Pocus wrote:Would you like to impact these changes in the file AACW_DB_Models39.xls so that the team can check them?
Excuse my ignorance, but is McNaughton still working on his own artillery mod? We would like to reach concensus on this aspect.
Pocus wrote:And is it possible to you reach consensus with Jagger, or your views are not compatible with each other?
Pocus wrote:Would you like to impact these changes in the file AACW_DB_Models39.xls so that the team can check them?
Excuse my ignorance, but is McNaughton still working on his own artillery mod? We would like to reach concensus on this aspect.
McNaughton wrote:Here's the way I am doing things. Not totally different from Jagger, end results tend to be similar, but am looking at different things for different reasons. Here's a comparison between some Union weaponry and Confederate Weaponry.
10-lb Confederate / Union
Offensive Fire: 16 / 17
Defensive Fire: 25 / 26
Initiative: 7 / 8
Range: 7 / 7
Assault: 5 / 5
Hits: 8 / 12
Men per Hit: 15 / 15
Damage Done: 2 / 3
Cohesion Done: 10 / 15
Assault Damage Done: 2 / 3
Assault Cohesion Done: 8 / 12
12-lb Confederate / Union
Offensive Fire: 15 / 16
Defensive Fire: 23 / 24
Initiative: 6 / 7
Range: 6 / 6
Assault: 7 / 8
Hits: 8 / 12
Men per Hit: 15 / 15
Damage Done: 2 / 3
Cohesion Done: 8 / 12
Assault Damage Done: 3 / 4
Assault Cohesion Done: 13 / 20
*I also have created a 3-in gun which is like the 10-lb but performs slightly better in Initiative, Cohesion, as well as Cohesion done.
**I also rebalanced money cost, the 10-lb was a cheap gun, the 12-lb more expensive. The 3-in, 20-lb and 12-lb cost the same, the 10-lb about 1/4 cheaper. Confederate costs are exactly 2/3 that of union (thinking about changing it to 3/4, representing other fixed costs for a battery).
***I also reduced rate of fire for siege warfare, but didn't affect the ability for the unit to affect damage in the field (players can use siege if they want, but field artillery is more cost effective).
Differences:
Offensive/Defensive. I primarily reversed the original game values, to give the rifled guns accuracy over smoothbore at range. All guns are useful attacking and defending, Jagger's result in specialization of gun types.
Initiative. I rely on initiative to increase the chance of rifled guns firing before smoothbore. I don't think Jagger modded this aspect, smoothbore defends, rifled attacks.
Range. Jagger decreased 12-lb range, I increased 10-lb/3-in range.
Assault. We both increased the assault values of smoothbore weaponry.
Hits and Men Per Hit. I changed hits to equate 2 hits per gun, of 15 men per hit. 4 CS guns result in 8 hits (120 men), US guns result in 12 hits (180 men). US guns are 'tougher' due to numbers.
Damage and Cohesion Done. This is where I show difference between fighting ability of 4 and 6 gun batteries. CS weapons do 2/3 the physical damage as a US weapon. Rifled guns do more cohesion ranged damage than smoothbore.
Assault Damage and Cohesion Done. Another reprsentational difference between CS and US, with CS doing 2/3 less than US. Smoothbore do more cohesion and real damage than rifled guns.
Cost. I reduced 10-lb (they were notoroiusly cheap), and increased 12-lb (bronze).
I looked at total game power between guns, and the 10-lb is listed as 30, while 12-lb is listed at 28, but both have strengths and weaknesses and are viable to purchase.
McNaughton wrote:Differences:
Offensive/Defensive. I primarily reversed the original game values, to give the rifled guns accuracy over smoothbore at range. All guns are useful attacking and defending, Jagger's result in specialization of gun types.
Initiative. I rely on initiative to increase the chance of rifled guns firing before smoothbore. I don't think Jagger modded this aspect, smoothbore defends, rifled attacks.
Range. Jagger decreased 12-lb range, I increased 10-lb/3-in range.
Assault. We both increased the assault values of smoothbore weaponry.
Hits and Men Per Hit. I changed hits to equate 2 hits per gun, of 15 men per hit. 4 CS guns result in 8 hits (120 men), US guns result in 12 hits (180 men). US guns are 'tougher' due to numbers.
Damage and Cohesion Done. This is where I show difference between fighting ability of 4 and 6 gun batteries. CS weapons do 2/3 the physical damage as a US weapon. Rifled guns do more cohesion ranged damage than smoothbore.
Assault Damage and Cohesion Done. Another reprsentational difference between CS and US, with CS doing 2/3 less than US. Smoothbore do more cohesion and real damage than rifled guns.
Cost. I reduced 10-lb (they were notoroiusly cheap), and increased 12-lb (bronze).
I looked at total game power between guns, and the 10-lb is listed as 30, while 12-lb is listed at 28, but both have strengths and weaknesses and are viable to purchase.
Jagger wrote:I just added the latest version of the artillery mod. Slight adjustments to cohesion damage done in assaults.
Download available in first post at top of thread. Zipped file dated 21 Aug.
Pocus, I also attached the latest spreadsheet with the artillery data changes.
tagwyn wrote:I will not download such a mod without the approval of Pocus. If they put it into a patch ... ok, but I won't risk fouling up a great game. Tag
Pocus wrote:
So for now I think the only needed change would be to be fairer with Union Arty costs (note that the original version had also this problem, strange I never spotted it). Union batteries have more guns, so they should cost more. If the higher quality of ONE union gun demanded more works (and I think this is the case), this must also be impacted in the cost (money can represent cost in men/hours whereas WSU is more tied to a quantity of strategical material).
Pocus wrote:We are factoring that by a reduced force pool and the fact that WSU production for CSA is much lower.
On the other hand, as Union batteries have more guns, if you don't impact that in the overall WSU cost, it seems rather weird.
I do agree that, as we don't have a modifier to cost because of scarcity of materials or difficulty in transporting it, there is indeed something which has to be abstracted.
By the way Clovis, I will send you a PM regarding modding![]()
Users browsing this forum: No registered users and 1 guest