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Husserl

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Posts posted by Husserl

  1. 1. I'm red-green color blind. The green feet are a. not easy to see for me, and b. cannot be seen if a unit is outside the view of the map, in which case the unit is lost to its command.

     

     

    I am very sorry, didn't know. Your request has been noted and will be discussed.

     

    2. I'm not sure, but doesn't double-clicking a leader simply group all units within the command radius of a leader and not just his own?

     

     

    No, units must belong the General's Corps.

  2. In the upcoming update there is a detailed OoB included. Also in "decision room" a map has been added for each decision along with the existing text description where you will able to see the deployment of the player side and a generic reference about that of the AI. 

     

    If a Corps is partly present in a battle, the General may not be present for that Corps. 

     

    With a leader selected, press a Keyboard Shortcut to have all the units under that commander highlighted (very noticeably) so the player can have a good view of units belonging to that command. Maybe have rays going out from that leader so the player has a way of following them to find units which may have gotten lost and mixed in with units under other leaders.

     

     

    If you select a General, all the units under his command will be highlighted. Moreover, if you double click on him, (only) the units that are currently inside his command radius will be grouped.

  3. The Phases are too short - in some cases intentionally shortened by design.

     

    Please note such cases (except 1st Day phase 2) to check them.

     

    The units are not balanced enough - CSA too effective at charging.  Union too weak at charging.

    Small arms fire is also not balanced enough.  Union too powerful.  CSA not powerful enough.

     

     

    This is intended as we have to give some generic but distinguished and functional advantages to each side.

     

    Artillery for both sides inflicts too many casualties on the infantry - gutting the key battlefield arm too early.

     

     

    The vast majority of reports about artillery is that it is noneffective (many use the term useless). I note this just to give an example of the difficulties we meet to exploit feedback for balancing the game. 

     

     

    Artificially shortening a Phase to get a desired result is, IMO, the definition of a "cheat" (along with Videttes & skirmishers).

     

     

    Battle duration is a condition that is the same for both sides. It would be "the definition of cheat" if it was different and in favor of one side only.

     

     

    The artillery should not fire until it routs itself - the artillery was a key component of defense during the ACW.

     

     

    This will happen if the arty units are always in Auto. They can be set in short range cannister. In this way the player can have them fresh for use when he needs them, while they are alerted to fire if forgotten and the enemy comes dangerously close to them. Some would prefer to have a hold fire control but we try to keep controls as less as possible.

     

     

    At Gettysburg the critical advantages for the Union, in priority order, was defensive terrain, more infantry, and more artillery.

     

     

    All three of them more or less did not stand for the first day. For example XI Corps chose a very bad ground to defend. Also defensive terrain can work for both sides. Moreover, we need quality not quantity differences. 

  4. And yet, historically, the Army of the Potomac did survive the first of July at Gettysburg, over those three days this was, arguably, the Unions biggest achievement at Gettysburg. On the second and third days there were undoubted critical moments, supreme acts of valour on both sides, but all made possible by Union troops putting up such dogged resistance on the first of July.

     

     

    Yes, but this was rather because of CS tactical mistakes (Heth's rush on the morning, Rodes' not coordinated first assault on Oak Ridge but mostly the Ewell's hesitation to attack Culp's on the evening). Taking in mind the correlations of the 2 sides, if CS do a good attack (as the player can do) then US have no chance.

  5. The afternoon of July 1st, in game, is a good as example as any of what I am talking about. I tried to use an echelon attack earlier today, starting from the Confederate right, all the way to the left at Culps Hill I sent my brigades in to assault the Union Brigades that I had pounded in the morning. By the time some of my second corps brigades reached the jump of point for the attack, the scenario was virtually over. Pender's Division as well as many brigades from the Second Corps barely get into action before the scenario ends, even if you rush them straight into an attack.

     

    We know the issue for the first day second phase (July 1st, afternoon) duration. The problem we meet here is that after the CS 2nd and 3rd Corps arrive on the field (Early, Rodes and Pender) to join Heth, the US is vastly outnumbered. If the battle has a long duration CS will easily reach Cemetery and sweep the US (remember that we do not use cheat bonuses to enforce the AI). Additionally, the harder the US defend, the worst will be their condition in the third phase on the evening and the battle will finish on day one. That is why we adjust the duration of the second phase trying to find the right balance for that part of the battle. 

  6. The AI needs to be a lot tougher!

     

    It will be! ;)

     

    IMO the victory metrics at the end of the game favor the contribution of the VPs way too much.

     

    After the OoB and the statistics (probably with the next patch) and some other additions related with the battle results (that is a surprise that Nick is working on), the outcome calculation will be reworked.  

    • Like 1
  7. Hi FGarge! In the screen I can see the units around the General to be grouped and have movement arrows (a General can group only the units located inside his command radius and not the whole Corps). Do you mean that these units with the arrows remained stuck and did not move? If this is the case and happens again, please submit a report using the Report Bug button.

  8. The arrival of reinforcements is predetermined to be triggered randomly around the historical time that these forces appeared in the Battle of Gettysburg. The trigger-time is also affected by the delay of previous phases/battles so sometimes they come later or not at all.

     

    Player's reinforcements arrive shortly after the announcement but this is also affected by the type of the units. For example cavalry enter very fast while artillery needs the most time to enter the field. Enemy's reinforcements are announced when they come in player's LoS.

     

    If you spot reinforcements coming very late after the message please note the phase/battle and the reinforcements to correct that.

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