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Pocus
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Sun May 04, 2008 3:02 pm

In the end the game compute in hits, so either an hit is done or it is not. Then 1/3 of the hits are added as conscripts to your pool, so to take into account wounded. MIA = KIA for an army also.

All generals can be killed, even 3*. 3 stars can't get the 'stray shot' event, but if the HQ is destroyed, they can still be RIP... it happens, but really rarely.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Coregonas
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Fri May 09, 2008 8:42 pm

Some other people did post about a "auto-Hosting"... I believe really it could be a good improvement to your series, but perhaps (just dont know) too hard to design & too costly to monthly pay... Perhaps once a bit more people adds to the party!

I did play time ago Space empires IV... I remember (perhaps mistaken of of course) there was some kind of auto hosting server, I did sent turns for a year or two...

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berto
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Unit Panel enhancement

Sat May 10, 2008 3:35 pm

Pardon me if this has been mentioned before...

In the Unit Panel, if you click on an army tab (for example), it begins pulsing. All well and good, but I'd like subordinate, attached corps to pulse also.

The problem is this: In the Atlanta battle scenario (for example), sometimes you can have two or even three Union armies in the same region. The Unit Panel gets to be mighty crowded with two or three armies and as many as eight or nine corps (not to mention unattached, independent commands). It gets to be hard to distinguish which corps is attached to which army. Yes, you can hover the mouse pointer over the army or corps badge (to the right) to see who is attached to whom, but this gets to be tiresome after a while.

I'd like to be able to see army organization info at a glance of the Unit Panel (without having to mouse around).

Just a suggestion to ease the management of crowded regions.
What this town needs is a good Renaissance band!
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Coregonas
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Tue Jun 17, 2008 9:32 am

As another wish, I ve always desired for a WAR-game than includes something like a "Ratio of Learning". You have done this with the ratios to gain EXP -> 5,10,20 and so on.

People learns different matters at different ratios according to some rare unknown thing all of us have in the mind. BUT not every one focuses this "learning ratio" on his actual profession, just because life is so hard, and also because Personal Motivation does not match always your most skillful "ratio".

IMHO, the most succesful generals for sure had very high learning "ratios". In the actual system, all generals have the same ratio.

Should it not interesting to have some kind of skill (or different exp ratio).... allowing some of the best perhaps generals to be rated somewhat lower in the start, but with a very high learning ratio instead? So 2 or 3 EXP stars gained while another just got 1...

Killjoy12
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Sun Jun 29, 2008 2:02 am

It would be very neat if the Jump Map in the lower left could display the filter overlays, especially the one showing region control. It would be nice to see how much territory on the entire map that I control.

Shabaka
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Increase divisions for Confederacy

Sun Jun 29, 2008 5:38 pm

This has been discussed previously on another string someplace. The bottom line after research, the 30 division limit for the south causes numerous problems when defending. I am constantly deleting divisions on one side of map and paying the cost to reform division on the other side.

Secondly it is not historical. During the summer of 1863 the south had about 37 divisions in place. When the scattered forces in the coastal areas under Bauregard and others are counted up, the total would likely be around 40.

Third, it does not make sense to stop the flow of conscripts available thru the arbitrary use of too few divisions. The large number of conscripts generated is the problem. This is like trying to stop the blood flow with a bandaid instead of using a tourniquet.

Fourth, this is a simulation and if ready for prime troops are available, the powers that be in the real world and in the pixel world would somehow find a way to put them into divisions.

I would suggest increasing the Confederacy to at least 42 and preferably 48 (or more).

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Gray_Lensman
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Sun Jun 29, 2008 7:22 pm

deleted

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cobraII
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Tue Jul 22, 2008 9:51 pm

It would be awsome if the game engine could simulate night battles, but the only way that it would do it is if your in a battle during the day and it goes into the evening. I know that back then they did not fight a whole bunch but there are cases that they did like Hood at Second Manassas
then other battles out in the west they had some battles that continued into the night, Also the battle of Chancellorsville continued into the night. Night battles could be mostly just skirmishing because usualy they ended up in confusion. It be interesting if it was possible for the engine to do this, but if it can not it doese not matter cause this game is still the best.
I just thought of a battle in the west that involved some night action when Grant opened up a supply line into chattanooga called the bread trail or something they did that at night. then other events that involed night was mostly at begining of the war where unions river fleets ran past forts like island 10 and so forth as to try and get through withought suffering as many casualties it be awsome if this could be simulated into the engine but I not sure if the engine could do this?

Serpent77
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Sun Aug 17, 2008 9:26 am

It would be very nice to have different pictures for 12lb and 6lb guns as well as for 10lb, 20lb Parrot guns, Columbiad and Rodman artillery pieces represented in the game. Some visual diversity would definitely benefit this great game.

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PhilThib
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Sun Aug 17, 2008 12:24 pm

If someone makes the nice pictures in the same spirit as those we have already, it's very easy to mod/ implement :sourcil: :coeurs:
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johnnyreb6
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Better Confederate Soldiers

Tue Aug 26, 2008 2:57 pm

The Confederates should be able to fight better and have higher cohesion rates since they did twice as much damage to the North. This makes a big difference in the game when the North has large armies and plenty of replacements while the Southern Confederacy can't compare with troop numbers.
Confederate Ancestors:
Pvt. John P. Forrest (1st cousin of Nathan B. Forrest)
Cpl. David Garren
Pvt. Carter Martin

Dudosh
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Tue Aug 26, 2008 6:35 pm

maybe showing bridges on the map, where units can pass the water

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Gray_Lensman
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Tue Aug 26, 2008 7:26 pm

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Dudosh
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Newspaper

Wed Aug 27, 2008 12:41 pm

For me as an interested in the history of 1861-1865, it would be nice ( I only speak from myself) that the newspaper comes automaticly at every turn when an historical event comes :coeurs:

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Injun
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My Wish List

Mon Sep 01, 2008 8:50 pm

First my thanks to all the DEVs and Volunteers who have improved this game.

Now my wish list.

1. Jump Map: a hot key that would increase its size to 3 times. Ya I am an old gezzer. With the option to turn off fixed units or different color for them.

2. Ledger with a filter for State and Department.

3. A filter botton for state or Department in message log. Really help in sorting out where the game recruits those units

4. Replacements: Once a unit is recruited at full strength it can no longer receive replacements for Inf.and Cav. only Army assists, supply,artillery Engineer, signal and medical.

Historically ACW Regiments did not receive replacements when a units became to small was dispanded or incorporated into another unit. Prime example the 20th Maine at Gettysburg. It started with 1000 men and reduce to 200. I forget which regiment was dispanded and those with longer enlistments where incorporated into the 20th Maine to bring it to about 350 men to fight at Little Round Top. If my memory serves me right there where many regiments that only musted 150 men that fougth at Gettysburg.

I know that the attrition rate will have to be modified other wise using it would devasted an army. Reduce it to to reflect the above change to
replacements.

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Daxil
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Fri Sep 05, 2008 7:03 am

IMO transports should bring in WS for CSA and at a slightly higher rate than brigs since they are more easily intercepted. It would add another dimension to that cat and mouse game as now CSA should consider escorts/transports costs vs brigs (slightly costlier) running brown water blockades etc.

thanks
"We shall give them the bayonet." -Stonewall at Fredericksburg.

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cobraII
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Sun Sep 07, 2008 2:15 am

Injun about your post on the regiments being disbanded and being put into others instead of replacements in history one side did it as you said i believe it was the north while the south just made completly new regiments and divisions, but i could have it the sides flipped cant remeber which one did which i would have to go back and look it up somewhere
Quote General Lee Gettysburg movie,
"Do you see, General, there is the great trap, to be a good soldier you must love the army, to be a good commander you must be ready to order the death of the thing you love. We don't fear our death. But if this war goes on and on and the men die and the price gets ever high. We are prepared to lose some of us, but we are never prepared to lose all of us. We are adrift here in a sea of blood and I want it to end. I want this to be the final battle".

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Zebedee
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Sat Sep 13, 2008 5:09 pm

Partisans and raiders to resupply themselves before destroying a captured depot would be quite nice ;)

When combining stacks, for the highest level of entrenchment to be retained. This would save a lot of micromanagement and really doesn't have any impact on game play other than reduce frustration when you accidentally merge units and lose a decent trench system as a result.
[font="Verdana"]"For God's sake, let us if possible keep out of it." - Lord Russell on British government policy towards the warring states, Hansard.[/font]

[color="Blue"]Gray's Historical Accuracy Mod for AACW[/color]

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marecone
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OOB and other stuff

Wed Sep 17, 2008 2:21 pm

In every single book about ACW you have OOB (order of battle). That would be a great feature IMHO. Month or two ago, somebody posted a pic of OOB and everybody loved it.

Also, I would love to see battles history with forces and generals engaged, with casulties and who won. Perhaps add one more ledger saying history of ACW and then fill that part with fought battles and captured cities. It would also serve as a nice timline so you could check where did you start winning or loseing.

From that ledger we could draw data for generals which is my third suggestion. It sucks a bit as you can't really say how succefull your generals are. Well, you can, but only through seniority points. It would be great if we could click on a general and you would get info on battles he fought and where he lost or won.

Fourth idea would be to add something that Frank Hunter's ACW already has; Alternate history start.
Like following options:

1. Kentucky and or Missouri joined CSA before the war
2. Europe did recoginize CSA from the start
and so on....

For example, with first option we would get stronger CSA and new places for battles such as Indiana, Ohio...

Just my two cents and still enjoying this game so much althought I have it since beta :coeurs:
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...

He remarked, "I ended the war a horse ahead."

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Pocus
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Thu Sep 18, 2008 5:53 am

Welcome back Marecone!

Have you checked the new StackList display of WIA? It shows forces by stacks, not by units, with several new filters in the ledger. Perhaps we can incorporate it back to AACW.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Jabberwock
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Thu Sep 18, 2008 9:22 am

I'd really like to start work on rebalancing the shore batteries to give more historically accurate results. I've found that the biggest issue that prevents rebalancing is the low cost of repairing ships. If the bombardments work historically, and it still costs nothing or almost nothing to repair a fleet, that leads back to Iwo Jima and Death Star fleets. Can we please get naval replacements into the game? Please?

I think this would be an improvement that could be considered for all the AGEOD games.
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soundoff
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Thu Sep 18, 2008 9:54 am

Jabberwock wrote: Can we please get naval replacements into the game? Please?

I think this would be an improvement that could be considered for all the AGEOD games.


+1

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marecone
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Thu Sep 18, 2008 10:59 am

Pocus wrote:Welcome back Marecone!

Have you checked the new StackList display of WIA? It shows forces by stacks, not by units, with several new filters in the ledger. Perhaps we can incorporate it back to AACW.


Hi Pocus,

well sounds interesting and could be good for ACW. I never left but I didn't post in past few months because of the work and baby. Anyway, you are doing great stuff with ACW and I love it a lot. My suggestions IMHO would improve game a bit more as it would make it more historical and plus you could always go back and see which battles or which generals won you the war.
This could also be incorporated in BoA and Napoleon as well as it would be usefull there too.
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...



He remarked, "I ended the war a horse ahead."

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Daxil
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Thu Sep 18, 2008 3:07 pm

Also, I would love to see battles history with forces and generals engaged, with casulties and who won. Perhaps add one more ledger saying history of ACW and then fill that part with fought battles and captured cities. It would also serve as a nice timline so you could check where did you start winning or loseing.


That's a great idea! I think everyone who plays this game is probably a history-lover and would probably like to see this feature... if not in this game, future AGEOD games.
"We shall give them the bayonet." -Stonewall at Fredericksburg.

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Pocus
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Location: Lyon (France)

Thu Sep 18, 2008 4:04 pm

Yes have started to add a bit of that in VGN. We will see what we can do, and then if it can be backported. No promises, no delays :)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Coregonas
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Thu Sep 18, 2008 4:34 pm

As CP maluses are not used on Naval affairs...

that favours even more the big fleets destroying all artillery in the coast without cost.

I believe some kind of CP penalties should be used on naval also.

veji1
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Thu Sep 18, 2008 5:37 pm

Indeed, some restraining of the naval game would be good...

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Gray_Lensman
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Thu Sep 18, 2008 5:41 pm

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berto
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Thu Sep 18, 2008 6:16 pm

Gray, Bigus, et al:

When you make adjustments to model files and other files, how do you go about it? Do you just manually edit each and every file, or do you automate the process somehow?

I see that the model files are just plain text files. Are just about all moddable AACW files in that format (except for graphics files, obviously)?
What this town needs is a good Renaissance band!

Early MusiChicago - Early Music in Chicago and Beyond - http://earlymusichicago.org

PIKT - Global-View, Site-at-a-Time System and Network Administration - http://pikt.org

AGElint - an AGE debugging toolkit - http://www.matrixgames.com/forums/tm.asp?m=2978333

Your Mileage May Vary -- Always!

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marecone
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Wed Sep 24, 2008 1:38 pm

I agree that naval needs fixing and that should perhaps be a first major thing to fix. In the meantime, I have found that post with order of battle. Second post on this link.

http://www.ageod-forum.com/showthread.php?t=3556

Isn't it beautiful? :siffle:
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...



He remarked, "I ended the war a horse ahead."

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