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timmins

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Everything posted by timmins

  1. Pre patch, it used to be in the corps you deployed on the map screen, before it loaded the actual in game mission. (for example, if you showed up with a 10000 man corps, it might deploy 11000, but if you showed up with a 150000 man corps it might deploy 14000. That was last patch though, and I am not sure what happens now. I strongly suspect it's the guys in your corps before you load the map though. Overall, it's a kind of silly system, how it is quite opaque about what forces you will be bringing to the scenario, when you both can control it if you know how, and how it matters, a hell of a lot. For example, newport news, you really don't want to bring the artillery you start with, when you could instead go 3 infantry divisions.
  2. I assume it's how you answer the starting quiz. I have done a few games, and I found that "cavalry" means you get the cavalry trait for your second pick (only applies to hard difficulty). The other, I always get the +ammo one, and I always go with the build that gives me 3 politics, 4 recon, and something else. But really, you can just swap out your corps commander for another guy. "you" are just another officer to be assigned at will inside your army structure. you don't have to be the boss, you can lead individual brigades if you like.
  3. Basically... experience is incredibly important for artillery, it turns it into a completely different animal. If you have small batteries, you can give your most valuable guns to your best troops. If you have 24 gun batteries, you have to create new, inexperienced batteries to carry your fancy guns. Also, the AI artillery numbers scale with yours. If you take 24 gun 6 pound batteries early in the campaign, so will the AI. If I spent my reputation on artillery though? I would still bump my battery sizes to include it.
  4. The AI scales to have forces to match yours. For example, in newport news: if you don't take skirmishers (on hard), the AI will have ~220 man skirmisher units. If you take a max size skirmisher unit (and I don't recommend it, hunter rifles are terrible), they will have 400+ man skirmisher units. Similarly, artillery in first bull run as confederate scales heavily with the battery size of your OWN artillery. If you take 5 guns, 3000 infantry, and 500 skirmishers, they might have 5 guns per battery, 10 total. If you take 12 guns, and 3000 infantry, they will have 9 guns per battery, for 18 total (starting amount on hard, before anyone reinforces). A lot of the campaign is actually easy to game, just by not taking a lot of troops that you either can't equip with quality equipment, or can't deal with if the enemy brings. Infantry is easiest to deal with in newport news, so only take infantry, and that's most of what your opponent will have. I have heard also that if you just take raw numbers, the Ai will match you, but I haven't noticed it in the most recent patch.
  5. Hi all. I haven't really been following the developers very closely in the last couple months, So I just wondered if they had talked about some fix for the incredibly frustrating skirmisher AI. Specifically, the way they are designed to run backwards constantly, regardless of cover. It seems to do more harm than good, because often, you are firing at enemy skirmishers, and basically, your short ranged sharps carbine troops are effectively running out of their own gun range but remaining in the enemy, and far more seriously, often leave cover to do so. It seems that the skirmisher AI provides absolutely no value in most circumstances, often is an active hinderance, and does not appear to be based on any common sense system, like morale, command, efficiency, or simply "how many guys did my 200 man unit just shoot at? 1500? or 50?). Any word from the developers on this? I hate to sudmit it in technical support, but it seems that 90% of the frustration I have experienced with the game is just that guys who have no reason to leave cover, for some reason insist on leaving cover, even when it's REALLY important that they not leave cover. I wouldn't mind if it were just that skirmishers had really low morale and ran away under enemy fire. But it's just SILLY in the battle of phillipi when my 400 carbine infantry cannot force themselves to stand and face hexammer's 60 remaining guys cowering in a river ford. Also.... I have had trouble remounting carbine cavalry after I dismount. The icon changes, but they don't seem to actually get their horses back. Bug, or feature?
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