User avatar
McNaughton
Posts: 2766
Joined: Wed Mar 21, 2007 8:47 pm
Location: Toronto, Canada

Command Events

Sat Sep 29, 2007 10:18 pm

I have tested, successfully, the first of a few 'change of command' events. Basically, the AI does not change leaders throughout the game, and you end up with them using the same army commanders for the main forces (unless they build new HQs, and here they have some trouble).

The first event deals with the failure of McDowell and the promotion of McClellan. It is somewhat rudamentary, with changing around what exactly happens rater than dealing with the 'causes' (to be addressed later, I just wanted to see if what I planned could be done).

#1. If McDowell does not succeed in advancing on Richmond, the event that removed 10 NM also removes him (and the Army HQ) as the Army Commander.

#2. McDowell is 'brought back' into Washington as a 2-star commander (created a new model and unit for this), representing his new role as corps commander (he can be promoted back up to 3-star, given victories in battle)

#3. McClellan is removed from his position (in my mod, at Grafton, in the basic game at Cincinati).

#4. McClellan is 'brougt back' into Washington as a 3-star commander, attached to a new "Army of the Potomac" HQ.

This should only cause 'minor' disruption to gameplay, as losing and gaining the Army HQs happens in an instant. All that players and the AI has to do is to re-create their corps commands (also in an instant), but in 1861 there should not be too many of these.

Also, I am planning for this only to be primarily for the AI (specifically the Johnston-Beauregard event), while others (McDowell-McClellan, Johnston-Lee) would actually be representing the meddling of the President in command affairs (to annoy or help players, depending on POV) and would be for both the AI and player. However, criteria for removals will be, for as much as possible, contingent on failure or success (not just by certain dates arriving).

--PLANS--

A) I plan to expand this specific event to have 'success in Northern Virginia' (Capturing Manassas and Harper's Ferry, not having to be outside Richmond), but possibly give them a bit more time (Patterson's job is to take Harper's Ferry, McDowell's is to take Manassas). This is probably more difficult to accomplish, as both McDowell and Patterson need to be successful. They may take one town, but probably not both given that Beauregard and Johnston are much more capable.

B) Patterson's removal from the game is to be connected solely to the capture (or lack there of) of Harper's Ferry. Patterson's role was to keep Johnston in the Valley, as well as to secure Harper's Ferry. Failing this caused his removal, succeeding at this will keep him in the game.

C) Having a Beauregard-Johnston set of events, handing control over the Army of the Potomac to Johnston, and moving Beauregard out West (via event). Similarly to the McDowell-McClellan event, this one will remove Beauregard and his HQ (Army of the Potomac), and have him appear in a city out west (TBD). Johnston will be removed, and then re-created in Richmond with his new HQ (Army of Northern Virginia). It would be 'safest' for this event to happen in the Winter, but most probably in the Fall.

D) A new Johnston-Lee event will be in place for early 1862 to replace the existing one. There will be a small % chance each turn that Johnston experiences a wound and is removed from command (along with his HQ). Lee will be removed from his locked position at richmond, and added back via event attached to his Army of Northern Virginia. Johnston, like Beauregard before him, will be transferred out west, yet wounded for many turns.

E) A second Johnston-Lee event will be in place representing 'distain' by Davis over Johnston's lack of aggressivness (rightly or wrongly). Eventually, I figure Johnston would have been replaced by Lee due to his lack of aggression. I figure this could be done via the Union holding on to specific cities (representing Johnston not being aggressive to clear the Union out).

F) McCellan's removal. Revamping the demotion of McClellan events to represent a failure of policies if the war is still waging by mid-late 1862 (as historic). If the Union AI has not won by this time, McClellan will be removed from the game (representing his resignation given his removal from command). A new HQ will be added, but without a leader attached (the AI must decide, for itself, who is to replace McClellan). By this time, other 3-star generals, raising through the ranks via the process of the game, should be around to take command.

G) Grant. I am trying to figure out what to do about Grant. Should there be a 1863 event for the AI to bring him out East? I could make it contingent at him being a 3-star general, and certain cities captured (primarily the Mississippi cleared). This will be difficult, as who knows who will be commanding the 'key' eastern army by 1863 given what the AI does throughout the game.

UPDATE

I have managed to get the McClellan and McDowell event to work very well (plus Patterson). In order to avoid the 'switch' the Union must control both Harper's Ferry and Manassas. In order for Patterson to stick around, just Harper's Ferry needs to be Union controlled. It seems to work without much difficulty, the AI doesn't face a major problem when this event triggers (since a new command is created automatically).

Return to “Modding AGE engine games”

Who is online

Users browsing this forum: No registered users and 27 guests