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Sir Galahadn't

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Everything posted by Sir Galahadn't

  1. OK, thanks. It's good to know the Logistics career points work.
  2. Do you mean that NONE of them work? How can you tell since the Supply line on any unit does not offer a tooltip for how much is available? I'm not doubting you, I just don't understand how you can tell.
  3. What is the radius of supply for a supply depot? There is no tooltip for this in my games. I'm asking because, at the battle of Brandy Station my supply depot tooltip says I have over 12K of supply left but my units are starting to flash the 'AMMO' warning.
  4. I have just noticed that Lt. Gen. Gen. Lee has a security detail of only 64 men while all of my other corps commanders have 500 men, even the Maj. Gen's. Why is that?
  5. When I make posts I turn on the "Notify Me' option but never receive one.
  6. I used the data in the files you included in the original post for this thread in my analyses. However, if I read some of the subsequent posts correctly, some of that data may have been in error or changed. What, if any, adjustments do I need to make to my analyses? Also, do you have a new version of the size degradation file I could get?
  7. I did not know that. Now I think I'll try harder for captures than I have to-date. I had assumed there was an actual exchange because the Battle Rewards box says there is.
  8. Bummer! Doesn't the AI get them back anyway in a prisoner exchange? And, is there any way to refuse the exchange? I really don't like exchanging 13K prisoners for 1K recruits. I would rather the AI have 13K less in its manpower pool than have the 1K recruits.
  9. Does this apply to the AI, too? I don't want the AI's shattered units returning to its army and manpower pool.
  10. Some questions about this mod: - Shattered units return to camp. Configurable using returnShatteredUnits. Does this mean that the surviving manpower from shattered units goes back into the manpower pool for both sides? If not, what exactly is its effect? - Artillery counter battery will now only activate if nearest target is not within 700 range. Will artillery automatically return to counter-battery fire once any other target has moved past 700 range? Will it stay on counter-battery fire even if another target is within 700 range if I direct it to?
  11. OK . . . How do I do that? My data is in an Excel file and the link you gave won't accept it.
  12. I have no objections. Would you like the file from which these screenshots were taken? The data is arranged so that you can select and compare whichever guns you wish to via a similar chart. If yes, do you want only the sheet for these charts or the whole file (which has gun vs gun comparisons)?
  13. pandakraut, using the data for artillery from the files in the link you gave me I have developed these two charts. If you think anyone may find them useful, please le me know and I'll send you the file.
  14. In thinking about this a little more, since there is an accuracy adjustment factor, assuming it would be safe to say that the Average Damage value could be used as a reasonable estimate of the damage for shots taken at any given range, the 10 lb Parrot doesn't look quite as bad and, in fact, beats the 20 lb Parrot in ranges from 1530 to 1700 yards. Obviously, it's worthless beyond 1700 yards. If you don't think this is a reasonable assumption, please explain why.
  15. Thanks again for the quick response. I completely understand your decision regarding the tooltips. And, I intentionally ignored the other factors you mentioned so as to not muddy the waters any more than necessary to get a grasp of the topic. One last question. Does the game really keep track of ranges at 5 yard intervals? Edit: I would appreciate your opinion on the usefulness of this analysis. I find it interesting that the max accuracy of the 10 lb Parrot is 6.67 times that the 20 lb Parrot.
  16. Once again, thanks for the quick response. I hadn't expected any so soon. I understand your point about a static vs a fluid battlefield and will certainly take this into account. Further to my attempt to understand the mechanics, is the Range Degradation Multiplier different from the Range Damage Multiplier from your formula above? If not, then, as I interpret the tables in the link, the damage from a 10 lb Parrot shot could be as low as .375 (Base Damage of 25 x Accuracy Minimum of 25 x Range Degradation Multiplier @ 1190 yards of .06). Is this correct? If it is I think I could make some calculations if I had an idea of the probability curve for the min/max accuracy value.
  17. Thanks for the quick response. I really appreciate it. So, as I understand your reply, there is no way to empirically determine whether 6 20 lb Parrots or 12 10 lb Parrots will do the most damage out to 1700 yards. I have looked at the artillery data in the link you gave but must confess I don't understand it. I realize the superiority of the 20 lb gun from my Union campaign. My issue is that I am playing a Confederate campaign and have only 6 20 lb Parrots but 12 of the 10 lb Parrots. My gut instinct is that 12 of the lesser gun will be better than 6 of the better gun but was looking for some empirical evidence to support or refute it. Anyway, thanks again for the quick response.
  18. I have just installed the UI and AI Customization mod and see the tooltips are different. I am particularly interested in understanding the range damage mechanics. Take the 10 lb Parrot for example. Range Damage Multipliers are: 100 = 29%; Short = 10%; Medium = 8%; Long = 8%; Max = 15% Damage Range = 6.25 - 65 As I interpret these, 6.25 is the minimum damage that will be done and, since the minimum multiplier is 8%, the gun's base damage should be 78.13 (8% of 78.13 = 6.25). However, using the same logic with the maximums, I get the gun's base damage as 224.14 (29% of 224.14 = 65). Obviously, this can't be correct. So, how do these values relate to each other? The crux of my question revolves around trying to decide between a battery of 12 10 lb Parrots or 6 20 lb Parrots. Since I can only afford one of them, how do I determine which will be more effective at the 10 lb's range limits?
  19. Thanks for the quick response. "In the base game once you assign a target, the unit will move to fire at that target if the unit moves out of range or if your unit is blocked by terrain or another unit. This can lead to snipers walking forward directly into enemy units. Hidden skirmishers will not fire at a unit when idle. A direct fire order is needed to override this." This seems to explain the behavior I've noticed.
  20. Is there a guide for how to use snipers? As a new player I have not used snipers before my current campaign. I have given them the Sharps rifle (450 yd range) and put them behind the lines. However, when I assign a target (within their range) they start moving toward it. If I issue the 'Hold' command, the don't move but don't shoot. What am I doing wrong?
  21. I have noticed on several occasions that, in the after-action report for officers, one or more will have the highlighted double-chevron which I think means they have earned a perk. However, when I get back to camp, the units do not have the same indicator. What am I missing?
  22. OK, I don't know what happened but, I continued on with my new campaign for the experience and found that, when I returned to camp after 1st Bull Run, I can now specify the kind of recruits I want for ALL my replacements/new units.
  23. I don't know if this is the correct place to post this but, here goes. I have encountered the same issue. I am new to UGCW and over the last few days have started and abandoned several campaigns as the Union to get a feel for the game. My first few attempts did not have this issue. I was able to select Veteran/Rookie replacement types for all my new brigades up through Fredericksburg, at which point I started a new campaign without saving any of the throw-away game files. However I noticed this issue with the new campaign I just started.
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