Gray_Lensman wrote:Just for your information, the normal garrison units do not use any command points in AACW1. Specifically, the Garrison unit, with however many elements it might have, it varies, nor the Coastal Artillery, nor the Fort Battery. None of those 3 units have a command cost associated with them. Also, generally, they are fixed in place, until attacked.
Berge20 wrote:Quite new to the game, but is it possible with the engine to allow for stacks you order to move have a voluntary delay option?
Ie. I don't want to start marching day 1 toward my destination for whatever reason, so I order a delayed start by 5 days or whatever.
cptcav wrote:The prisoner exchange feature currently is useless in PBEM games. After all, what Union player in his right mind is going to allow the Confederate player to get additional troops.
W.Barksdale wrote:Lots of interesting ideas being tossed around! I have some too to add realism and historical feel!
1. Smaller and more numerous regions!
2. More Generals to command bde's.
3. Allow divisions to hold a certain number of bde's not just 18 elements.
3. Recruiting by regiment (as was done historically)
4. Customizable bde's (similar to the current division concept)
5. An historically accurate division cap!
6. A retooled&accurate naval system (no ironclads destroyed by wood ships)!
7. Lower ceiling on off\def values for Generals.
8. More traits on all generals!
9. Better modelling of deaths of Generals.
10.New traits (ex. leading from the front, +cohesion,+chance of officer death)
11.Revamped cavalry to ensure historically accurate & realistic action.
12.More detailed economic options & resources! (small arms, cannon, cotton, grain, etc)
13.Assigning & replacing cabinet members! Themselves with specific traits and polical clout
14.Weekly turns!
15.Better modelling of experience! (simply being in a fight not just destroying elements)
16.Get rid of all those regions on the map we can't\rarely use!
17.A bigger map of the United States ONLY!
18.Road connections and graphics that aren't just eye candy! (just found this out...just crazy!)
19. More time to play! (Don't think you can help me here :blink
Gray_Lensman wrote:Totally fiction. The only way this would have happened in the Civil War is if the French had indeed decided to intervene, which is already reflected in the current version of the game.
Gray_Lensman wrote:Quote us a source then.
Most of the outside supplies that came into the South from foreign countries were smuggled in via gun running smuggling operations and didn't amount to much otherwise the south would not have had near the trouble supplying their various armies. The game already depicts this alternate way of gaining resources.
What I read from your suggestion was the implication that a supply line should be traceable to Mexico. If that's not what you meant than please clarify it.
Gray_Lensman wrote:An excerpt from "Confederate Military History Vol. 11"
andatiep wrote:"Sound of the guns" :
considering the scale of the map and the 15 days long turn, i would suggest :
- the range of the corps allowed to march to the "Sound of the guns" should be two regions instead of one
- the corps on which we decided to spend their weight in train or naval transport for the next turn (whatever they move or not) should succeed at 95% any march to the "Sound of the guns" that occurs around (with "standard" 3-4 general's strategic values).
- there should be a special Order for Corps to be able to choose to NOT march to any "Sound of the guns" and battle that occurs around
andatiep wrote:Combinaison of Orders :
i experienced many chaotical succession of orders. The chronology/priority of the orders and the explaination why they are not applied should be more clear in the bulletin.
andatiep wrote:EDIT : i forgot, and of courses a GNU/Linux Ubuntu support for the game
Generalisimo wrote:Sacrilege!
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