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CWNut77
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Fri Jun 27, 2008 5:10 pm

A lot to respond to here, not much time to do so at the moment. Two things real quick...

1) There was a very major "side-show" involving the New Mexico theater in the Civil War, early in 1862. For this reason I am glad that it is included. In fact, I would be one to argue for this region to be expanded, but won't lose sleep if it isn't.

2) The Indian Wars would not make for a very "deep game" IMO. That warfare was pretty much of the partisan nature, with "armies" never massing to that many men in comparison, and the skirmishes were never part of a real organized campaign as AACW player would recognize the term.

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Doomwalker
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Fri Jun 27, 2008 6:21 pm

BTW, I am not wanting a Indian War game. I just posted the picture to point out that there were several incidents during the timeframe of the CW. These in turn would require a response from the US or CS, depending on where the incident occured. My main thinking behind the expanded map, is that with all that territory out there you need a garrison or risk revolts.
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Ian Coote
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Fri Jun 27, 2008 7:28 pm

CWNut77 wrote:A lot to respond to here, not much time to do so at the moment. Two things real quick...

1) There was a very major "side-show" involving the New Mexico theater in the Civil War, early in 1862. For this reason I am glad that it is included. In fact, I would be one to argue for this region to be expanded, but won't lose sleep if it isn't.

2) The Indian Wars would not make for a very "deep game" IMO. That warfare was pretty much of the partisan nature, with "armies" never massing to that many men in comparison, and the skirmishes were never part of a real organized campaign as AACW player would recognize the term.


I think a game on the indian wars would work with this game engine.After all in the first game, in most cases, the french and indian war compared to the civil war wasn't that big on the numbers either.The game scale would have to be changed from regiment down to company but that shouldn't be a problem.As an added bonus while useing the western based map they could throw in the texas war for independence and the mexican american war.though I do agree this probably would not be a great seller,so I'm not holding my breath in anticipation.

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Coregonas
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Fri Jun 27, 2008 7:46 pm

OHHHHHHHH

Company sized units

You ve opened Pandora BOX!

Ian Coote
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Fri Jun 27, 2008 7:56 pm

Gray_Lensman wrote:Hmmm, so you want to work with company sized units on a map scale that would probably only be somewhere between 1/3 to 1/4 the level of detail we have now?


Yea,I guess your right,not feasible.

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Fri Jun 27, 2008 8:01 pm

CWNut77 wrote:A lot to respond to here, not much time to do so at the moment. Two things real quick...

1) There was a very major "side-show" involving the New Mexico theater in the Civil War, early in 1862. For this reason I am glad that it is included. In fact, I would be one to argue for this region to be expanded, but won't lose sleep if it isn't.


+1 - We've got Sibley and Canby in the game, let's set 'em up. And Gray, please-please-please change Tuscon to Santa Fe.

CWNut77 wrote:2) The Indian Wars would not make for a very "deep game" IMO. That warfare was pretty much of the partisan nature, with "armies" never massing to that many men in comparison, and the skirmishes were never part of a real organized campaign as AACW player would recognize the term.


+1 ... sadly. I would enjoy having my Lakota-Commanche-Apache Confederation all simultaneously head east. I might even enjoy it twice. After that, I think my interest would drop off.
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berto
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Fri Jun 27, 2008 8:25 pm

Instead of an American Indian Wars game, I would much rather that AGEod go backward in time and develop games on earlier European conflicts such as the Seven Years War, War of the Spanish Succession, Thirty Years War, etc.

But of course, AACW2 would be very nice, indeed!

Also, if AGEod goes so far as to broaden AACW to encompass indian operations in the west, couldn't you just as well argue for an expansion of the naval component to include the far-flung, oceanic raider operations by the CSS Alabama, CSS Shenandoah, etc.? I'm not suggesting that! You have to draw the line somewhere, and I'm happy with the current game scope as it is. (Of course, there's still much to be done within that scope.)
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CWNut77
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Fri Jun 27, 2008 8:33 pm

Jabberwock wrote:+1 - We've got Sibley and Canby in the game, let's set 'em up. And Gray, please-please-please change Tuscon to Santa Fe.



+1 ... sadly. I would enjoy having my Lakota-Commanche-Apache Confederation all simultaneously head east. I might even enjoy it twice. After that, I think my interest would drop off.


My first +1's (that I am aware of)! :)

Anyway, bottom line is that the Indian Wars are not happening, at least not with this game engine. Although, I would like to see some kind of off-map event triggered in the game, representing the Sioux Massacre of 1862. Not sure what effect this should have on the player though...

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Fri Jun 27, 2008 10:41 pm

CWNut77 wrote:Although, I would like to see some kind of off-map event triggered in the game, representing the Sioux Massacre of 1862. Not sure what effect this should have on the player though...


It's there, just not quite functioning historically yet. Three Indian units appear locked in the Great Plains in summer/fall '62. Ageod even planned to expand it, they had Sandra do a picture of Little Crow. It's just waiting for a modder to improve it.

More info here
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Fri Jun 27, 2008 10:48 pm

berto wrote:Instead of an American Indian Wars game, I would much rather that AGEod go backward in time and develop games on earlier European conflicts such as the Seven Years War, War of the Spanish Succession, Thirty Years War, etc.


+1

berto wrote:But of course, AACW2 would be very nice, indeed!


+1

berto wrote:Also, if AGEod goes so far as to broaden AACW to encompass indian operations in the west, couldn't you just as well argue for an expansion of the naval component to include the far-flung, oceanic raider operations by the CSS Alabama, CSS Shenandoah, etc.? I'm not suggesting that! You have to draw the line somewhere, and I'm happy with the current game scope as it is. (Of course, there's still much to be done within that scope.)


Hunting commerce raiders? That would make a great stand-alone game. :niark:
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CWNut77
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Fri Jun 27, 2008 11:12 pm

Jabberwock wrote:It's there, just not quite functioning historically yet. Three Indian units appear locked in the Great Plains in summer/fall '62. Ageod even planned to expand it, they had Sandra do a picture of Little Crow. It's just waiting for a modder to improve it.

More info here


Didn't the massacre take place in Minnesota though?

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Fri Jun 27, 2008 11:57 pm

Jabberwock wrote:+1



+1



Hunting commerce raiders? That would make a great stand-alone game. :niark:


Check out a sight called Totem Games,there's a new pc game coming out soon called Ironclads,looks good.

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jastaV
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Sat Jun 28, 2008 5:39 pm

berto wrote:Instead of an American Indian Wars game, I would much rather that AGEod go backward in time and develop games on earlier European conflicts such as the Seven Years War, War of the Spanish Succession, Thirty Years War, etc.


SUBSCRIBE!

.....and First/Second Coalition Campaigns could be of great interest too!


But of course, AACW2 would be very nice, indeed!


Yes, updated/upgrated versions of AGEOD trilogy will be always welcome!

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Sat Jun 28, 2008 6:12 pm

If ever an AACW2 would be made, I suggest to enhance leaders management.

What I would like:

- a real risk of death of any leader, even a 3stars one
- an option to start with normal rating but randomness when promoted both to ratings and abilities
- an ability simulationg conflicts between generals, ie a loss of CPs when 2 leaders are forced to work together...
- for political generals, the mention of the community or the State they belong ( German...) and side effcts in morale when demoted or neglected

About raids, I would like implementation of rules severely restricting long range raids with any unit, even infantry

I would like too seeing partisan units restricted to move only in some aeras where they got the larger support of population...
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berto
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Sat Jun 28, 2008 6:40 pm

AACW2 wish list:

--Basic game mechanics--such as movement rates, battle losses, force levels, cohesion loss, etc.--at last made fully historical.
--One-week turns (maybe, if it doesn't throw everything else out of kilter).
--The naval game overhauled.
--Enhanced battle reports, perhaps with narrative.
--Extended campaign log/ledger, so that we may go back in time and review (in summary) every battle and every significant event.
--Cumulative ledgers, showing overall forces engaged, regiments raised, casualties suffered, etc., from beginning to the present.

And last but not least:

--More, shorter battle and campaign scenarios for the free-time challenged among us!
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Sat Jun 28, 2008 8:47 pm

I would love a game with this engine that takes the ACW at one scale lower. An eastern theater game with regions two or three times smaller would be nice, it would do justice to the manouvre game that Lee and Jackson played.

One of my main gripes is the digging in in the east. Due to the regions size three corps can make a "trench system" a 100 km wide, which is way to WW1for the period.

As I understand it, during the ACW trenches were more defences of a certain location, not a continues line. The opponent could always decide to pass by an entrenched army, and if said army wanted to deny the passing they would have to get out of the trenches.

(thinking about it: would it be a solution to introduce a new, seperate defensive stand, "entrenchents", which would NOT force an attacker to attack? Handeling the trenches like towns are handled now. The defender would have to choose to entrench, giving up the ability to block the attacker in favour of a stronger defence. If a town or depot would be in the region the attacker would have to defeat the entrenched defenders before he could attack those. You could let the attacker loose any advantages of roads and railroard in the region, as the entrenched troops would block those. The attacker could choose not to attack, move on, stay in the region, or even entench himself there. That suonds more or less correct, entrenched armies tended to be a few hunderd yards apart, not sitting in adjacent regions with a 100 km trench system on each side).

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Restricting partisans

Sat Jun 28, 2008 9:20 pm

Clovis wrote:<snip>
I would like too seeing partisan units restricted to move only in some aeras where they got the larger support of population...



Hmm. I've an idea how to mod this, if you'd like to test it.
I'm too busy with WiA to do much with it now.... :siffle:

In general terms: for an Area, or series of Regions, a repeating [every turn] event that selects all partisan units, and triggers an action on them.

The action could be cohesion/strength loss, lock in position, or even total elimination. Can include probability to tempt the player.

The script would be a variation on the 'model upgrades' events found in the Various Events script.

[I just wrote something like it for WiA, generating lower cohesion in New England Militia upon certain events in War of 1812].
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Western Indian Wars!

Sun Jun 29, 2008 12:08 pm

Ian Coote wrote:Actually it wasn't as one sided a conflict as one would think.The US military prior to the civil war was only around 16,000.After the civil war it was cut back to around 54,000.In the Big budget cuts of 1873 it was cut back again to 25,000,and thats paper strength,in reality the figures were a lot lower.Thats an awful small amount of troops to cover so large an area.Its hard to estimate the population of the plains indians,but conservative estimates place it at least 500,000,which should give it a fighting force of at least 100,000.Granted they were spread out all over the place,but so was the US military,spread out in one or two company outposts from Kansas to the Pacific.I think the only time that all twelve companies of Custer's 7th cav.were united and operated together as a military unit was in the Sioux War of 1876.In game terms I wasn't thinking of this as an extension of AACW2 but as a stand alone game.Ithink AGEOD'S present game engine would work quite well with this.As for sales I dunno,but I'd buy one.


I'd buy it, too. I mentioned this before, but Avalon Hill had a good game out on the subject called, "Geronimo". It was very playable. Might make a good starting point for game design, if you can find one. After all, BOA was based on 1776!!
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Sun Jun 29, 2008 12:33 pm

lodilefty wrote:Hmm. I've an idea how to mod this, if you'd like to test it.
I'm too busy with WiA to do much with it now.... :siffle:

In general terms: for an Area, or series of Regions, a repeating [every turn] event that selects all partisan units, and triggers an action on them.

The action could be cohesion/strength loss, lock in position, or even total elimination. Can include probability to tempt the player.

The script would be a variation on the 'model upgrades' events found in the Various Events script.

[I just wrote something like it for WiA, generating lower cohesion in New England Militia upon certain events in War of 1812].


Your proposal is interesting but unfortunatly, the AI wouldn't be able to cope with.
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Sun Jun 29, 2008 12:54 pm

Clovis wrote:Your proposal is interesting but unfortunatly, the AI wouldn't be able to cope with.


Probably true
Could add 'checkplayer', so AI wouldn't be affected. Another 'helper' for the AI?
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Sun Jun 29, 2008 2:50 pm

lodilefty wrote:Probably true
Could add 'checkplayer', so AI wouldn't be affected. Another 'helper' for the AI?


As most as possible, I prefer solutions suitable for AI. I would like to get , like the West ability, abilities restraining move to one aera, which could be user-defined.

For now, I just severely reduced the movement rate of foot guerilla units. That's make sense historically as these units were relunctant to leave their recruitment zone. I'm yet wavering about horse guerilla.
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Sun Jun 29, 2008 4:14 pm

Clovis wrote:As most as possible, I prefer solutions suitable for AI. I would like to get , like the West ability, abilities restraining move to one aera, which could be user-defined.

For now, I just severely reduced the movement rate of foot guerilla units. That's make sense historically as these units were relunctant to leave their recruitment zone. I'm yet wavering about horse guerilla.


Have you tried to mod a new ability? That's a weak area for me, but I could look at it again....

Edit: Actually, it's not an ability anymore. You can mod the model files for raiders, define a $homearea as a state or collection of states, or collection of regions [as defined in Areas.ini]. It will act just like 'Western' attribute.

The ability 'Western' is an informational, flavor ability that you can put on a unit that you've defined with 'West' home area. [see models 67-69]
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Doomwalker
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Mon Jun 30, 2008 6:18 pm

Gray_Lensman wrote:I should mention that the current map(s) that the game uses are 328 MBytes in size. Almost all "Paint" programs refuse to load them up, even the normal MS Paint that comes with Windows. Currently, I'm barely able to work with the one for ACW using Paint Shop Pro. I really don't think the map can get much larger in overall pixel size and be easily worked with. What this effectively means, is that in order to display a larger overall area, less detail would be available for a given region in order to limit the size of the working area. Basically a larger scale.



Ah ok, I'll pass on the entire US map then. Especially if it is going to cause the detail we have now to have to be minimized or removed altogether.
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cobraII
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Wed Jul 09, 2008 8:04 pm

i say not full u.s. map but expanded arizona, because there were other battles fought out in arizona during the first year, but effentualy it was given up. Also more cities added to missouri would make the game better, like ask jagger if the cities from his pbem mod could be incorperated into missour that be awsome

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