Jump to content
Game-Labs Forum

Aetius

Members
  • Content count

    191
  • Joined

  • Last visited

Community Reputation

140 Excellent

About Aetius

  • Rank
    Ensign
  1. Aetius

    Does the logistics trait work?

    As far as we know, none of the +ammo traits work. I also tested the artillery trait a while back and it had no effect.
  2. Aetius

    Some Information on Scaling

    As pandakraut pointed out, no - each type of unit is scaled separately. On Legendary, creating a cavalry corps virtually guarantees that any enemy cavalry units will all be overstrength 1050-man units, even when your cavalry isn't in the battle. Cavalry units also make poor ballast units because disbanding and re-creating them costs money every time for horses. It doesn't work that way on Legendary. As the game progresses, almost every Confederate artillery unit will be three stars and have one of the two large damage bonuses. This turns standard 10pd Ordnance / 10pd Parrots into dangerous guns, and even 12pd Howitzers are deadly if you get too close - and late game you are facing numerous 24pd Howitzers (I captured 32 at Richmond, which meant that over half their 600 guns were 24pd Howitzers). Further, artillery damage in a battle goes up more-or-less linearly with the number of tubes, as you have few options for keeping them from shooting (unlike infantry, which can be suppressed relatively easily). In short, every gun that's added to the enemy side roughly equals X amount of casualties regardless of how well the battle goes, so fewer guns has a direct correlation to fewer casualties on your side. And due to how scaling works, replacing infantry brigades on your side with artillery brigades in minor battles does nothing to reduce the enemy infantry forces while adding enemy guns, making the battle more difficult and increasing casualties. It's not so much a desire for an infantry-centric force as the game's various incentives put pressure on you to create an infantry-centric force.
  3. Aetius

    Some Information on Scaling

    I don't think it is - I see it as a trap for struggling players. These players take high casualties and lose brigades. The game heavily penalizes small inexperienced brigades, so creating new small brigades those won't trigger scaling but will cause you to lose battles and continue to take high casualties. On the other hand you can beef up existing brigades or create new large brigades, both of which make your average brigade size high even while your total number of troops and brigades is low. This triggers the scaling and tilts the game even further in favor of the AI. I believe it was intended for players who want to fight with a small elite army instead of huge masses of troops. It doesn't work well on Legendary because the AI has much more experienced troops and the game is so lethal that small brigades tend to get wiped out regardless of experience. More importantly, it's really unfair for the game to penalize you for units that don't participate in the battle - that's really the most counter-intuitive part of the whole thing. And it's almost unlimited how far the game will tilt in favor of the AI based on your army composition. I see ballast units as addressing that problem, not an abuse.
  4. Aetius

    Some Information on Scaling

    I've established that the current scaling does not work that way for minor battles. And pandakraut's tests show that it doesn't quite work that way for major battles either. My last Brock Road battle is a great example - before the battle I was able to reduce the enemy forces from 61,000 troops (above the intelligence report max size) to 41,000 troops by adding ballast brigades and converting unneeded line brigades to ballast. You'll also notice that in the end of battle results, I outnumbered the Confederates 50,000 to 34,000. If the scaling was based simply on numbers, this would be impossible. I increased my total army size to reduce the number of deployed enemy troops. This changes the dynamic. For minor battles, you need to retain a lot of cheap weapons to build ballast brigades to reduce your average brigade size. For major battles, you should bring as many troops as you can up to the minimum enemy size (regardless of what they are armed with), and additional troops as you feel justified. Ideally, you want to fight minimum-size enemy forces with the largest forces you can muster. This limits your casualties and sharply reduces the number of free zombie troops the AI gets to replace losses, which eases some of the strategic problems with the AI having unlimited reinforcements. In my Union Legendary Minimal playthrough, I found that the pre-battle estimates in minor battles were pretty good. Pre-battle estimates in major battles were sometimes wildly off, primarily because they seemed to ignore reinforcements.
  5. Aetius

    JonnyH13's Mod Alpha 2 (Defunct!)

    I do not, and I won't if pandakraut is already working on them.
  6. Aetius

    JonnyH13's Mod Alpha 2 (Defunct!)

    These haven't been checked for accuracy yet, but I converted JonnyH13's written notes to spreadsheets. Note that these are the numbers for the mod, not the original numbers. Infantry Weapons: https://docs.google.com/spreadsheets/d/e/2PACX-1vQ3ADvsZ1MkmyeCDykeN6OTsoK0MbkJwmG-IU1RL8_KfLhmzM0mTE7Y9Sz79mep9bnrrlXRt4rNAyUT/pubhtml Cav and Skirmisher Weapons: https://docs.google.com/spreadsheets/d/e/2PACX-1vQ2UME8c1k3flO_oq4qlollSfjIXepDUXYSFU_m59J8zzqwAKhXnqqO6d33DBg1R6_2B5mWeb7yWWXV/pubhtml Artillery: https://docs.google.com/spreadsheets/d/e/2PACX-1vTMBHvLleRHjVAtaqvFtifqfm2SAcC9ZNijlhaknykOLAXKIVL7Q51HboRVxnpzgCn87IgrimEy5T2D/pubhtml
  7. Aetius

    JonnyH13's Mod Alpha 2 (Defunct!)

    Notes from 1st Bull Run: I'm upgrading the melee cavalry from "very strong" to "terrifying". My 750-man one-star cavalry unit scored 3,881 kills for 369 losses. The brigade commander went from Lt. Colonel to Major General in one battle. As long as you only charge units that are routing or about to break, your losses are minimal and the charge becomes murderous. Three two-star melee cavalry units with the charge damage bonus are going to be able to destroy any brigade in a matter of seconds. Ammunition is probably a little too generous. None of my units ran out of ammo, and none ever came close - most of the wagons were above 50% as well. 1st Bull Run makes it easy to capture units, but this battle was excessive - I captured over 7,000 enemy troops, mostly by getting them stuck on a river, shooting them up, and then charging. my skirmisher cavalry felt right - they would mount up, gallop across the battlefield, then dismount and pour fire into someone's flank. They were a zero-star unit and scored 1,359 kills for 211 losses. The AI was mostly unable to use melee cavalry effectively in this battle. They did do some damage darting in to fire at my infantry from behind their own brigades, but I don't think a single one ever charged. I suspect it'll get better as they get stronger and the battles get bigger - one of those 1,050 man units behind the lines would be a death sentence for any artillery. My infantry fire against their cavalry seemed much less effective than their infantry firing at my cavalry. Overall it felt like both Newport News and 1st Bull Run were significantly easier than previous Legendary battles. I think what's happening is that enemy units are exposed to fire longer due to the changes, and suffer more casualties before routing. This problem may get worse as the AI deploys units with higher Morale. Between captures and kills, AI lost 24,000 of 26,000 infantry, which is a pretty high percentage and points to units taking more damage before routing. Units hanging around in a bad situation is also beneficial to artillery, particularly at short range.
  8. Aetius

    JonnyH13's Mod Alpha 2 (Defunct!)

    Two more tries, and I take back what I said about the mod being unplayable - it just requires a big change in mindset. The first was very successful except that I was dumb, didn't chase down the skirmishers, and didn't cover the VP. The second was also successful, but quite bloody - probably more casualties than a typical Legendary battle. Skirmishers are very strong. I'm liking how the melee cavalry works more and more - they are very powerful, but fragile. It takes longer for a unit to be shaken or break through fire, though that may be due to the poor accuracy and effectiveness of the 1842s and is probably intended. Defending river lines is going to be more important, I think, because it stops charges. My three top units were the two 6 pounder batteries and the cavalry. Merritt's 6 pounders racked up 1327 kills, and fought most of the battle with 3 guns. I'll continue with the series and see where it leads.
  9. Aetius

    JonnyH13's Mod Alpha 2 (Defunct!)

    I don't think it's the fortifications themselves that are the problem, I think it's the way the unit fires from the fortifications - they appear to be firing at the same speed as before, instead of much more rapidly. This allows the enemy units to walk right up on them and volley fire while taking minimal damage, instead of getting quickly ground down by rapid fire from the fortified unit. I would think that the "by platoon" fire rate would be taken from the unit's weapons and skills, but apparently not - or there's something else going on. I'm putting some thought into how to handle the changes, and I'll try again this morning. I plan on exploiting the cavalry's pursuit advantage and the skirmisher advantages to fight a delaying action instead of trying to hold the fort - we'll see.
  10. Aetius

    JonnyH13's Mod Alpha 2 (Defunct!)

    Here's two attempts as the Confederates on Legendary to win Potomac Fort. Pros: Melee cavalry works well - probably too well. They are extremely deadly chasing down routed units, but will take a lot of damage hanging out in front infantry or skirmishers, and moderate damage on charges. I suspect that with some experience and at full size, they will be too powerful, along the lines of three brigades of cavalry being able to charge and completely destroy a 2,950-man brigade in one go. Condition seems to last longer and recover quicker. I'm not sure if that's the mod or not. Melee combat is indeed deadly, but causes routs so quickly that it doesn't really get a chance to do damage. Cons: The reduced range on the artillery means you can't target the gunboats in Potomac Fort, which means you are constantly taking artillery fire from the rear with no way to reduce or suppress it. Platoon fire from fortifications is almost entirely ineffective, I believe because it is happening at the old speed and not the new speed. Volley fire against fortifications seems way too strong, though it might because the return fire is ineffective. 6 pounder fire even at close range is ineffective at pushing back attackers - it does quite a bit of damage, but seems to have little to no morale impact. Shell fire from 6 pounders does very little damage (maybe normal?). Melee cavalry, when told to attack, acts like mounted infantry - they close, fire, and then wheel away. They will only close to melee if told to charge. (Should it work this way?) The rapid volleys interfere with movement. Not sure this is a bad thing. Fire from the rear and the flanks seems to have a much lower morale effect, perhaps due to lower damage. Skirmishers are almost invulnerable if they are in cover. What this battle ends up becoming is a slaughter - your units surrounded by enemies, taking volleys at point-blank range, and eventually succumbing to a charge once their morale has been wiped out. I think it might be possible to eke out a win on Potomac Fort by using skirmishers to delay and distract the attacking units, because the skirmishers are so strong. I think the biggest problem is the complete ineffectiveness of fire from the fortifications - you can't hold them off if you can't damage them, but you have to remain in the fortifications to have a chance in melee against their vastly superior forces.
  11. Aetius

    JonnyH13's Mod Alpha 2 (Defunct!)

    Jonny, can you describe what your goals are with the mod? And a bit about how you're going about it?
  12. Aetius

    flanking and running units

    There are a number of significant outstanding issues remaining, and the flanking bug is definitely one of them. I'm pretty sure after my last Union playthrough that it is related to the cavalry overrun bug, and the bug is a difference between where you see the unit on the screen and where the game thinks it is located. I've seen units flip around and fire backwards at a unit in front of them, and not just one unit but several. These are the most critical: Units being moved around between days. This is THE most annoying issue with the game, and it's not even a bug - divisions get scattered, prime defensive positions are lost, difficult attacks must be repeated. Stones River as the Confederates is probably the worst offender in this regard. The cavalry overrun bug, where cavalry can simply ride through your lines without engaging in melee. The flanking issues, which have multiple parts - being flanked by artillery at extreme range, being flanked by units that are shaken and not firing, and being flanked by units that cannot fire at you because they are blocked. Confusing and unclear victory conditions. The first phase of Cold Harbor as the Union is a perfect example - if you lose the VP for even a few minutes, you lose the entire battle, even though your reinforcements are pouring in. Chickamauga as the Confederates is another bad one - failing to capture ALL the VPs in the first phase results in an immediate loss, despite Wilder's historically successful defense. There is no indication of this in the victory conditions. No indication of how long a battle actually lasts, what the time requirements are for the VPs, and no labels on the VPs.
  13. Aetius

    Some Information on Scaling

    After some testing, it appears that the weighted average only applies to minor battles. For grand battles, the system only appears to consider the total number of troops, and possibly the number of brigades. This results in a pattern where you create and disband the ballast units as needed. Also, artillery is indeed a separate category, and works the same way.
  14. Aetius

    Tips for new players

    The divide command is only for previously merged brigades. It will split them back into their constituent brigades. It's a percentage of casualties that you take, not a percentage of unit size. For example, if you take 10,000 casualties in a battle, a top-level Medicine skill of 20% will restore 2,000 men (and their weapons) to your army after the battle. If you take only 100 casualties (which can happen), then you only get back 20 men. And it's done on a unit-by-unit basis, so the units that take the most damage get the most men back.
  15. Aetius

    Tips for new players

    My experience has been that there is a "guide" unit that the others will head toward to merge with. If you hit the merge button on that unit, it will go towards the nearest unit, or sometimes not move. Clicking the merge button on any other unit will cause them to move towards the guide unit. The simplest way is to hit the merge button on both (all) units, and they will eventually figure it out (you may need to do it more than once). The fastest way is to observe who the "guide" unit is, march the second unit up right behind them, then hit merge and they'll walk right up. You can have the merging unit run, but they will slow up when they get close, which is why you want them to be as close as possible before you actually hit merge. You can also run the units on top of each other, but bad things happen when you do that - LOS gets blocked, units get shot in the flank, etc.
×