Jarkko wrote:I have personally not argued for making forts stronger (altough I would *like* it that way). What I, and quite a few others as far as I can understand, have argued against the stupdi situation at the moment: The best way to destroy forts with fleets is to *not* attack them, but to move around them.
@Comtedemeighan: Nice essay you did write there about forts in AACWI think they all prove that the current system in AACW is faulty: In the game you don't need land-troops (ie infantry) to blow up forts, while in reality that was exactly what was needed
![]()
Gray_Lensman wrote:However, it does point out that they were pretty much easily destroyed by rifled artillery. This leads me to wonder if your MOD making them rather invulnerable to naval bombardment will also affect their vulnerability to land artillery. If such is the case, that particular fix is not much good either. You might test for just such an effect.
edit> Might not matter against land forces since their target is specifically Naval. This leads to another question for Pocus himself. Do the Fort Batteries contribute any fire against naval targets? (They have a target type defined as "NULL"). I'm wondering if that means they can fire at any type of unit no matter what? If so, shouldn't they be restricted to a defined target type of "Land"?
Gray_Lensman wrote:I read somewhere that Ironclads weren't much use against forts because in most cases they couldn't elevate their guns enough.
aryaman wrote:You may be interested in a mod I have made of the coastal guns models. I have increased their protection rom 1 to 30. The result is that they are largely invulnerable to naval bombardement, so you are forced to take the forts with land units.
Gray_Lensman wrote:I read somewhere that Ironclads weren't much use against forts because in most cases they couldn't elevate their guns enough.
Deca wrote:Do you have a link to the mod?
aryaman wrote:The main problem was that rifle guns were pretty ineffective against the large brick and stone forts of the third system when fired from ships
"The Rifled Artillery proved to be the downfall of Third System forts" when used in land siege operations. Guns fierd from fixed emplacements at level ground with thw fort walls and at a range of less than 2.000 yards. Those conditions maximized the virtues of rifle artillery, accuracy and penetration power, because they fired at a tense trajectory (5º elevation or less), so hit after hit could be made in a small section of the wall, achieving a breach very fast.
OTOH firing from ships was a completely different business, forts were built on dominant locations, meaning that guns firing from a ship had to fire at a parabolic trajectory, losing accuracy and penetrative power, furthermore ships were very unstable gun platforms, reducing accuracy additionally. Finally, the large coastale batteries of the third system forts meant that ships had to fire from longer ranges. the net result, in those conditions rifled guns could not open a breach on those forts.
aryaman wrote:It is very a very simple modification, just replace the 2 coastal arty models by the 2 provided here, in the ACW/Gamedata/Models folder
You will see that the CP of coastal guns goes up beyond 200, but that is misleading, the fighting power of the unit remains the same, only that it is almost invulnerable to naval bombardements
Gray_Lensman wrote:Curious, Have you tried different values for this "Protection" adjustment just to see the various effects? This would be really cool to fix this part of the game...
I think I'm close to solutions on 2 other main complaints,
1.) Spamming Militia units to get Conscript Infantry free of WSu charge.
(The conversion rate fix was too restrictive, instead I'm just adding a 1 Wsu charge to all Militia, this stops the human spamming without as much affect on the AI itself).
and here's a biggie
2.) Might have found a cool solution to Deep Cavalry raids... Comte's been helping me test some stuff all night.... more later after we complete the testing.
Gray_Lensman wrote:1.) Spamming Militia units to get Conscript Infantry free of WSu charge.
(The conversion rate fix was too restrictive, instead I'm just adding a 1 Wsu charge to all Militia, this stops the human spamming without as much affect on the AI itself).
2.) Might have found a cool solution to Deep Cavalry raids... Comte's been helping me test some stuff all night.... more later after we complete the testing.
Gray_Lensman wrote:Curious, Have you tried different values for this "Protection" adjustment just to see the various effects? This would be really cool to fix this part of the game...
I think I'm close to solutions on 2 other main complaints,
1.) Spamming Militia units to get Conscript Infantry free of WSu charge.
(The conversion rate fix was too restrictive, instead I'm just adding a 1 Wsu charge to all Militia, this stops the human spamming without as much affect on the AI itself).
and here's a biggie
2.) Might have found a cool solution to Deep Cavalry raids... Comte's been helping me test some stuff all night.... more later after we complete the testing.
soloswolf wrote:Presently, WS is not a real issue for the CSA. (Not that it is for the USA either...) There is always plenty to go around.
Major Tom wrote:I'm far from being an expert, so maybe there's something about WS production I haven't figured out yet. I find that as CSA I have no trouble raising money and conscripts, but am always short of WS. I end up maxing out on militia not as a strategy decision, but because I don't have much WS relative to money and conscripts.
The only way I know to increase WS is to build a lot of brigs to put into the blockade boxes, and to do some industrialization. You can get quick results with industrialization, but it's so costly that there's a long payback time on your investment. With brigs, there's a pretty big outlay in WS up front and it takes several turns to get them built and into the bockade boxes.
I find myself always short of WS, especially in the first year. I'm trying to build brigs and artillery, upgrade my rail, and enable division command, all of which costs a lot of WS. In the first several turns, I spend more WS on brigs than anything else -- maybe that's my problem?
I'd love to know the secret of making WS "not a real issue for the CSA." (and please don't read a sarcastic tone into this, becasue none is intended).
soloswolf wrote:I feel like I didn't say very much in all of that... Let me know if I should elaborate or further detail anything.
Return to “AACW Strategy discussions”
Users browsing this forum: No registered users and 1 guest