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Byzantium

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  1. Well, there's the historical answer that the objective military situation at Chancellorsville was pretty horrid for the Confederates, something well described by Edward Porter Alexander in his memoirs. But game-wise, there's probably some detail of what you're trying to do/how you're going about it that would be helpful in giving advice: i.e. what difficulty, are you trying to win on Day 1, or going through the historical progression and executing the flanking attack/dawn follow-up? What is your Corps composition like, how much has the union been able to progress beyond the minimum army size in the campaign so far, etc? My experience is that winning on day 1, once you know how it flows, is much less taxing, but if you don't know that's what you're planning to do right off the bat it's not particularly easy - both because you're attempting to hold an objective in the middle of the open with all of the Union reinforcements spawned basically on top of you, and because you need to secure the farm until the end of the ~1-hour 'contested' period, so if you lose control of the farm for 1 minute after the mission timer is over, that puts you instantly into the next day, which thus doubly sucks because of the extra attrition taken trying to hold the farm in the first place. Regardless of which phase, I've found that the Union position is best approached from Hazel Grove, as you can flank the one fortified building within the wheatfields from that direction and that avoids the fences and woods everywhere else. That does require staying out in the relatively open ground, though, so I usually accompany that with a nearly exclusive focus on counter-battery fire from my own artillery from the get-go - Usually of the 48 brigades available, I'm bringing at least a dozen batteries of 10-pounder parrots along with 5 or 6 other artillery batteries and 2 or 3 sniper detachments with TS Whitworths which can sometimes knock out a battery or two but are mostly for spotting duty.
  2. 1. Yes, batteries over 12 guns have diminished effectiveness - the exact size/damage curves are available courtesy of pandakraut here: 2. You should be fine disbanding them and making new batteries, 1-star on artillery isn't a particularly huge amount of experience, even on the Union side (playing as the CSA, anything you form led by an officer of colonel or higher rank will begin at 1-star by default), and the penalty on large batteries is pretty severe, more than enough to swamp the benefits.
  3. Understood. To clarify, I didn't mean to change the in-game tooltips, meant adding a note that these percentages are what the ranges correspond to in the feature list. Compared to the difference in artillery effectiveness, the increase to skirmisher damage has not felt as immediately obvious in battle (Played one union MG campaign through Richmond, and two attempts at as the CSA on MG that have come up short in the Overland Campaign and on Washington itself), although in retrospect both Parker's Crossroads and Rio Hill were far tougher than I had remembered. One last very minor question, in the info cards for units, what does the number that follows the weapon's caliber represent? (i.e. ".69 Musket 1", or "6PDR Smoothbore 100", etc.) I think it wasn't there prior to the mod? It seems to be the same for all of my units in a given battle but changes between battles, seems like it's generally increasing as the campaigns go on but not in a way I've been able to relate to anything else.
  4. Thanks for providing the mod and the updates - can't imagine ever going back to the default artillery cone, and all this other stuff on top of it! 2 Questions - 1) What does the new size degradation curve look like? I'm guessing it remains unchanged until the net-damage inflection points, but do they now just go directly to that linear regime that starts beyond the maximum player unit sizes in the default curves or did you implement a new curve in those regions? 2) I like the new way of displaying range modifiers: I was going to ask how you were defining Short/Medium/etc. but then you mentioned in that camp video that it was as 25% increments - maybe something to add to the description in the OP? Looking directly at the modifiers here (moreso I found than considering them in isolation in the files you posted) does make the damage statistic itself harder to interpret, given how many weapons have range modifiers that are everywhere well below 1 - seems like it might be useful to 'normalize' the range modifier at the highest point to 100%, and change listed damage to (peak range modifier)*(damage*acc-low) - (peak range modifier)*(damage*acc-high)? (I.e. change the damage on the 10-pounder Parrot to 2.21-22.1, and range modifiers would go from 29/10/8/8/15 to 85%/30%/24%/24%/44%) [still not ideal because of the offset between 100 range units and the peak of the damage curve in this case, I admit.] Although I don't think it makes much difference since I don't think any of the default artillery take a net damage loss from it (ignoring their range degradation curves), one very minor loss of reporting only a resulting damage rather than accuracy ranges is evaluating the penalty to accuracy-low the mechanics thread mentions for shell and canister shot? (Which seems like an odd mechanical choice to me anyway, I guess an increase in downward variance because of faulty fuses or something.)
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