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GShock
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My first CSA campaign (questions & suggestions)

Wed Oct 10, 2007 9:55 am

I wanted to open a thread on my first campaign to submit questions and thoughts about the game mechanics. Of course everyone's comments, suggestions or explanations are welcome. Now we are at the beginning of the long road but i will keep posting about what happens in next turns (I play CSA , always and only CSA). Current patch= 1.07e.

1) I conquered Norfolk and Laredo, and i've noticed i couldn't redeploy generals in these 2 regions. While it is possible to highlight the region of norfolk by hovering with the mouse there, the redeploy button automatically deselects when i click, in Laredo, the region doesn't even highlight and clicking the redeployment doesn't sort any effect. Does this have to do with the fact these are 2 newly conquered regions and hence, there's not enough MC to redeploy (which happens by rail) or there's a bug in these 2 regions and redeployment?

2) Especially in the beginning, the ctl-f1 filtering is very useful. I can't do anything with those locked units so i can remove them from the map and focus on those white dots which represent the units i can interact with. However, i was thinking that this filtering should also apply to the roster page in the ledger. i.e. when i hit ctl-f1 in roster page, the fixed units also should disappear. Basically the roster page is another point of view on the same situation. If it's done on the map, it should also be automatically applied to the roster page.

Speaking of filters, due to the increased importance of depots after the recent patches, where we know only a depot and/or lev2 town can provide replacements, i was thinking another filter should be added on the map, regarding depot presence in a region. We know that the supply button paints dark green the regions with depots, and we also see the supplies in the towns (depots attract a lot so they are usually very visible and there's also the tooltip) but i would find it useful to add a filter or button that allows me to only paint in green the depot regions, leaving the rest in normal view on the map. At this point, i could zoom out on the map and see the depot connections one by one...and i could send depleted units to these regions easily while at the same time, plan for construction of new ones. The same thing should be done with forts...i don't know, perhaps 1 button and 2 diff colors for each?

3) I've seen entire armies being spawned in VA. They start as locked stacks and with depleted numbers (elements are almost completely red) and then i've seen them refill their numbers automatically. When this happens, and without any indicator, how do we know which stacks really need replacements, and which ones will auto-receive replacements due to such events? Only by memory? Remembering who is who could be a bit hard...Perhaps colored ribbons? (red = can't move, silver=div command, Gold=Army...green=auto-refills for example)

4) Leonidas Polk is rushing to stop the northern descent towards MO. The situation is dramatic but not desperate as i've got a lot of gunboats around the river. Now i've seen the gunboat bombard button totally greyed out. What's the use of gunboats then? I'm afraid i don't understand...i've set all gunboats around the enemy landing area but they don't seem to be blocking them, or fight in anyway...can someone explain me how to use them correctly? Polk is besieging now, will they not bombard as he assaults? Will they not shoot the enemy regiments passing the rivers they are in or in the regions bordering these rivers?

5) I've bought a couple of transport units in N.O. and they've got the red ribbon. This means they are fixed in the region, so the tooltip says, and i presume when they are ready, they will be able to move. The situation of these unit-types is different from the situation of static units with the lock on the unit icon yet the tooltip seems to describe it the same?

P.S. If you are wondering why i always play CSA, it's because i am from southern Italy (Naples) :)
The flag of our soccer team supporters (one of the 20489572 groups) is the CSA flag (with the skull and crossed bones in the center lol).

P.P.S. I was wondering if the paper-money printing is correctly simulated. At that point in time, both sides had the "currency sovranity" and could basically print the money they needed anytime. It is indeed right that inflation should happen, but inflation should be triggered by yearly events anyway in my opinion, due to war. Maybe a couple of more options in the financial page would be great to simulate OTHER options with money:

1) Deflation (counterring the previous printing, some money is withdrawn in exchange with bonds) costing NM and VP but reducing inflation.

2) Loan (The opposite of money printing) from banks, costing NM and VP raising money but NOT the inflation.

I have so far only issued the war bonds. It's the country loaning from pvts but in this second case it would be the country loaning from banks (heavier toll to pay...we know more bonds we issue the least money they will rise).

...i believe this about my campaign will be the mother of all threads. :)

typhoon
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Wed Oct 10, 2007 10:48 am

Great thread look forward to reading more. On Polk I always end up using him offensively not sure if this is the right thing to do in fact it's probably not. A trip across the river to try for St Louis or easier Cairo. Also interested to ask what you do for Missouri I always find that the good Union players take out Rolla and Springfield very quickly this could be my poor play but Lyon is hard to stop even with Price.

Aurelin
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Wed Oct 10, 2007 11:10 am

On the turn Polk is active I send him to Cairo to wreck the rail and the depot.
Once in awhile, I send him further up to do the same at the next city. This time, however, Lyon showed up.....

Also learned to keep gunboats along the river between Nashville and Cairo. Not good having Lyon take Nashville....

The inflation thing is correct. You're dumping more cash into the system without increasing the level of goods and services. In this case, the amount of units. I think, however, inflation drops over time if you don't ptint money over and over.

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Jabberwock
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Wed Oct 10, 2007 2:18 pm

Re: 1) not enough MC.

Re: 3) They don't refill automatically. They do it from the replacement pool, just like everything else. They are using up lots of those "Free regular and militia replacements."

Re: 4) Gunboats interdict land movement across rivers, but only movement through the region they are in, and I don't think they interdict land units using riverine movement. Spread out slightly, set on aggressive posture, they can provide a temporary shield, but watch out for the Union gunboats . . .

Re: 5) Red ribbon indicates build in progress. Tooltip for the individual unit should state approximately how many days before the unit is ready. 'Ready' generally means 100% manpower, about 65% cohesion and moveable.
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Jabberwock
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Wed Oct 10, 2007 2:28 pm

typhoon wrote:Great thread look forward to reading more. On Polk I always end up using him offensively not sure if this is the right thing to do in fact it's probably not. A trip across the river to try for St Louis or easier Cairo. Also interested to ask what you do for Missouri I always find that the good Union players take out Rolla and Springfield very quickly this could be my poor play but Lyon is hard to stop even with Price.


The Cairo raid works well as a raid, not an invasion, St Louis doesn't work as either. (Too many union forces created there too early.) Evansville / Vicennes is another good spoiler.

Blow up the depot in Rolla and every rail line you can reach using militia. Then run to Springfield and try to hold on. Leave one militia entrenching outside Springfield, that way you have a prepared position to run to. Sometimes a strong garrison can hold out in Jeff City for a little while. Don't forget to garrison Fayetteville, though. ;)
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GShock
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Wed Oct 10, 2007 3:29 pm

Jabberwock wrote:Re: 3) They don't refill automatically. They do it from the replacement pool, just like everything else. They are using up lots of those "Free regular and militia replacements."


I've seen the elements turn automatically from red to blue and then finally the stacks were able to move and in the process i didn't buy a single replacement...how can they refill from the replacement pool if it's empty?
You mentioned "Free regular and militia replacements" so i suppose i don't need to buy the replacements since they are free...but what if i do, will this army activate sooner? (this is why i think such armies making use of free replacements should be green-ribboned)

Jabberwock wrote:Re: 4) Gunboats interdict land movement across rivers, but only movement through the region they are in, and I don't think they interdict land units using riverine movement. Spread out slightly, set on aggressive posture, they can provide a temporary shield, but watch out for the Union gunboats . . .


Then if i place the gunboats in the area around Cairo I'll be able to prevent their descent? They can't cross that riverzone if my gunboats are in the river?
What about bombardment? Do they not support land combat units? (What should i use then, ironclads for this purpose?)

Eheheh to those who just joined AACW community i introduce one of the Gurus. Jabber knows life death and miracles of the game mechanics ;)

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GShock
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Wed Oct 10, 2007 5:50 pm

Early June 1861. 1.07e.

The situation developed consistently in my favour.

We currently captured Norfolk and a new stack has spawned building the MC. Harper's Ferry has also been captured in VA thanks to a quick redeployment + militia attack. The Enemy is amassing troops in Washington DC and Alexandria but luckily my partisans took Baltimore. I ordered the immediate destruction of its depot since most likely they will be routed soon by the northern counterattack.

Meanwhile the troops are gathering in Richmond and Winchester their levels grow slowly according to the parameters Jabber pointed out.
The new troops in Richmond are not strong enough to capture that fort Monroe alone. This fort must be taken to hamper northern shipping coming from Maryland...i can't move ships from VA until it's taken either and i plan to amass more ships to support the assault which will need plenty of troops coming from the forming armies in Richmond.

I went back one turn to re-do the movement of all gunboats available on mississipi in order to help Polk estabilish control over the area just south of Cairo (Paducah is taken). If i can build a depot up there i can also send replacements...i need to buy time. The countryside of MO is totally ravaged but i managed to hold Fayetteville and am trying to go North with Bushrod Johnson. The general is not active this turn, hence he can't issue forced marches....Springfield and Rolla are in peril but at least i captured Bowling Green. The situation in the far West is : Laredo in control and garrisoned. Arkansas is weak, Texas is totally open to raiders.

Morale is high and i could issue a good taxation. Currently running out of funds.

I only have one more question:

1) Troops being raised in all states (specifically applying to me: Signals, Medics, Marines).

What is the criteria selecting exactly where they will be raised? I need these Marines in Richmond as you know...

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Jabberwock
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Thu Oct 11, 2007 2:14 am

GShock wrote:I've seen the elements turn automatically from red to blue and then finally the stacks were able to move and in the process i didn't buy a single replacement...how can they refill from the replacement pool if it's empty?
You mentioned "Free regular and militia replacements" so i suppose i don't need to buy the replacements since they are free...but what if i do, will this army activate sooner? (this is why i think such armies making use of free replacements should be green-ribboned)


Well - there are no free replacements for elites, army hqs, or supply & support units. So those units won't build up unless you buy some. Eventually the free ones stop coming. They just help you through the first few months. The free replacements go into the pool, once you see the announcement for them, the pool isn't empty. Replacements are assigned somewhat randomly. The variables are stance (passive is better); city level (you want to be in a level 2+ city); and free slots. Sometimes you need replacements in an army, but they all go to fort garrisons, then you have to buy more. The new units you buy don't need replacements - you already paid for the the replacements when you bought the unit - so they fill up automatically.

GShock wrote:Then if i place the gunboats in the area around Cairo I'll be able to prevent their descent? They can't cross that riverzone if my gunboats are in the river?
What about bombardment? Do they not support land combat units? (What should i use then, ironclads for this purpose?)


They can cross, but only by using their transports (which adds time and vulnerability), by putting their gunboats in the same river region and fighting yours, or by going around the interdicted regions. Gunboats can't bombard. In terms of game mechanics, they don't have enough range. Ironclads are your best bet for river bombardment. It is possible to bombard with brigs, just not a good idea.

GShock wrote:Eheheh to those who just joined AACW community i introduce one of the Gurus. Jabber knows life death and miracles of the game mechanics ;)


LOL - the more you know, the more you know you don't know. Any serious modder or beta-tester knows more than I do. Lets just say I know the death of game mechanics. ;) Once I get the generals pics done, I will start learning the life and miracles . . .

About the last question, I don't know. Maybe it has something to do with city level? Those type of units pretty much all show up in objective cities.
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GShock
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Thu Oct 11, 2007 10:28 am

Early July 1861. 1.07e.

The situation in VA is difficult with Fredericksburg besieged by Irvin Mc Dowell in full strenght...now where the hell did he take so many divisions!!!! The Army of Potomac intervenes, after thanks to Jab's suggestions on the free-replacements, i bought a HQ replacement + several small arty replacements i was ready to counter.

Unexplainable by the AI (and something to check about for Pocus) despite Mc Dowell being in full strenght (Fredericksburg was only garrisoned by a single militia unit) he didnt assault the town last turn. I was able then to Commit Stafford's Potomac Army with 2 freshly built Army Corps against him and managed to repel him, inflicting minor casualties, losing very little but saving fredericksburgh. He's now camped in the plains of Stafford.

The Army of Potomac has no reinforcements behind. Mgruder's independent force is in James City and will storm Fort Monroe next month with the naval support coming from Norfolk.

Fredericksburgh and Manassas are both available to supply replacements but my army of the Potomac is camped in Stafford not in manassas while Bonham's Corps is in Fredericksburgh. I need a consistent victory against MC Dowell and a difficult choice lies ahead. Go back and take replacements or press on Mc Dowell on a high-risk attack (Bonham's corps must cross the river to engage!)? Choices, choices...

Johnston is still an independent force...i have no HQ yet...so i'm sending him back to recapture Harper's Ferry. I will need to cut off the railways in the surrounding and will use Smith and his cav bde to run quick disruption/sabotage acts behind their lines....that should help putting Mc Dowell out of supply.

Questions of the moment:

1) VP and NM

I have 375 VP and 99 NM. I guess i'm doing really good on strategic cities. The VP as far as i see, are good to raise more cash with financial options, is there a way to see the USA VP and NM? Shouldn't my VP also affect NM and adversely affect USA VP & NM? http://www.ageod-forum.com/showpost.php?p=48790&postcount=52

2) Wouldn't it be nice to find some other way to use these ultra-high VP to boost economics? http://www.ageod-forum.com/showthread.php?t=5875

3) Restarting the Campaign (to reposit the Gunboats as jabber cleared an important mistery to me) made me think: If i can make the same moves, i can also accomplish the same results. What would happen if a mod scripted random and locked militias at the beginning of a campaign? I believe this would add some spice to the game.
(i.e. i always take Laredo at the second turn, i can't take it so easily if there's a random militia spawned there from the start)

4) Filtering by states, i've noticed the green-colored state NW of VA (WV) is not described with text on the map. A n00b like me doesn't know what state WV is... :(

P.S. AACW has really *frenzied* me. Can't stop playing it, studying it, looking for things to improve it, enjoy it, look @ wiki, search in the paper manual (1.05e), post questions...all I really need is a stock option on AgeOD and I'm now gonna put it in my sig!

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Thu Oct 11, 2007 11:39 am

GShock wrote: is there a way to see the USA VP and NM?

The objectives screen of the ledger has that information
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Thu Oct 11, 2007 1:55 pm

McDowell was likely inactive. Inactive generals can't attack. The AI doesn't rearrange the command structure (creating temporary detachments under active generals) to compensate for this as often as most humans would.

Re: 2) I liked your idea about converting high VP to NM when NM is low in the battle results thread, although I would make it 30-40 VP = 1 NM. Also, unless NM were constantly declining, this would unbalance the game in favor of the south, prolonging the war . . .
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morvael
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Thu Oct 11, 2007 1:59 pm

GShock wrote:4) Filtering by states, i've noticed the green-colored state NW of VA (WV) is not described with text on the map. A n00b like me doesn't know what state WV is... :(


My guess is that WV stands for West Virginia.
...

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Jabberwock
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Thu Oct 11, 2007 2:13 pm

morvael wrote:My guess is that WV stands for West Virginia.



Indeed, it does.
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GShock
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Thu Oct 11, 2007 3:25 pm

Jabberwock wrote:McDowell was likely inactive. Inactive generals can't attack. The AI doesn't rearrange the command structure (creating temporary detachments under active generals) to compensate for this as often as most humans would.


As i did myself basically when attacking bowling greene with an inactive general. Split the forces and attacked with assault from independent forces. I presume this is one of the reasons why Pocus gave us the ability to influence the activation die roll. Perhaps a stronger "out of command" penalty should be devved (or modded) or the solution would be to increase *all* penalties for deactivated generals but still give them the posture freedom of choice.

Unimportant...all of these ideas we will list at the end of this thread, which is, at the end of my campaign....
For the moment, notice how Jabber once again solves the mistery.
He's da man!

Jabberwock wrote:Re: 2) I liked your idea about converting high VP to NM when NM is low in the battle results thread, although I would make it 30-40 VP = 1 NM. Also, unless NM were constantly declining, this would unbalance the game in favor of the south, prolonging the war . . .


I'm auto-brainstorming about this idea and possible ways to mod it, i will explain in the other thread.
Get rdy for next turn :)

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GShock
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Thu Oct 11, 2007 8:30 pm

Early Aug '61. 1.07e

This new turn is too heavy on my neurons...the situation has lately devved with ups and downs. Our resources are ok but conscripts are too few...I will call for Volounteers again and see what happens soon.

MC dowell has retreated to Alexandria and I'm moving back to station in Manassas with the Army of the East while Johnston takes back Harper's Ferry and Smith detaches and goes to raid in Maryland....a tactic we enjoyed in my '61 scenario test but that i fear won't produce the same results in campaign. I assembled my first division only now as the troops in VA hadn't been engaged yet so far and i saved the resources for major militia recruitment in MO. I am at the moment to repair the railway around Fredericksburg, damaged by Mc Dowell.

MCgruger has been stopped while crossing to take Fort Mason...this time I'm sending the navy to support and occupy the sea zone. This is certainly the mother of all battles to be fought...the one where i committed the highest number of units. Mcgrunt is active and i am confident we can take this vital fort...however, a lone northern general has landed in Richmond...he brings, seemingly, only a supply detachment and should be easy for my CAV to intercept him from Norfolk itself.

In the West, i've beaten the USA in Tucson (is it tuxon in the box right above Laredo?) but unexplained to me, my general reverted to passive rather than sieging the city. The stack is composed of militia, regular cav and rangers + 2 1star generals...i don't understand...anyway they all came back in passive mode to the city neighbouring this town just E of the box (of the town N of Laredo...i know i know, i ll take notes next time!) meanwhile a single CAV has slipped my ranger patrols and has basically reached my main recruiting center down in TX.

In MO and KY the pressure is starting to become strong. I've sent Polk to attack Cairo but i fear he can barely be able to siege it and i'm rushing on forced marches all the units coming from the recruitment centers in the south. Bowling green has been lost and is being besieged again by my troops but Missouri looks like a highway and they come more and more numerous...first with single units scouting...and i've spotted a minor army coming too.

What to do...if i move the gunboats from around Paducah i can stop them, but who stops them from taking Paducah again then?! Choices, choices...This game has really started to finally unravel the deep planning and strategic choices required to cope with all kind of situations...i hate not to feel up for the task but i have the distinct feeling if i don't try i ll never really learn to master it. I'm doing good but i think i've got no chances. :)

Question of the day (keep the doctor away):

I've got a potential map issue located at York Estuary. My gunboat is damaged and i am sending it to King and Queen however it looks like (by the travel line) it will pass over Matheus VA (which is land and has no river connection) which leaves me puzzled. Is it me n00by or perhaps it will pass through fort Mason again? (u see now why i didn't click the end turn button?)

Portrait issue: the portrait of 3rd AR (the Hempster's i think is the name) shows a grey soldier while its portrait on map is correctly showing the militia one. Looks like the unit portrait is wrong, judging from the elements this should be a MIL unit but has the unit picture of the regular unit....more to come... :)
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GShock
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Sat Oct 13, 2007 11:16 pm

Late Oct. '61

Mc Dowell is defeated and crossed the river back to Maryland where he came from. Alexandria falls to Beuregard and the combined might of the CSA Corps of Holmes and Bonham. It took me hours to plan this move in the smallest detail and i must admit victory tastes sweet, even though i only took 1000 rifles and they only lost 5000 men to 1000 of mine, i knew we could have done better. We need a key victory to cut down their morale!!!

Close to WV (we now know it's West Virginia) border, J. Johnston forms the Army of the Shenandoah with my much cherished Army HQ (which pisses off the more senior A. Johnston) who could finally reach him in Harper's Ferry (I must build forts...how many arty & supply do i need to build one?) The reason of this not much needed promotion is the fact the HQ spawned in Richmond...too far from A. Johnston who's currently besieging Louisville KY.

Jackson has formed my most powerful Corps so far and Smith oh yea...he's coming back with tons of steel in his pocket....all USA smashed rails up to Harrisburgh. (Smith is camped now in Gettisburgh...this name doesn't sound new to me...)

The situation is bright & dark in VA at the same time. Harper's Ferry, Alexandria, Manassas are all in our hands. We could try a swift hit on Washington DC but i will first probe USA at Port Tobacco with Johnson's Division. I want to see if by controlling a waterlane i can stop those ships from ...stopping my assaults on ft. Monroe!

Completely cut off from supply lines, Hamilton's Corps after being pushed out of Fredericksburg has been ravaging the countryside and putting out of commission all the rails he can find.
Rumors have it President Jefferson Davis hired a hundred million chinese ant-like workers to rebuild the rails...and will pay them with war bonds. Even Pocus has bought some!

Hamilton is encamped in Charles city. I can see Washington with Beuregard but they can see Richmond too with Hamilton...brrrrrr

The people are scared. The swiping of our Shenandoah and Potomac armies from NW has cut him completely off the supplies but God knows how much he can last. I do not believe he will attack Richmond, i think he will try to make it to the sea before it's too late for him, meanwhile all men aged between 4 and 99 have been summoned to the trenches and given a...pegleg or a peashooter as the case may be. Incredibly they all joined willingly, for the cause!

Men out of these spans are just now dressing scarecrows with CSA uniforms all around Richmond. Everything must be tried to convince Hamilton Richmond is ours and VA is ready to fight.

The sea...The tremendous number of USA ships blocked Magruder's command again. So far, it's the third time i'm trying to take Ft. Monroe and fail to reach it. I am starting to believe Magruder's men would be more useful elsewhere...meanwhile from N.O my Marines enjoy looking at the cows and crops of Georgia during their transfer...from time to time a cow asks them for an autograph and they are happy to give it.
I can almost hear myself saying "Scotty, Beam us up" but on the other side, I don't hear his familiar voice saying "Engage".

Tennessee, Kentucky and Missouri are in plain open war. The old good bashing each other brain's out. The situation is so unstable that some cities change ownership every few days. Citizens are putting both flags out of their windows because they are too lazy to switch to the flag of the owner of the day. Of course i've ordered to have all USA flags burned down.

My Gunboats finally withdrew to Paducah (0 combat strenght)...had forgotten them. Ghost ships...like the one described by Coleridge in "The rhyme of the ancient mariner".
I am considering the option of recruiting a group of naval engineers to send there but if they spawn in FL they might arrive when the war in V-Nam is over.

Polk, after taking Cairo, has been pushed out of it and he's now besieging it once again...but as soon as my Gunboats withdrew, an 8 unit USA stack has entered Missouri...and it's basically unchallenged. Let's hope they let the man take Cairo it's an important bridge head for our side.

Paradox (not the DEV house) I feel much safer in VA than in MO-TN-KY. There's no way i can hold the rivers and it's starting to feel like stopping raindrops before they hit the ground...useless.
I am somehow puzzled by the AI strategy of invading with very limited forces and almost no leaders at all.

Most raiders are intercepted before doing damage while others actually carry on, leave the town and my partisans retake it.
I've built over 10 units in last turn and 10 more being built this turn...but it's all too evident i can't stop them from coming...I can't keep calling on drafts or this will become a matriarcal country soon.

I finally have my first indian units!!!
Half of the IT are mine and i even tried the Ambush command though with 5% only chances i failed. That's got to have something to do with their strange customs...
Tucson is proving particularly difficult to pick off but TX seems relatively safe. I will call off the indians i think. Tucson is surrounded but if i was them i would never surrender to the indians.

CSA morale 105 USA morale 92
CSA VP 625 USA VP 394
CSA accumulation 54 per turn, USA, 38 per turn

Abraham is stubborn but as my (brand new) sig states...
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GShock
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Sun Oct 14, 2007 9:10 am

Late Dec '61. 1.07e

Questions post:

1) Ft. Monroe

Magruder's stack was on offensive posture in FT Monroe who only contains a militia and the ft arty. It looks like he initiated an assault without orders...and he was repelled. I wanted to point out it takes him 2 turns to get from the coast to the fort and, when he's not blocked by enemy ships, he is beaten again and again and again despite employing vastly superior forces...Perhaps the modifiers for beach assault apply...but here the point is simple : if he's besieging he's not just storming the fort as soon as the beachhead happens so i think fort siege/assaults should be checked. If these modifiers are in place they should be in place only when you arrive to the fort in assault posture and not when you siege first and then assault (there was no breach ok but i hadn't ordered the assault) because u're not doing a beachhead assault...you assault when you are already there.
An alternative solution would be to force the autoassault without siege on these coastline forts.

I wish for someone to tell me why there was a battle in Ft Monroe and why i keep losing turn after turn. We can easily say it's at least 3 months i've tried to capture ft. monroe failing time after time. What happened there (really i need to understand) any pious soul wanna check the savegame?

1.1) Supply units bonus
Magruder's warband is organized in DIV where inf and arty are in but in the same stack 2 supply carts with sausages and wine are also present. These carts can't be added to the div but i know carts help with arty bonus. Is the arty bonus delivered to the units in the div anyway or not? Bc if not, then i should disband the division and put them all in the same stack.

2) Railroad from Jefferson
This Railroad stops in Boone. Normal?

3) Units in fixed locations
Some of my TX militias can't be moved. There's no red ribbon (it's militia so they don't need time to build) and there's no lock in the unit portrait but there is a lock on the envelope icon next to the stack. However...the tooltip states the unit is fixed in the region, but i just don't understand why. Other fixed units have locks in their portrait...this one hasn't but it has on the stack...can someone explain?

4) Rifles captured
What happens to the rifles i capture? Do they get converted to WS or Ammo or Gs or $ ?

5) Log messages
What does the text "A Blockade runner has arrived bringing supply and cash" mean? Is it an event or has something to do with my moves?

6) Disbanded militias
Shreveport Militia has been disbanded...how comes so I didn't give such order...why? (gonna go whip them if they don't form their ranks again!!!!)

7) Epidemics
As proper epidemics are hitting...and in winter this is serious issue. Does the medic affect these events reducing the losses? Does the AI also suffer from epidemics or is it on the player only ?

8) Merge command (friend-friend)
If i order unit A in location A to go N and unit B in location B (south of A) to merge with unit A how will this be carried out in the resolution phase?


Option 1:
Unit A waits for unit B and then they merge and both move N

Option 2: Unit A moves N and unit B moves to reach unit A wherever it is.

p.s. thanks for coping with my n00b questions :)
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Jabberwock
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Sun Oct 14, 2007 4:51 pm

GShock wrote:Late Dec '61. 1.07e

1.1) Supply units bonus
Magruder's warband is organized in DIV where inf and arty are in but in the same stack 2 supply carts with sausages and wine are also present. These carts can't be added to the div but i know carts help with arty bonus. Is the arty bonus delivered to the units in the div anyway or not? Bc if not, then i should disband the division and put them all in the same stack.


You should leave your units in the division - whatever the bonus from having supplies, it will apply to all units.

GShock wrote:2) Railroad from Jefferson
This Railroad stops in Boone. Normal?


Yes. That was as far as it went. In fact, the railroad along the Mississippi between Hillsboro and Charleston didn't exist, and will be removed soon.

GShock wrote:3) Units in fixed locations
Some of my TX militias can't be moved. There's no red ribbon (it's militia so they don't need time to build) and there's no lock in the unit portrait but there is a lock on the envelope icon next to the stack. However...the tooltip states the unit is fixed in the region, but i just don't understand why. Other fixed units have locks in their portrait...this one hasn't but it has on the stack...can someone explain?


I believe these are militias added by event, and they are each supposed to stay locked until unlocked by another event. The fact that there is no lock on the unit portrait may be intentional (to differentiate them from permanently locked militias), but it looks like a bug to me.

GShock wrote:4) Rifles captured
What happens to the rifles i capture? Do they get converted to WS or Ammo or Gs or $ ?


1000 rifles = 1 WS

GShock wrote:5) Log messages
What does the text "A Blockade runner has arrived bringing supply and cash" mean? Is it an event or has something to do with my moves?


As long as you have at least one brig in a blockade box, you have a chance at getting this event. +5$ +1WS I think (it says in the tooltip), in addition to whatever the actual blockade runner in the blockade box gives you.

GShock wrote:6) Disbanded militias
Shreveport Militia has been disbanded...how comes so I didn't give such order...why? (gonna go whip them if they don't form their ranks again!!!!)


Dunno.

GShock wrote:7) Epidemics
As proper epidemics are hitting...and in winter this is serious issue. Does the medic affect these events reducing the losses? Does the AI also suffer from epidemics or is it on the player only ?


Medic doesn't affect these. AI gets them, too.

GShock wrote:8) Merge command (friend-friend)
If i order unit A in location A to go N and unit B in location B (south of A) to merge with unit A how will this be carried out in the resolution phase?


Option 1:
Unit A waits for unit B and then they merge and both move N

Option 2: Unit A moves N and unit B moves to reach unit A wherever it is.


A moves. B attempts to reach it, but sometimes loses track of A and stops at A's last known location or just wherever B is when it loses track.

What I generally try to do is move B to A's destination, then merge from there. Say it takes A 12 days to reach the destination, and B 14 days. When I give B its orders it will tell me 26 days for B to merge with A because it thinks B will have to travel to the destination, then to A's original location to meet A. When B arrives at the intended destination (in 14 days), it is pleasantly suprised to find A already sitting there and merges.



GShock wrote:p.s. thanks for coping with my n00b questions :)


You are entirely welcome. We were all n00bs not too long ago.
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Jabberwock
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Sun Oct 14, 2007 5:22 pm

GShock wrote:I've got a potential map issue located at York Estuary. My gunboat is damaged and i am sending it to King and Queen however it looks like (by the travel line) it will pass over Matheus VA (which is land and has no river connection) which leaves me puzzled. Is it me n00by or perhaps it will pass through fort Mason again? (u see now why i didn't click the end turn button?)


It will only pass through regions where there is a waypoint circle (half wood half water with a number indicating the # of days to get to that location.) Sometimes the paths are drawn so that they pass over other objects.

GShock wrote:Portrait issue: the portrait of 3rd AR (the Hempster's i think is the name) shows a grey soldier while its portrait on map is correctly showing the militia one. Looks like the unit portrait is wrong, judging from the elements this should be a MIL unit but has the unit picture of the regular unit....more to come... :)


Probably it has upgraded to Volunteers - a step up from militia, but not yet regular infantry. Did it look like it had lost manpower? That would also indicate an upgrade, as volunteer units have a higher manpower limit than militia units.
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GShock
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Mon Oct 15, 2007 9:58 pm

Early Feb '62, 1.07e.

The tactical situation is very confused now in MO.
I have taken Louisville but even though Leonidas Polk (promoted to 2-star) won in Cairo he fell back. Union troops are swarming down like crazy and I'm finally low on conscripts again and called the mobilization.
Somehow, I'm almost in San Fran in the west but occasionally i meet some raiders who've come down from the north north...i actually think these single cav units should just be treated as bandits...I meet them, intercept them, kill them and a new one comes elsewhere...their raids are vastly damaging my rail network but it's always a suicidal technique for the AI that bleeds Cav like they were pawns on the chessboard with no consequences on me, since all my armies are supplied and rails in overall...in good order.

Magruder has been repelled again and is sieging (again) Fort Monroe. I doubt i will ever make it but it's really strange as there's a garrison (1 unit) and an artillery battery (1 unit) against Magruder's DIV, and half the line of units filled with troops. How can i lose...how comes this fort doesn't even get breached...

I have a few questions again, sorry :)

1)Tappahannock VA

The region left of this town is called Bowling Greene...isn't it the name of a city in the Center, bordering CSA's north border? Are there 2 of them? (just curious)

2) Coastal Arty

I am quite sure USA moved a coastal battery and a supply cart from Ft. Monroe into my territory...easy to pick for my CAVs and captured. Can the Coastal battery move inland? Why did the AI make this move? Should the coastal batteries be able to move at all?

3) Forts

I hear it takes 4 arty + 2 supply to build a fort (in alexandria i need it!) do the arty have to be the same type? Can they be of mixed types? (cavarty + coastalarty + parrot + siege arty for example)

4) Rail broken/repaired log message

I really see the u.s. cavs swoop down like crazy...since i use the log to monitor all events and then perform everything i need region by region when that log line comes, i'd love to see not only on the map, but also on the log if a rail has been smashed or repaired so when i click on the line in the news, i can immediately choose whether to act or not.

5) Siege icons problem on map
I'm besieging Laurence KS with Hindman + single Indian CAV unit yet i can't see any icon about this (the tooltip shows the town is besieged). I have a similar problem with FT Monroe, the icon is just under the Fort and i can only see the contour of the icon.

6) VPs and NMs
Am starting to wonder if my playing offense as CSA has a meaning...Union only has 4 OBJS currently but its morale is far from the defeat-area. MY VPs are almost at 300 and building the double as USA...perhaps the levels are a bit offset...perhaps the limits are a bit offset.

7) Vera Cruz
This town has been siezed by the Frenchs...yet i read on the log *i* captured supplies and ammo from usa...

As you can see this time, im coming back with more observations than real questions. I do hope these glitches or erroneous understandings of mine have been noted down and reported to the DEVs. I know now is not the right moment but you never can tell for the future. :)
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anarchyintheuk
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Mon Oct 15, 2007 10:48 pm

You need a lot of arty (preferably siege arty) to get superiority over a fort. If you have enough superiority you'll eventually get a breach. Then you can assault w/ a chance of success. Reread the rules on sieges, you'll get a better idea of what you need/your chances are. IIRC the CSA gets a leader or two w/ the siege expert or whatever it is.

I'll try to answer the others but I'm at work atm.

1) Dunno
2) I think they can move, just at a monolithic pace. It's easier for them to travel on water.
3) Good question. It never occurred to me to try, I just use the cheapest available.
4) Would be useful. Don't have that capability afaik.
5) Never had a problem determining whether a place was under siege or not. Haven't noticed what you're talking about.
6) Try a higher degree of difficulty or better yet, give the AI a fow advantage. I don't have the time anymore, but pbem is worth it (although I've never had a pbem in this game).
7) You are the French (under all CSA types are imperialists at heart). At least you will be when they enter the war. . . *senses a question coming* . . . you'll have to ask more experienced CSA players about getting England and France involved.

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