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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Orders incompatibility

Tue Aug 14, 2007 2:27 pm

I've noticed, building the stack/icon/order identification guide, that it is possible to set posture of a stack commanded by an active leader in offensive/assault and, at the same time, issue the "Evade Combat" order.

It's a bit misleading, don't you think? I tell the general to attack but also to evade combat...shouldn't this order be allowed only to active leaders in passive posture...and doesn't the passive posture itself ask the leaders NOT to engage but to evade already?

Another issue, the "entrenchment" icon is basically always lit on the top of my stacks with the only possible exception of "all cav" and "all support" stacks.

When i order an entrenching/entrenched stack to move, shouldn't this icon disappear (and reappear if i delete the order movement)? I am actually ordering them to leave the trenches and certainly they can't entrench while on the move, no?

Shouldn't the entrenchement icon (and relative entrenchement level *under* the stack) appear only in the resolution phase on armies that i didn't move that turn and remain if i keep not moving them?

Edit: I also detached a single supply wagon to send it elsewhere and it kept the posture.
I think lone leaders (single unit) and independent forces consisting of sole supply (supply wagons and/or arty) or sole leader+supply should have a permanent passive posture.
I also got intrigued about the posture of my raiding party entering in defensive posture in enemy region (shouldn't they enter at least offensively or, passively when enemy MC <25%?). What about regions with enemy towns? Is it ok a def/pass posture may capture a town? Shouldn't they be off/ass automatically when entering region with enemy settlement despite the garrison presence (def/pass doesn't cope with "capture settlement" imho).
Lastly, if def/pass posture still increase MC (as proper imho) when i leave a town in low loyalty shouldn't this town switch to the enemy side again or at least, revolt?

(Re:edited - 3rd revision of concepts)

....i'm a seriously puzzled now. :)

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Pocus
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Location: Lyon (France)

Mon Aug 27, 2007 5:07 pm

The evade combat only works while you move, because once you reach your destination, you can want to (for example) assault the destination town. Also, the evade is using the patrol/evade calculation mechanisms, whereas Passive don't prevent to be engaged, but allows you to retreat more easily. Passive on the other hand give a penalty to combat, something you don't want to have with the previous order. They are to be used for 2 differing things.

irregular can enter any regions even in defensive, this is on purpose. They are supposed to sneak in this mode. Basically they decide when they want to fight.

You can put a leader in offensive, if he has to receive troops, the stack will then be in offensive with soldiers, and this can be handy if you planed to fight. This fluidify the game to allow such freedom.

Towns can revolt yes, but they need a loyalty of 85% more to the other side. Also, MC will degrade over time if loyalty is low.

Some things can be improved true, and I'm not saying that the small icons handling don't have some discrepancies, but for the most part of them the things you speak about are working as designed. Be sure we will check that once we get more time, after the distribution of Napoleon's Campaigns for example ;)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Aug 27, 2007 5:47 pm

Pocus wrote:The evade combat only works while you move, because once you reach your destination, you can want to (for example) assault the destination town. Also, the evade is using the patrol/evade calculation mechanisms, whereas Passive don't prevent to be engaged, but allows you to retreat more easily. Passive on the other hand give a penalty to combat, something you don't want to have with the previous order. They are to be used for 2 differing things.

;)


Cavalry usually retreats when approached by a large force of infantry. If I have stationary cavalry with defense or offensive orders and an evade order, would the evade order kick into effect when they are forced to retreat by superior enemy numbers?

Or is it just a waste of time to use evade orders except when plotting a move?

Sheytan
Lieutenant
Posts: 107
Joined: Wed Jul 04, 2007 10:00 pm

Mon Aug 27, 2007 10:42 pm

ouch! you see I was hoping to see ACW finished first ;} then I was going to buy NC. when is weather and broken links going to be fixed? will the artillery, leader, and weather oh and rail mod be incorperated? nice product you have here with the potential to use this "system" to make many many games, but it would be a shame to have such a excellent system to model wargames mired in cronic half finished issues. :siffle:

Pocus wrote:The evade combat only works while you move, because once you reach your destination, you can want to (for example) assault the destination town. Also, the evade is using the patrol/evade calculation mechanisms, whereas Passive don't prevent to be engaged, but allows you to retreat more easily. Passive on the other hand give a penalty to combat, something you don't want to have with the previous order. They are to be used for 2 differing things.

irregular can enter any regions even in defensive, this is on purpose. They are supposed to sneak in this mode. Basically they decide when they want to fight.

You can put a leader in offensive, if he has to receive troops, the stack will then be in offensive with soldiers, and this can be handy if you planed to fight. This fluidify the game to allow such freedom.

Towns can revolt yes, but they need a loyalty of 85% more to the other side. Also, MC will degrade over time if loyalty is low.

Some things can be improved true, and I'm not saying that the small icons handling don't have some discrepancies, but for the most part of them the things you speak about are working as designed. Be sure we will check that once we get more time, after the distribution of Napoleon's Campaigns for example ;)

AndrewKurtz
Posts: 1167
Joined: Tue Jan 30, 2007 2:49 am
Location: Greenville, SC

Tue Aug 28, 2007 12:29 am

Sheytan wrote:but it would be a shame to have such a excellent system to model wargames mired in cronic half finished issues. :siffle:


Oh, this game is anything BUT mired. Amazing game and amazing support.

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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Tue Aug 28, 2007 5:32 am

good answer from pocus as usual. These details should be added to the next revision of the manual.

Its not that i don't believe you Pocus it's just that the manual summarily explains very complex mechanisms and many info are misleading or their explanation is not entirely accurate.

And that's also because that "log" is missing :innocent:

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Tue Aug 28, 2007 3:00 pm

Jagger wrote:Cavalry usually retreats when approached by a large force of infantry. If I have stationary cavalry with defense or offensive orders and an evade order, would the evade order kick into effect when they are forced to retreat by superior enemy numbers?

Or is it just a waste of time to use evade orders except when plotting a move?


Indeed, it will not works. But you can set your cavalry in passive, this will increase the chance to flee from combat. Also, any inferior force will want to retreat from fight (even before the first shot), and as an all cavalry force is good at that, the mechanisms your speak about is implicitely done, for all forces.
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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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