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A. P. Hill

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Everything posted by A. P. Hill

  1. @civsully1 Well Sir! Apparently your good wishes were what I needed for my Antietam battle. According to the game AAR: Antietam Union had 67,522 Infantry I had 45,830 Infantry 3,062 Cavalry 950 Cavalry 218 Artillery I think I've found an issue for the devs to focus on, I was reported to have no guns but (2997)men Union Losses 46,000 Infantry 31,211 Infantry 1,748 Cavalry 721 Cavalry 110 Artillery 35 Artillery (906) 299 Missing 0 Missing
  2. @Tragopan You may want to read the following thread.
  3. @civsully1 Currently running the latest release 1.04+ ... see my reply to your other post of the same questions. Good Luck. I'm playing Brigadier General Difficulty.
  4. I am personally at this door. Last night I cleared the field of 2nd Manassas (2nd Bull Run,) rolled into Chantilly, and took Harper's Ferry. My stats from those 3 battles and going into Antietam are as follows: 2nd Manassas Union had 47,457 Infantry I had 44,850 Infantry 3150 Cavalry game said I had 0 - but I had recently adopted a new policy I had one 750 man brigade per division (2250) 111 Artillery 90 Artillery. Union lost 35,260 Infantry I lost 18,695 Infantry 72 Artillery (1799) 12 Artillery (2198) 0 Cavalry 0 Cavalry, also in error as I lost two 750 man units 871 Missing 0 Missing Chantilly Union had 18,810 Infantry I had 12,150 Infantry 0 Cavalry again game said I had 0 but I had two 750 man units 48 Artillery (1200) 32 Artillery (800) Union lost 7,387 Infantry I lost 3,091 Infantry 14 Artillery (390) 0 Artillery (0) 0 Cavalry game said 0 losses for Cav, but I lost 320 approximately 0 Missing 0 Missing Harper's Ferry Union had 7,437 Infantry I had 9,456 Infantry 815 Cavalry game finally acknowledged my Cavalry 513 66 Artillery (1575) 28 Artillery (700) Union lost 3,158 Infantry I lost 3,111 Infantry 35 Artillery (882) 0 Artillery (0) 122 Cavalry 267 Cavalry 0 Missing 0 Missing Presently my Army of Northern Virginia stands as follows: I Corps 15,800 Infantry 64 Artillery (1600) 2,492 Cavalry II Corps 10,162 Infantry 41 Artillery (1004) 1,217 Cavalry III Corps 8,438 Infantry 16 Artillery (373) 1,100 Cavalry IV Corps 5,500 Infantry 0 Artillery 0 Cavalry Grand Totals 39,900 Infantry 242 Artillery (2,977) 4,809 Cavalry.
  5. I agree. The AI needs more than just ATTACK at all costs mode. It also needs to do as the player does, scanning it's units for strength, morale, etc., and if it can calculate it is in bad straights, it needs to make adjustments for that calculation and fall back and reform or make for the edge of the map to exit stage left.
  6. Left click to highlight, then right click and hold then move your mouse. Good luck.
  7. Thought you might have fallen into "trap".
  8. All pretty good Colonel. My only complaint is the without hitting the pause button, you flash your comments too short on the screen.
  9. Unless it's artillery, in which case the artillery crewmen never seem to surrender but they will fight till they shatter and however many survived the shattering can be seen skeddadling from the field.
  10. Technical point: "Buck & Ball" is only slightly overrated, as manufactured rounds only used one caliber ball and no more than 3 buckshot pellets. Still, point taken. If a buckshot pellet took out an eye you're still depriving the enemy of that man's weapon.
  11. Point I am trying to make is I don't want the unit to pivot. Especially in the face of the enemy. Because as soon as the unit pivots it gets tagged with a moral hit and the game calls the unit flanked, and ultimately they lose cohesion and route. What I'm asking for is for the unit to remaining double line formation and then adjust their position by side stepping. The game has the feature already in the collision detection, and the troops shift left or right as needed. I would just like a button in the ui were I can command them "By the X Flank, March!"
  12. Hey Nick, Any chance of getting a "right/left by the flank move" for the troops? Possibly to counter all those fake "Flanked" warnings? It should work similarly to the "Fall Back" command where your troops move while maintaining a "Face Front" keeping an eye on the enemy, yet allowing the player to adjust alignment.
  13. Hey! I'm a well liked guy!
  14. @Tokiedian Out of curiosity, do you think you could find an English language download share site, I can't read any thing on your current site, just plain overly cautious to click on anything I can't read. Thanks.
  15. I think something on the order of an Inspector Clouseau sort of accent with plenty of nasal twang should do it just fine!
  16. How is this different than holding the right mouse button and rotating the unit?
  17. Many times, taking objectives require the player to hold those objectives for a period of time before they're considered secure. If you take them near the end of the day's timer, you may not have enough time on the clock left to claim the objective as taken and secured by your forces. This will kick you to the second day as well.
  18. Some of this comes ... I think ... from certain pressures put on the developers from the community and their impatience of needing something more, and demanding the devs do something about this. I guess it could be the results of early releasing to the public of the game too. There are obviously signs within this production that indicate a rushed development phase, but for what purposes or reasons, I cannot state. There is no shame in admitting that parts of this were rushed to appease an impatient public ... but now that it is released in such a state, it would be a huge mistake if the dev team doesn't go back and resolve these early release issues now before they move on to something else.
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