Jagger
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AACW Artillery Mod available for download

Sat Aug 18, 2007 11:20 pm

[ATTACH]887[/ATTACH]Here is an artillery mod for ACW. I primarily wanted to reflect the differences between rifled and smoothbore guns. Rifles were more effective at range than smoothbore guns. However smoothbore guns had major advantages in terms of close range defensive fire. I also wanted to see ranged artillery fire produce more cohesion damage than physical casualties. I felt a need to model the differences in battery size between CSA and US artillery units. US batteries typically contained 6 pieces vs a CSA battery with 4 pieces. Finally I wanted siege artillery restricted to their primary role of siege as they simply were too big and clumsy for use in field battles.

12 artillery model files have been modded. Those 12 artillery models are the US/CSA horse artillery, 6lb, 12lb, 10lb Parrott, 20lb Parrott and the Siege Artillery. The Rodman and Columbiad need to be modded as well. So perhaps in the near future.

To install the mod, simply download the zipped file at the bottom of this post into your model folder within the gamedata folder of your ACW folder. Then use copy/paste to make a copy of your model folder. Finally unzip the 12 files in your original model folder and overwrite the original 12 files. Your original files will still be preserved in your copied model folder. The artillery mod can be introduced into any current game at any time.

Hopefully this mod will produce a more historical and realistic representation of artillery within an ACW game. I look forward to any feedback or suggestions. I know others are also working on artillery mods as well and I eagerly anticipate seeing their versions.

Here is a list of the major changes:

1. Rifled guns such as the 10lb/20lb Parott have a higher OFFFire value than smoothbore guns such as 6 and 12lbs. Rifled artillery inflicts greater cohesion damage but less physical casualties at range. Rifled artillery also have longer range than smoothbores. Note that the 20lb Parott is a superior gun to the 10lb Parrott but the 10lb Parrott is more efficient in terms of money and war supplies cost vs battlefield effectiveness.

2. Smoothbore artillery is more effective when a formation is in defensive mode. They also have stronger assault values than rifled guns. They inflict more casualties and cohesion damage at assault range than rifled. But like rifled artillery, smoothbores also produce less physical casaulties but more cohesion damage at range than the original version. They are also more likely to participate in close range assault fire than rifled artillery. Smoothbores have shorter range and less accuracy than rifles.

3. US horse artillery batteries are composed of six 10lb Parrott rifles. CSA horse artillery are composed of four 6lb smoothbores. Horse artillery batteries have high assault values and are more likely to participate in 0 range combat.

4. US batteries are composed of 6 guns. CSA batteries are composed of 4 guns. Thus OFFFire and DEFFire reflects the larger batteries of US vs CSA batteries. However all CSA batteries, except siege, now cost less in both money and war supplies to reflect the smaller number of guns in a battery. CSA will be able to afford more artillery batteries but each will be a bit weaker than the original version.

5. Siege Artillery has a ROF of 1 and produces extremely low damdone and cohesiondone with hits. So siege Artillery is almost useless in field battles. However with their high power of 40 and their siege-engineer special ability, they will be very useful in sieges.

6. I have not adjusted the values of Rodman and Columbiad artillery. I see them as basically static coastal artillery depending on which version of gun is represented. I will work on them later.

In terms of game play, 6lb and 12lb smoothbore batteries are most useful in defense. The 10lb and 20lb Parrotts are most useful when attacking. Siege guns are basically useless in field battles but very useful in sieges. Horse artillery is expensive but can provide some badly needed ranged firepower for cavalry. In terms of cost, the 12lb smoothbore and the 10lb Parrotts provide the best bang per dollar. A balance of different types of artillery is always best. However if you intend to attack often with an army, I would build more rifled artillery. And if I expect an army to defend primarily, I would supply that army with a bit more smoothbore artillery.


Below are the major stat changes.

OFFFire determines whether a unit achieves a hit when in offensive stance. Note that CSA Horse Artillery is composed of 6lb guns while US Horse Artillery is composed of 10Lb Parrott guns.

Off Fire per battery CSA(4guns) USA(6guns)
Horse Art 7(6lb) 19(10lb)
6lb 6 9
12lb 10 15
10lb Parrott 13 19
20lb Parrott 15 23
Siege Artillery 35 35

DEFFire determines whether a unit achieves a hit when in defensive stance.

Def Fire CSA(4guns) USA(6guns)
Horse Art 13(6lb) 23(10lb)
6lb 12 18
12lb 20 30
10lb Parrott 14 22
20lb Parrott 16 24
Siege Artillery 35 35

Range is the maximum range a unit may fire.

Range:
CSA Horse Art 5
US Horse Art 6
6lb 5
12lb 5
10lb Parrott 6
20lb Parrott 7
Siege Artillery 8

Rate of Fire for Siege Artillery reduced to 1. ROF for all other artillery is 2.

Assault value determines whether a unit will fight at 0 range. The higher the number, the more likely a unit will fight at assault range.

Assault Values:
CSA Horse Art 8
US Horse Art 8
6lb 7
12lb 7
10lb Parrott 5
20lb Parrott 4
Siege Artillery 3

Damage Done is the number of hits against a enemy elements at all ranges except 0. Cohesion Damage Done is subtracted from the hit enemy unit cohesion.

Damage Done/CohesionDamageDone:
CSA Horse Art 2/10
US Horse Art 2/18
6lb 2/8
12lb 2/12
10lb Parrott 2/18
20lb Parrott 2/20
Siege Artillery 1/10

Same as normal damage but inflicted at 0 range.

AssaultDmgDone/AssltCohDmgDone
CSA Horse Art 3/16
US Horse Art 3/15
6lb 3/14
12lb 4/25
10lb Parrott 3/15
20lb Parrott 3/15
Siege Artillery 1/10

Siege Artillery has Siege Expert special ability. Which adds a 1 to the siege factor. Full strength siege artillery has a power of 40. Due to low ROF and very low DamDone and CohDamDone factors, siege artillery is basically useless in field battles but very valuable in seiges.

Because CSA batteries, except siege artillery, now consist of 4 guns instead of 6, their cost in money and war supplies has been reduced.

CSA artillery battery costs in Money/WarSupplies:
CSA Horse Art 12/3
6lb 9/2
12lb 12/3
10lb Parrott 18/5
20lb Parrott 25/6


NOTE THE LATEST VERSION OF THE ARTILLERY MOD IS THE 21 AUG VERSION. Slight adjustments to cohesion damage done in assaults.

This version cannot be used in an ongoing game. Needs to be installed prior to the start of a new game.

I am also attaching the XLS spreadsheet specifically for Pocus but others may also be interested in looking at the specific data changes.
Attachments
AACW_DB_Models39_Art_21Aug.zip
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ACWArtMod21Aug.zip
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gbs
Colonel
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Sun Aug 19, 2007 10:51 am

Thanks a lot for this.

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Bloody7th
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Sun Aug 19, 2007 2:34 pm

Nice work Jagger - I look forward to using this mod!

Jagger
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Sun Aug 19, 2007 3:44 pm

Thanks everybody! Hope you enjoy it.

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Pocus
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Mon Aug 20, 2007 12:18 pm

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.
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McNaughton
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Mon Aug 20, 2007 12:50 pm

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.


Yeah, I am still working on things. Can probably release my artillery changes as I am pretty much done working on the models. I am out of town (again) so I won't have access to my files.

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Pocus
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Mon Aug 20, 2007 1:20 pm

And is it possible to you reach consensus with Jagger, or your views are not compatible with each other?
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McNaughton
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Mon Aug 20, 2007 5:05 pm

Pocus wrote:And is it possible to you reach consensus with Jagger, or your views are not compatible with each other?


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.

Jagger
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Tue Aug 21, 2007 1:46 am

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, attached is the Models39 XLS with the artillery changes.
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Jagger
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Tue Aug 21, 2007 1:49 am

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.


I am sure there will be aspects of McNaughtons mod I will prefer over mine and vice versa. I will look at this information tonight and see how it contrasts with mine. Also tomorrow I can write up the process I used to reach my numbers.

We should be able to get something together that produces good results.

I also know there were some further additions I would like to see. I like adding the 3" rifle, primarily for flavor reasons, but they were also slightly superior to the 10pdr Parrott. I definitely think the CSA needs a 3" rifle horse artillery battery-so a second model. I believe very few US brigades should keep their 6pdr guns for long. They need to be subbed out. Although the game may already sub them out. I would have to check. I also didn't mod for the very large weight of the Napoleon in comparison to the 10" Parrott. I think the capture rates could be adjusted based on mobility/weight and combat tactics of certain guns.

Finally, I never touched the Rodman or the Columbiad. Most of those guns were very large guns used as coastal artillery and usually employed on a static platform and not moved afterwards. I don't know if they were ever used by a mobile field army. Perhaps some of the smaller calibers. So we have three guns which were basically the same-Rodman, Columbiad and Coastal Artillery. At the time, I just left them along even though there are significant stat differences which I couldn't justify.

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Pocus
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Tue Aug 21, 2007 3:41 pm

Jagger wrote:Pocus, attached is the Models39 XLS with the artillery changes.


Thanks, we will take a look when time allows.
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Jagger
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Wed Aug 22, 2007 7:52 pm

1. General Assumptions:
a. Formations in offensive posture are firing at longer range than formations in defensive poster as the attackers infantry is closing the range on the defenders.
b. Artillery is always more effective the closer the range. Thus defensive values are always greater than offensive values. Although I also assume certain larger and more bulky guns such as the 20lb Parrott are only slighter better on defense than offense. Their best use is when an attacker controls the pace of operations.
c. Rifled artillery is more accurate at longer ranges than smoothbore artillery.
d. Smoothbore artillery is more effective at shorter ranges than rifled as smoothbores have more effective close range munitions and the accuracy advantage of rilfes is not a factor at close ranges.
e. Mobility is a combat factor. Light mobile guns have more flexibility in action than heavier guns which can impact total combat efficiency.

2. I modified existing data (OFFFire/DEFFire) taking into account the above general assumptions creating a value per battery. I assumed those battery values represented 5 guns. Then I calculated a value per gun and multiplied by 4 or 6 guns to produce a final OFF/DEF fire value.

Note that OFFFire and DEFFire is very important. Those values determine if a hit occurs. A hit must occur before casualties and cohesion loss are inflicted. Many factors will adjust the original base OFFFIre and DEfFire.

3. Initiative values determine who fires first. As firing normally starts at longer ranges, I increased the initiative values of both the 10 and 20pdr rifle parrotts to reflect their accuracy at range values. They have a greater probability of firing before 6 and 12pdr smoothbores fire.

4. I reduced the range of the 12pdr smoothbore from 6 to 5 and increased the range of the 20pdr Parrott from 6 to 7. Regardless of theoretical ranges, I am assuming the probability of a hit determines what range a gun will fire. As the 10 pdr and 20 pdr Parrotts have greater accuracy at range, I assume they are more likely to open fire at longer ranges than the 6 or 12 pdr smoothbore.

5. Assault value determines whether a unit will fight at range 0. The higher the value the greater the chance of fighting. I made an assumption that lighter, more mobile guns and guns with powerful short range defenses were most likely to fight at close range. So the 6pdr and horse artillery have higher assault values to reflect a greater chance of them continuing to
fire as the range closed, counting on their mobility to escape if necessary. The 12pdr has such powerful close range defense that I assume it is more likely to expect victory in a close range battle and thus fight at assault range. I did not modify the 10pdr Parrott Asslt value. Although I think a good argument could be made for increasing its asslt value from 5 to 6 to
reflect its light weight mobility even though its close range defense is not that good. (In fact, I am going to make that change-in 21 Aug update.) The 20prd Parrott has an assault value of 4. I am assuming that 20 pdrs will more likely relocate if they can when an enemy force approaches too close.
All artillery units can fight at assault range. The data changes simply produce a higher probability that some will fight at close range than others.

6. DamDone and CohDone reflect physical and cohesion losses at ranges 1 through 8. I am assuming that artillery produces more cohesion damage, than actual killed and wounded, the greater the range. So I reduced the DamDone (casualties) per hit from 3 to 2 for all artillery. At the same time, I increased the cohesion lost per hit. Examples: Originally the 12pdr
produced 3 physical losses and 15 cohesion damage per hit. Now 12pdr produces 2 physical losses and 12 cohesion damage per hit. As a smoothbore, it will produce both less ranged casualties and less cohesion losses per hit. Second example: Originally, the 10 pdr Parrott produced 3 casualties and 12 cohesion loss per hit. Now the 10pdr produces 2 casualties and 18 cohesion loss per hit. (The 20pdr produces 20 cohesion loss per hit. I think this number could be bumped up to perhaps 22---change made in 21 Aug update.)

Note that rifled artillery has a higher offensive fire than smoothbore artillery. So when attacking, rifled artillery will produce more hits than smoothbore artillery. Each hit, whether smoothbore or rifled, will produce the same number of physical casaulties but rifled artillery will produce 50 percent higher cohesion damage. Expect rifled artillery to produce more hits at range than smoothbore artillery and substantially more cohesion damage.

7. To participate at range 0 assault combat, first a unit must pass a check against their assault value. If passed, then a hit is determined. If a hit occurs assault damage done and assault cohesion loss is inflicted. I left all values, with one exception, at 3 casaulties per hit, 1 more than ranged fire. Cohesion loss is also greater than ranged cohesion loss. Since the 12pdr smoothbore was famed for its cannister defense, I increased the 12 pdr casualties per hit from 3 to 4 casaulties and increased cohesion loss from 15% to 30%. The 12pdr is the best defensive artillery piece at close range. Both the 10pdr and 20pdr Parrott produce 3 casualties and 20 cohesion damage per hit. I am assuming the greater mobility and ROF(?) of the 10pdr compensates for the larger calibre of the 20pdr Parrott at close range. Although normally the 20pdr will retreat before fighting at assault range.

8. Because CSA batteries are now 4 gun batteries, the cost in war supply is one less for all guns except the 20 pdr Parrotts. Also a reduction in the dollar cost. Cost for USA batteries remain the same.

Note that most of the tweaks are minor. The changes differentiate between the range and accuracy advantage of the rifled guns vs the short range defensive advantages smoothbore guns. As before, artillery used in defense is substantially stronger than artillery used in offense. The cost of CSA batteries are now reduced to reflect the 4 gun battery. Bear in mind that the reduction of CSA battery effectiveness is balanced out to some extent by the defensivesive improvements of smoothbore guns. The Confederacy is strategically on the defense and should receive benefits to defending tactically with the cheap smoothbore guns.

Note I am including an updated mod. It includes adjustments to Asslt cohesion damage done for the 12pdr, 10pdr and 20pdr Parrotts. I am also including a 10pdr parrott gun for CSA horse artillery. It is an upgrade for CSA horse artillery batteries.

The latest mod is dated 21 Aug.

Jagger
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Wed Aug 22, 2007 8:17 pm

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.



It is interesting the different approaches taken by McNaughton and I in reflecting the 4 CSA gun batteries vs 6 guns US batteries. McNaughton has the differences reflected in DamageDone and CohesionDone with the US inflicting more damage/cohesion per hit. I, instead, reduced OFFFire/DEFFire to reflect the lower number of hits achieved by CSA batteries while the dam/cohesion remains the same dependent on type of gun. I believe the results are the same but two totally different approaches.

Actually I think both mods produce useful guns in offense or defense. But defensive use of artillery, whether rifles or smoothbores, is definitely superior to offensive use of artillery. Whether offense or defense, rifles will produce greater cohesive damage than smoothbores except in assault situations. In defense, the smoothbore has a higher deffire but lower range than the 10 or 20pdr. Part of the reason for the higher 12 pdr deffire is to reflect the 300 yd cannister range. The game only allows a 0 range assault factor for short range fire which is way too short for cannister. So I added a bit extra to the 12pdr 1-5 range Deffire to compensate for inability to factor in an increase of firepower at ranges 1-3. Although the deffire for all artillery is partially higher due to cannister use and the closing of range by attacking infantry.

I also included the initiative differences for the rifled and smoothbore guns.

I didn't adjust the men per battery. That should definitely be in the final mod.

I didn't adjust the cost per battery. I think we should go with McNaughtons numbers as I don't have that information.

I would have to look at McNaughtons numbers to compare actual damage done and cohesion damage done to see the differences. Although the different methods used to calculate the 4 gun CSA batteries vs 6 gun US batteries will prevent a direct comparison in effects.

Jagger
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Wed Aug 22, 2007 9:09 pm

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
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Thu Aug 23, 2007 4:56 am

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

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marecone
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Thu Aug 23, 2007 5:29 am

I am sure that mod like this can only improve the game. Well done guys. Looking forward to see how it plays.

Godspeed
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 Aug 23, 2007 9:19 am

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.


Thanks you.
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Thu Aug 23, 2007 12:38 pm

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


Tag, you are the only curmudgeon to sit and complain about things. No one forces you to read these threads or to download anything. Absolutely no one in this forum needs to read your discouraging, unhappy comments.

Most of us download the mods with at least a view of checking them out and commenting on them, with a view that they can be tweaked further. If they are good mods, then we voice our support and the devs look further at them for possible inclusion. HINT: their primary focus is VGN and not AACW. They've already voiced their support and interest in what the mod community can do for AACW.

If you feel you can't be supportive - and that is your choice - can you not at least remain silent? You are consistently the only voice of dissension in the entire community.

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Pocus
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Fri Aug 31, 2007 9:54 am

I'm reviewing your mod Jagger. I'm ok with it, but I think it would be better to up the WSU cost of Union artillery in proportion with the number of guns in the battery, would be fairer.

As a general guideline, Off/Def/assault should increase for sub-units which have more guns compared to another nation. This is what you did.

Hit points must be proportional, for a family, to the number of entities in a given sub-unit. So if you decide that one gun = 1 hit, then if CSA had 6 gun batteries they should have 6 hits. If USA had 8 gun batteries, they should have 8.

DmgDone/CohDone is proportional to the quality of a single element. Union guns were of higher quality, so this should be reflected by higher damages compared to CSA ones.

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).
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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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Clovis
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Fri Aug 31, 2007 10:10 am

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).


Disagreeing.

CSA WSU cost shouldn't be necesserely lower. Example: bronze guns like Napoleon.

CSA had one copper mine in Tennessee. Lack of transport, loss of Tennessee led to bronze rarity in South.

But this special problem can't be recreated in the game due to the abstract ( and I like that) nature of WSU which are used for equipping any units....

In such a case ( and I could have the same reasoning about iron cast guns), CSA WSU cost must be higher than the proportion to reflect the difficulty to forge bronze guns.

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Fri Aug 31, 2007 10:20 am

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 :)
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Fri Aug 31, 2007 10:45 am

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 :)


Right, but I consider for now industrialization is a bit too easy for CSA, rendering foreign supplies less necessary than in reality.

So, combined with proponed costs and this problem, I fear CSA player could drop naval building to go over artillery creation in (relative) mass.

Then, as at start, USA produces 3* more WSU than CSA but needs imperatively a costly naval building in WSU, we could get a situation where CSA overguns the USA.

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Fri Aug 31, 2007 10:49 am

The industrialization algorithm will be changed within some weeks.
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Fri Aug 31, 2007 11:57 am

with this change, shoud be OK.

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Fri Aug 31, 2007 12:40 pm

Pocus wrote:The industrialization algorithm will be changed within some weeks.


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