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Hobbes
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Bluffs

Mon Sep 17, 2007 10:23 am

A nice addition would be to add an indicator for terrain alongside rivers that is especially suitable for defence. A tooltip in the region could show “Bluff” and any forts or entrenched artillery would be given a bonus on attack/defence ratings against enemy fleets. An example I just came across are the high bluffs in the region of Columbus, Kentucky which Polk thought a better defensive position on the Mississippi than Island 10.

Cheers, Chris

Jagger
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Tue Sep 18, 2007 2:33 am

PBBoeye wrote:[color="Blue"][SIZE="5"]Ledger Text Alerts[/size][/color]

Certain things really need to be revealed and recorded in the info ledger. Things like:

  • Enemy moving Capitol
  • Enemy instituting a draft
  • Enemy printing money (this could be a bit redundant, though)
  • more to come when I think of 'em

These really are important pieces of information on a national level, and they should be displayed for players to notice. Who picks up and sneaks their capitol and others don't find out about it? OK, Napoleon notwithstanding... :rolleyes:


I will strongly second this recommendation.

My first two PBEM games were a complete waste of time. As a newbie, I went the historical route of calling for volunteers with $1000 bounty. Both my opponents went full mobization with maximum income. So my choice of volunteers provided 256 conscript points while my opponents brought in probably around 1000 conscript points. I surrendered the first game in Feb 62 with the loss of Washington DC. My defending troops at Washington were actually outnumbered by 2-1 in that battle which lost Washington. (Historically, the Union had 180,000 troops to Lees 60,000 in the Virginia theater in 62.) The second game is in April 62 and I still have not fought a battle in which I, as the Union, wasn't outnumbered. And I should just concede as I am so far in the hole that I strongly suspect it isn't remotely possible to recover from my recruiting mistakes in 61.

Now I know to watch national morale and victory points very closely when choosing my troop raising strategy. But learning that little lesson wasted hours of playing time in my first two PBEM's. It also left a bad taste in my mouth as the game was totally unbalanced and very unrealistic. Since then, I warned my one newbie opponent so that this situation would not arise. I want a reasonably balanced game, not a walkover.

So again, I strongly recommend making major, well known events with potentially significant impact on scenario balance, such as conscription choices, known to both players.

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Duc_d_Heilsberg
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I agree

Tue Sep 18, 2007 5:16 am

You're completely right.
Those info are very important and must appear clearly in the game.

I would add that these info would also have to be present in the financial/levey(?) /political/... and other related windows of the great book with the exact date of the opposite decision and the delay the ennemy needs to resubscribe (redo) the action. Exactly as these info are available for your side !

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Hobbes
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Tue Sep 18, 2007 6:33 am

I agree as well - a much needed improvement.
Cheers, Chris

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GShock
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Tue Sep 18, 2007 8:38 am

Many things should be "logged" in a telegraph- style log. The more, the better...so you know how the mechanics really work and can take out the best from your armies. I think sooner or later pocus will do it. :)

Meanwhile i wanted to mention the beauty of the AAR i saw on site and, along with them, the nice style the Grand Campaign players are using with their posted orders.

If the MP component had to be supported thoroughlly, i think the game would greatly benefit. A sort of "order form" to be sent via mail would be very nice and keep the atmosphere level high.

[This of course can be built by any of those managing the GC, then, at the end of the war, all orders (and answers) get posted for everyone to see]

On the other hand, a system taking auto SS of the turns would seriously help building AAR. I think AAR can teach a lot about the game to new players (like me). This might prove a little hard to develop. The magnitude of the task of separating important things from unimportant ones is too large for an automated system.

Still, just the autoss of battles and important announcements would be very nice. I'm sure that this would lead to a ton of new AARs on the forums :)

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PJL
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Tue Sep 18, 2007 8:19 pm

Jagger wrote:I will strongly second this recommendation.

My first two PBEM games were a complete waste of time. As a newbie, I went the historical route of calling for volunteers with $1000 bounty. Both my opponents went full mobization with maximum income. So my choice of volunteers provided 256 conscript points while my opponents brought in probably around 1000 conscript points. I surrendered the first game in Feb 62 with the loss of Washington DC. My defending troops at Washington were actually outnumbered by 2-1 in that battle which lost Washington. (Historically, the Union had 180,000 troops to Lees 60,000 in the Virginia theater in 62.) The second game is in April 62 and I still have not fought a battle in which I, as the Union, wasn't outnumbered. And I should just concede as I am so far in the hole that I strongly suspect it isn't remotely possible to recover from my recruiting mistakes in 61.


You know what, I've had this game for 4-5 months, and I've only just learned how to do this LOL.

PBBoeye
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Tue Sep 18, 2007 9:54 pm

Jagger wrote:My first two PBEM games were a complete waste of time. As a newbie, I went the historical route of calling for volunteers with $1000 bounty.


One of the nice things about Clovis' mod is he makes this extremely damaging to a nation. I prefer it that way - this ahistorical manpower, IMO, kills the game and makes it lose historic relevancy. I don't care if guys think "it's fun" - that is what Age of Kings and all that crap is for.

Rough day.... :p leure:

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GShock
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Wed Sep 19, 2007 8:20 am

It's the beauty of all mods, they build a separate game environment suitable for those who want to try it.

Considering the avg age and passion of the modders here, i wouldn't be amazed to see a totally reworked AACW that outnumbers vanilla users in the end...and the fact ageod totally supports modders is one of the strongest points of these devs.

All i hope is that future mods come out with an installer. :)

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Clovis
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Wed Sep 19, 2007 6:23 pm

PBBoeye wrote:One of the nice things about Clovis' mod is he makes this extremely damaging to a nation. I prefer it that way - this ahistorical manpower, IMO, kills the game and makes it lose historic relevancy. I don't care if guys think "it's fun" - that is what Age of Kings and all that crap is for.

Rough day.... :p leure:


And yet I've been forced to reduce the penalties as AI is making draft whatever the cost...

I'm planning after some readings to do something. Ifeel AACW isn't taking into account first volunteers were much numerous in 1861 than after, and secondly draft was TOTALLY against American tradition.

So I would implement delayement of draft option until 1862 while implementing some events giving both sides some conscript in the first months of 1861.

This system should let both side with sufficient numbers to build units in the first months without any abuse.

PBBoeye
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Wed Sep 19, 2007 8:39 pm

Yes, but how do you delay something like a draft until 1862? In a related quesiton, how can a create the prime conscript draft to occur annually in October?

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Clovis
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Wed Sep 19, 2007 8:43 pm

PBBoeye wrote:Yes, but how do you delay something like a draft until 1862? In a related quesiton, how can a create the prime conscript draft to occur annually in October?


1) by suppressing the option at start and introducing it by event later ( like the emancipation option)

Example:

SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_USA_EmancipationProclaimation1863|1|2|evt_txt_USA_EmancipationProclaimation1863|Event-img_USA_LincolnSignsEmancipation1863|$Prince George's, MD|121

Conditions
MinDate = 1862/09/01
MaxDate = 1863/03/15
EvalMorale = >;80

Actions
DescEvent = evt_desc_USA_LincolnSignsEmancipation1863
ChangeActorPool = $gmaPartialMinority;MaxUse;1;ResetFreq;0;ImageID;DraftBlacks.png;Title;strUSAPartialColoredVolTitle;MsgString;strUSAPartialColoredVol;ToolString;strUSAPartialColoredVolTool;VP;7;Param1;12
ChangeActorPool = $gmaFullMinority;MaxUse;1;ResetFreq;0;ImageID;DraftBlacks.png;Title;strUSAFullColoredVolTitle;MsgString;strUSAFullColoredVol;ToolString;strUSAFullColoredVolTool;VP;12;Param1;25
ChangeActorPool = $gmaMinorityChange;MaxUse;1;ResetFreq;0;ImageID;FreeSlaves.png;Title;strFreeSlavesUSATitle;MsgString;strFreeSlavesUSA;ToolString;strFreeSlavesUSATool;Money;-999;VP;-150;Morale;-5;Param1;100;Param2;30;Param3;0;sParam1;strFreeSlavesUSA;sParam2;strFreeSlavesUSANotifyCSA;sParam3;strFreeSlavesUSANotifyCSA
ChangeLoyaltyFac = $NY;20
ChangeLoyaltyFac = $PA;20
ChangeLoyaltyFac = $KY;-10
ChangeLoyaltyFac = $TN;-10
ChangeLoyaltyFac = $MD;-10
ChangeLoyaltyFac = $MO;-10
ChangeLoyaltyFac = $VA;-20
ChangeLoyaltyFac = $Mid_Atlantic;15
ChangeLoyaltyFac = $Deep_South;-5
ChangeLoyaltyFac = $South_East;-5
ChangeLoyaltyFac = $West;5
SetMoraleLevels = 25;185

EndEvent




2) impossible...

Mangudai
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More unit cycling options

Tue Sep 25, 2007 4:10 am

I would like a lot more options/filters for cycling units. Anything that can simplify handling a turn would help. Here are a few concepts.

Department filter: cycle only units in a particular department.

Unit type filter: cycle only irregulars, then only cav, then militia, etc...
Whether its "all stacks with irregulars" or stacks with "only irregulars", either function would be very helpful.

Skip turn: unit goes on sentry mode for this turn but pops back next turn.
The "Did I move everybody?" phase of a turn drags on and on as things work now. With this the list being cycled would shrink down to zero and then you would know you were ready.

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Pocus
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Tue Sep 25, 2007 7:09 am

This is a very good one (well you are not the first to express it, but it shows people need it). I will try to code that within some weeks (don't expect too fast, we are rather busy with the new game these days).
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Beren
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Location: Aviles, Asturias, Spain

Tue Oct 02, 2007 11:36 am

Could it be possible to add in the battle reports the total number of soldiers that fight in a battle?

it would be really nice to see, 70000 vs 80000 and the number of casualties...
Image
"... tell the Emperor that I am facing Russians.
If they had been Prussians, I'd have taken the
position long ago."
- Marshal Ney, 1813

Mangudai
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Sun Oct 07, 2007 5:40 pm

The icon for militiaman general's trait looks very very similar to the icon for cavalryman trait. A simple change would be to keep the same symbol for militiaman but change it's background to yellow.

Mangudai
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Sun Oct 07, 2007 5:54 pm

National Morale awarded for battles is a bit quirky. Sometimes a small skirmish will give morale, and sometimes a big battle will give zero.

I'd like to see more NM swing for major battles with >20,000 troops and generals on both sides.

Capturing a strategic region seems to provide an appropriate NM boost, but the communication could be better. The news ticker might say 0 NM change for the battle, but another message will say something like "The nation applauds the capture of Memphis" and say nothing about the NM change.

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dutch81
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Fri Oct 12, 2007 10:42 am

I would like a different option for naval micromanagement ... instead of reducing their effectiveness to reduce the required micromanagement I would prefer a simple option of having my ship return to port when they reach 75% cohesion or 50%, maye even 25% ... that way they do what I paid for them to do and come home when they should w/out the need for me to check them constantly ... I could then just check the ticker at the bottom to see if any fleets returned to port in the last 2 weeks!

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bigus
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Wed Oct 24, 2007 11:54 pm

Got the game about a week ago and am loving it!
I'm not sure if this has been brought up yet but I think more small scenerios would be great. Maybe a "Vicksburg" or "Atlanta" scenerio maybe even "Second Bull Run".
I think the topic of adding total number of units engaged etc was brought up by someone and this would be a great addition as well.

well done on the Game and keep up the good work.

bigus

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Gray_Lensman
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Location: Who is John Galt?

Thu Oct 25, 2007 12:20 am

deleted

Joseignacio
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Thu Oct 25, 2007 11:57 am

Sorry guys if xomebody asked for this before, but I simply cannot distract more than two minutes right now.

I think it is important that we are told how many soldiers come to the conscription pool after a prisoner exchange and when it is finally made and how many VP or NM gives (if it really works, I have my doubts).

Other lacking important info:

If a fleet is destroyed by fort fire, for example, explicite it. I mean, I saw messages that a certain fleet had received 40 hits, but I didn't know how many they could take; only when i was told the aldmiral was injured I realized the ship was destoyed.

The same with the hits in the retreat or rout, many times I assume that 60 hits in the rout will harm my units, but I got very surprised when I saw that complete brigades had dissapeared, which I wouldn't have guessed just being told the number of "hits".

Luciano B
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Fri Oct 26, 2007 8:43 pm

I'm just starting to try out the game, and let me say that it looks wonderful indeed.
I apologize if the following suggestions were already forwarded or if those features are already present in the game and that I simple didn't discover them yet.

I would like to move single regiments and batteries from a brigade to another brigade, to simulate the change in composition of the brigades which actually occured during the war; for example in the first year of the war many Confederate brigades included regiments from different states, and as the war progressed the Confederates managed to arrange the brigades collecting the regiments by state. I would like also to have an option to rename the brigades.

Aurelin
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Fri Oct 26, 2007 9:25 pm

Casualties.

Are the losses from the battle permament, or do any return after a battle? (like lightly wounded or stragglers rejoining later.)

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Pocus
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Location: Lyon (France)

Sun Oct 28, 2007 11:51 am

Aurelin wrote:Casualties.

Are the losses from the battle permament, or do any return after a battle? (like lightly wounded or stragglers rejoining later.)


1/3 of the battles losses and 2/3 of the attrition losses.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

ANTONYO
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Mon Oct 29, 2007 9:27 am

Pocus wrote:1/3 of the battles losses and 2/3 of the attrition losses.


In 1.07e they are not added pool. Bug?

Joseignacio
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Mon Oct 29, 2007 10:37 am

ANTONYO wrote:In 1.07e they are not added pool. Bug?


That's what I had doubts too, ... Are you sure?

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Pocus
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Mon Oct 29, 2007 1:40 pm

The code has not changed on that. How you know they are not added?
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

ANTONYO
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Mon Oct 29, 2007 2:55 pm

Pocus wrote:The code has not changed on that. How you know they are not added?


I begin a scene (for example Siloh).
I verify whichever companies will be added in the following turn pool (for example +4).
The ejercitos fight, and combat report indicates that 10000 men die (33 companies would have to be added to pool), but in the following turns pool single is increased in +4.

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Pocus
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Mon Oct 29, 2007 4:11 pm

The trickle-back effect will only be seen if a regiment is destroyed, not each time you impact a hit on an element in battle. This was a simplification to hasten computing, but I can perhaps take a look someday on that.
If you destroy an element, you should see immediatly the backboard count on conscript raise, while the battle unfold.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

ANTONYO
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Mon Oct 29, 2007 5:44 pm

OK. Thanks for the explanation.

Joseignacio
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Tue Oct 30, 2007 8:10 am

ANTONYO wrote:OK. Thanks for the explanation.


Say the truth, Antonyo, you didn't understand anything, just like me, no? :fleb: :bonk: :innocent:

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