GShock wrote:
I thought defensive stance wouldn't build military control
I could understand if Smith himself, during the resolution phase, decided to conquer one or both the cities, but in this case, i should find him in offensive or assaulting stance....
simovitch wrote:Gshock, I think some of the issues have to do with you playing a scenario instead of the campaign. I did the same thing - went on a rampage in the Shiloh scenario and discovered that many of the towns away from the main battlefield are not garrisoned. I moved on to Campaigns after that experience.
simovitch wrote:Rail movement does seem a little liberal to me as well, but there are some abstractions to consider for game purposes which allows my mind to accept it at some level. You must have at least 25% military control in a region to use its rail network, but I think maybe the violation you are seeing has something to do with the scenario settings for those regions (?).
simovitch wrote:1. In regions with 5% or less military control (i.e. enemy territory), a force will automatically adopt offensive posture in an attempt to get a foothold there. I think that's how you captured the city when you moved in defensive posture.
simovitch wrote:2. To get replacements, you only need to begin the turn in level 2+ town, a depot, a fort, or indian village. I think Longstreet fulfilled one or more of these requirements in you SS.
simovitch wrote:3. I never had a problem clicking on the little blue flag in New Orleans itself to see the fleets. I don't know what happened in your situation?
I don't know. 4 days to move one region (Montgomery) and then another 5 days to move one more region (Philadelphia). 9 days to move two regions (and crossing a river) does not seem too bad for a cav unit in clear weather. Now, if it was taking only 1 turn to move from enemy region to enemy region, I would say that was a bit fishy.runyan99 wrote:It does look like you had the ability to use rail movement through enemy territory into Philadelphia, and that looks a bit fishy.
Pocus wrote:1. Rail: you can use it if you have 25% MC or better. If you can and you have under 25%, you got a bug.
Pocus wrote:2. Gaining control of an empty city while in defensive. Yes this is intended. In defensive you are still interacting with the environement. Only passive would have prevented that. But a single militia outside the city would have prevented you from taking it.
Pocus wrote:3. we are speaking of replacing an element or restoring hits into a weakened one? A depot, level 2+ town is needed to replace an element, and you must be in supply. No supply line is traced to another location though (too much CPU intensive if repeated).
simovitch wrote:One question -
Dan's post makes a good point. In your SS, how long did it take Smith to travel the route without Rail movement?
simovitch wrote:You have to be careful in these situations because a unit or stack can still initiate rail movement, pay for it, but never get the actual speed increase if the rail is in unfreindly territory (i.e. you just paid for nothing.)
GShock wrote:Funny enough now that you make me think of it, when we steal the enemy trains, they should pay for our trip with rail points, not us
Pocus wrote:About rail I don't quite understand, the SS shows 12 days of travel, with the 'move on road' stamps, are you saying the hosting changed that to 4 days by rail?
Pocus wrote:Military control is something cav are good for btw.
Pocus wrote:You can't take an empty city with supports, you must have a combat unit.
Pocus wrote:is your resulting turn coming from an unmodded game? I can take a look if yes.
Pocus wrote:Supports includes artilleries. We don't want to think for players (too much!), so you should have the option to defend as you can with them.
If You activate rail/river movement, You always immediately get charged the cost in transport capacity for it, irregardless if it is actually used for movement or not, if I'm not mistaken.Flashman007 wrote:It looks to me that Smith did not use rail movement. Even though you cliked rail and probably got charged the expense it doesn't look like you gained any benefit. This can happen anywhere on the board if you try to use rail where none is availible I think (think rail lines destroyed).
GShock wrote:...
Now, recapping, Pocus made me see that the movement icon is the indicator and not the rail icon on the stack. Misleading, oh yes...if he's not travelling by Rail there shouldn't be any rail icon on his stack, my button should be greyed out and i certainly shouldn't be paying the rail points.
More important than this, is the fact that a single raider, unchecked, can perform miracles in no time, especially if it's a cavalry unit.
GShock wrote:Stock 1.07b behaviour.
When i mention support units that should be permanently on passive+evade i am thinking about all unit types with the exception of infantry and cavalry. I agree with the Arty being considered support.
Do not forget the issue about replacements shown in the second SS. Longstreet receives replacements while being on the move from manassas (depot) and is in enemy region when these replacements arrive.
Rafiki wrote:That line is a summary for everything you're doing, both recruitment, replacement and political options. E.g. money will also be affected by various options you may be playing, so IMO it is showing things the way it should
GShock wrote:This is my option to go on the road:
1) Smith will arrive in winchester and capture it in 2 days by road. He will proceed to next town and he will reach it in the same amount of time (2 days) despite MC being much worse there. Eventually the town would be captured too if it wasn't garrisoned and, again, there would be no delay in his trip for doing so.
Smith should travel faster or slower according to the MC in the area (1 extra day) and it should take him an extra day to capture 1-3lev town (1 extra day every 3 levels).
If i could work this out, leg 1 would take a total of 3 days (2 normal travel +1 for capture of town.
Leg 2 would take a total of 4 days (2 normal travel + this time it's 25%-75% so it's 1 more day and 1 more to conquer the garrisoned town which in this example im considering ungarrisoned).
2) legs 3 and 4 of my path are in 100% MC area. Smith is on Defensive Stance. He will not engage the garrison of the Lev2 Town. Smith arrives there at the same speed.
Following the same concept, leg 3 would take just the 1 day penalty for going in full enemy territory, 0% MC. So its total time should be 3 days.
Leg 4 would take 3 more days for the same reason.
The total of this trip, if things were better simulated, conquering 2 towns would be : 13 days, on the road (don't forget that in this example we're considering town 2 ungarrisoned).
Gray_Lensman wrote:Concerning "control" of a region and Rail movement:
25% seems rather low to allow full unhindered rail movement within a region, yet I can see why the designers wanted to allow some rail movement by both sides if a minimum level of control is being met. I toyed with the idea of 51% to limit the rail usage to only one side, but that has some drawbacks too.
Now, of course, at the moment, I'm constantly thinking "Railroads", (I can't imagine why, ", but I have come across an idea that might be sort of compromise, but it would involve some code changes, so it depends on AGEod and company wanting to take the time for this, although it might be applicable to future "AGEod" games that include Rail systems.
The normal cost for rail movement is 1 MP per region, however this should only be applicable when moving thru a region that is, let's say 81 - 100% controlled, reflecting little or no in-region rail transit interference. 51 - 80%, might be 2 MPs, and 26 -50% 3 MPs. These percentages are just suggestions, but you should get the idea.
The increasing cost would reflect increasing in-region interferences by increasingly hostile populace, etc. This type of graduated rail utilization would make much more sense than the all or nothing 25% breakover point, which sometimes allows some rather bizarre ahistorical movements.
Regards
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