give them a finger and they take your entire arm :niark:

I think some of these suggestions just add abit too much micromanagement. Give modders the tool to add these things themselfs so those who wish can make a mod with all these details and play around with it.
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jimwinsor
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Sun Aug 12, 2007 10:19 pm

Well...this island fort was kinda a big deal...it controlled the entrance to Albemarle Sound, which is why there was such a fight over it.
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PBBoeye
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Mon Aug 13, 2007 12:14 am

http://americancivilwar.com/statepic/va/va031.html

At any rate, I believe this is something we can add to the game as modders, although I am still learning all the parameters of the files. I at least know how to move structures around and to do links and what not. Exact placement of each 'element' of the structure, however, is harder, from what I'm seeing.

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Jabberwock
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Mon Aug 13, 2007 2:36 am

jimwinsor wrote:Well...this island fort was kinda a big deal...it controlled the entrance to Albemarle Sound, which is why there was such a fight over it.


I agree. The island was a big deal. I don't think that Fort Huger itself (the one on Roanoke, not the one near Suffolk) was such a big deal, but that is just my opinion. I defer to the outcome of the discussion on the effectiveness of entrenched artillery as opposed to forts in interdicting ships.

I also think these two, Ship Island & Roanoke Island, were the only "tiny islands" that were strategically significant that were not included in the original game.

Now, if we could just add a North Pacific whaling grounds region, so I can take the CSS Shenandoah raiding there ... ;) :niark:
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Jabberwock
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Mon Aug 13, 2007 3:10 am

A good website about Roanoke Island in the Civil War.
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PBBoeye
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Mon Aug 13, 2007 3:14 pm

Huger and Roanoke Island were different? I saw a lot of different names there as it seems the fort(s) changed names through the eras, so I must have been confused.

At any rate, any fort that historically halted - for whatever length of time - the Union from using a major river or bay area would probably be good to add, at some point.

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Jabberwock
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Tue Aug 14, 2007 12:02 am

PBBoeye wrote:Huger and Roanoke Island were different? I saw a lot of different names there as it seems the fort(s) changed names through the eras, so I must have been confused.

At any rate, any fort that historically halted - for whatever length of time - the Union from using a major river or bay area would probably be good to add, at some point.


There were two Fort Hugers. One was in Suffolk, VA, the other on Roanoke. There were several different camps and forts on or around Roanoke throughout the war. My favorite would have to be "Fort" Forrest (two barges lashed together in a mudbank, mounting 4 guns).

It is quite difficult to take forts amphibiously with anything less than a division in current versions of the game. While the island itself, due to its location, is a good strategic position, I wouldn't call it a great place to site a fort that would be operationally defensible against an amphib invasion. I would foresee the confederates with 4 regiments and 32 guns if they collected them in one place, having a nice long laugh at Burnside's 3 brigades (with attached leaders Foster, Reno, & Parke) from inside a game-level fort.
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Jagger
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Tue Aug 14, 2007 12:07 am

We, as players, can easily mod scenarios to include both forts. It is a very simple process.

However in PBEMs, I have discovered many people will only play the "official" scenario. For example, it is extremely difficult to get CSA players to even consider an obviously more realistic weather mod because I am told, one, there are "official" people working on the problem, so lets wait... as well as, two, "the "official" scenario keeps Union river ironclads in port for the winter!!! :p leure:

So getting important changes into formal scenario patches not only improves historical accuracy but also produces the "official" approval mandating use in PBEMs by all. (On a side not, since I primarily play PBEMs, I really would like to see at least an interim weather mod receive "official" approval as soon as possible-even if not absolutely 100 percent perfect.)

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PhilThib
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Tue Aug 14, 2007 7:50 am

Well, it is not that simple...adding the forts in Ship and Roanoke islands won't be possible until we create a region for both of them, which is not (yet) the case. And this, modders can't do easily.

On the other hand, all mods that have recognized qualities (such as the weather one, but not only) and have been duly platested will soon become official if the developer convinces us! :cwboy:

PBBoeye
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Tue Aug 14, 2007 12:46 pm


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