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W.Barksdale
AGEod Grognard
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Sun Mar 02, 2008 12:41 am

Cavalry division with attached columbiads. Note the siege artillery as well. It is attached to the Laurel Brigade. Together with the engineers and medics this is quite a versatile division. :tournepas
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cavdiv.jpg

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Clovis
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Sun Mar 02, 2008 12:45 am

Jabberwock wrote:I think I should revisit this.

For Barksdale, soundoff, and several others this is the most important shortcoming.
For Clovis it is Athena's inability to plan ahead or perform large-scale amphibious assaults.
For me it is the inability of the navy to interact realistically with land units.

We give our opinions; AGEod has to set priorities, based from opinions (ours and theirs) and do-ability. This issue is getting a lot of noise, it seems to be doable, and Pocus has rightfully given it a high priority.

Clovis, I think your pet issues are hitting a wall at do-ability, so they will get addressed later than this one.

My pet issue, I think hits two walls. One is the Iwo Jima backlash. The other is the wall of education. It doesn't get as much noise, because most players (or reporters, or historians, or educators) have never understood how important it was to both tactics and strategy. So (even though I find it frustrating at times that other people have other priorities) my latest approach is posting links to good research material, and settling in for the long haul.

So yes, as much as I enjoy the status quo on this issue, as much as I publicly and jokingly deny the existence of any issue, I think we need to give it a high priority and work with AGEod to get it fixed to the satisfaction of those that are disturbed by it.


You know, I take it easy. I'm doing the last polishment to my mod. but from time to time, I like to give my advice...too.
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Jabberwock
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Sun Mar 02, 2008 12:48 am

If I implied you shouldn't, I didn't mean to.
[color="DimGray"] You deserve to be spanked[/color]

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Clovis
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Sun Mar 02, 2008 12:55 am

Jabberwock wrote:If I implied you shouldn't, I didn't mean to.


Sorry, it wasn't in reply for you :sourcil:
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W.Barksdale
AGEod Grognard
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Sun Mar 02, 2008 1:14 am

I think this one really captures how accurately movement is modelled in
A-ACW. The conditions are Clear, Mud, on the approach.
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cavdiv2.jpg

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PhilThib
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Sun Mar 02, 2008 1:30 pm

Your Mc Culloch division will not move very fast, not because of weather conditions, but because the fort batteries and coastal artillery (captured units) are extremely slow moving (almost nil) and thus shall delay the whole unit...

As a rule, remember a stack moves at the speed of the slowest unit inside it. :indien:
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Clovis
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Sun Mar 02, 2008 2:05 pm

PhilThib wrote:Your Mc Culloch division will not move very fast, not because of weather conditions, but because the fort batteries and coastal artillery (captured units) are extremely slow moving (almost nil) and thus shall delay the whole unit...

As a rule, remember a stack moves at the speed of the slowest unit inside it. :indien:


Rodman and Columbiad have a move ratio and a cohesion move rates of 100...
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W.Barksdale
AGEod Grognard
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Sun Mar 02, 2008 2:43 pm

PhilThib wrote:Your Mc Culloch division will not move very fast, not because of weather conditions, but because the fort batteries and coastal artillery (captured units) are extremely slow moving (almost nil) and thus shall delay the whole unit...

As a rule, remember a stack moves at the speed of the slowest unit inside it. :indien:


That is what should be happening. Doesn't work like that as of now though.

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Pocus
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Mon Mar 03, 2008 3:45 pm

Gray_Lensman wrote:As a related question are the number of Corps counted also along with Divisions, (against the same "setcombiunits" variable) or are they limited only by the number of 2/3 star generals?


Limited only by # of generals.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Pocus
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Mon Mar 03, 2008 6:15 pm

All or nothing...

I have to pick one element in each unit which is the element used for calculation cost. I won't be able to introduce mitigating effects.

So the new code use the slowest element now... be prepared to some nasty crawl across the map, and please report if you see problems:

http://www.ageod-forum.com/showthread.php?p=70815#post70815
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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runyan99
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Mon Mar 03, 2008 6:21 pm

Pocus wrote:
So the new code use the slowest element now... be prepared to some nasty crawl across the map, and please report if you see problems:

http://www.ageod-forum.com/showthread.php?p=70815#post70815


Right. I suspect this change cannot be made in a vacuum, and movement speeds/cohesion loss needs to be tweaked as well for this change to work.

It would probably be best if we discussed this in the thread for the beta patch.

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Pocus
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Tue Mar 04, 2008 9:09 am

Indeed, for now this code change is for public testing ... Perhaps it will only come as an option officially.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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