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Units moving too fast

Posted: Thu Jun 19, 2008 6:40 pm
by aryaman
After 1.10c I feel units move too fast through enemy territory,I wonder, what was the purposse of this modification? I am afraid this could end like other WEGO games I know in with units dancing around and no sense of front lines

Posted: Thu Jun 19, 2008 7:10 pm
by arsan
Hi!
I think the idea was to make game movements more in line with historical army movements.
There was a lot of discussion and tweaking around here done by ACW experts and latter some toning down of the results done by Pocus for gameplay reasons. (if i recall correctly)
It's true moving is much faster and with much less cohesion loss now but i don't see it as something bad. I think the results are pretty good.
It takes a little to adjust your play to the new rates, that's for sure but results seems more historical and besides the Ai is less penalized in cohesion loss for her continuous moving around, and now fights in better conditions.
Just my 2 cents! :innocent:
Regards!

Posted: Thu Jun 19, 2008 7:55 pm
by Banks6060
There was quite a bit of movement historically and vanilla game didn't really represent how far an army could actually get in 15 days if it wanted to. You're just gonna have to mind your flanks... :)

Posted: Fri Jun 20, 2008 8:57 pm
by soundoff
aryaman wrote:After 1.10c I feel units move too fast through enemy territory,I wonder, what was the purposse of this modification? I am afraid this could end like other WEGO games I know in with units dancing around and no sense of front lines


+1 Only really works if you downgrade turn times to 7 days.

Posted: Sun Jun 22, 2008 6:41 am
by Gray_Lensman
deleted

Posted: Sun Jun 22, 2008 8:10 am
by soundoff
Gray_Lensman wrote:Incorrect... The movement rates were readjusted for how far a unit could be expected to move historically in a 2 week period. If it had been a 7 day period, the numbers would have had to be totally different.



Its not whether movement distances are historically correct that is the issue. Its that it can be up to 15 days before you can react. Thus formations can now zip around the map. I accept its all a question of balance but for me introducing realistic movement rates without lowering the 15 day turn is a step too far.

And before anyone says 'you have the choice of patching or not' I've already reinstalled an earlier version of the game prior to the change. It feels better IMHO. Movement distances may not be correct but at least I'm not constantly spending my time chasing shadows.

Posted: Sun Jun 22, 2008 9:46 am
by Gray_Lensman
deleted

Posted: Sun Jun 22, 2008 1:01 pm
by soundoff
Gray_Lensman wrote:There's probably a way to make ACW play in 1-week turns, but there would be a ton of stuff to compensate for, though the movement rates could probably stay exactly where they are, since they are historically correct now. I might have to explore this possibility after I've finished the current work. That'll be a while.


It would be brilliant if it could be achieved :coeurs: until it is Gray I'll stick with the 'unrealistic' movement rates even though it means forgoing some of the other game improvements. :p leure:

Posted: Sun Jun 22, 2008 1:21 pm
by Franciscus
aryaman wrote:After 1.10c I feel units move too fast through enemy territory,I wonder, what was the purposse of this modification? I am afraid this could end like other WEGO games I know in with units dancing around and no sense of front lines


I would like to add a few thoughts to this discussion, starting from aryaman's first post that, I feel, has a flawed basic premise - "front lines". I would argue that in AACW there were no real defined front lines. Even in Virginia, at the operational level, the situation was really fluid, and in other theaters even more so. The limitations of movement were due to logistical problems (supply, railroads) and strategic considerations (vital strategic points - in the west the rail hubs of Nashville, Chattanooga and Atlanta, and the Missippi "nail" of Vicksburg, in the east the 2 capitals that had to be defended/shielded during most of the war), but there were huge expenses of terrain available for movement if that was the intention. The problem might be more one of the AI don't minding enough strategic and supply considerations that the speed of movements that I also feel are ok.
I do not feel that changing the turns to 7 days is really needed...

Posted: Sun Jun 22, 2008 4:16 pm
by Gray_Lensman
deleted

Posted: Sun Jun 22, 2008 4:25 pm
by tagwyn
Arslan: Thanks. Please don't use "regards" to close your messge! There is a "potato-head" of disgusting proportions on another web site who uses that. It gives me an upset stomach. I was excluded from that site and he is not ... . Impossible. T

Posted: Sun Jun 22, 2008 7:22 pm
by Clovis
The Gettysburg campaign began with Lee's army around Fredericksburg the first week of June 1863. One month later, the battle itself started.

In any case, the current move system is able to reproduce such large movements.