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mannyhams

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Everything posted by mannyhams

  1. This all sounds reasonable! Hopefully my input didn't come off as complaining because I do really enjoy the mod, thanks very much for your effort with it
  2. @PaulD @pandakraut Thanks for your replies, very much appreciated! These are very sound tactical suggestions! Unfortunately they clash with my playstyle, since I try to avoid making decisions based on foreknowledge of the historical context. That precludes things like specializing the troop mix for particular phases of the upcoming battle - each of my divisions attempts to be relatively balanced (1 battery, 1 skirmisher/cav, the rest infantry). I also avoid "mopping up" AI troops trapped at map borders, etc, because that's just an artificial construct of the game (and isn't fun). So in Shiloh, the most I allow myself to do is hold position until it's clear that the enemy force is overwhelming, then fall back to a more defensive position. Unfortunately the game limits this since the map is severely restricted for a number of hours - an engagement is forced where 3-star 4k brigades of confederates are able to charge a marathon distance through woods and streams and rout at least one brigade, even under double flanking fire and close range artillery - the followup attack is basically unmanageable. I feel like that initial effort is unrealistic, even for the best of troops. Can only imagine what Pickett's charge would be like later on... IIRC the main issue is when, IMO, the AI should know it can't win and should just stop attacking. E.G. in the very first battle, 2nd phase, once the confederates' fancy train is pushed back and the initial bonzai charge has failed, idk how it thinks a second attack in exactly the same manner has a chance of working since they've fewer soldiers and artillery. I saw the same issue at river crossing and logan's crossroads... repeated attacks in the same place and manner as the initial one, but with fewer troops, artillery, and cohesion. EDIT2: Some of these followup attacks are truly baffling, since only one or two brigades are sent forward, and slaughtered - this is what I was referring to in the original post. Noted on the modifier, I'll start out with .85 for both size and experience scaling, I think. I guess that will land me somewhere between BG and MG? I'll also give that video a watch for tips, perhaps I'm putting my career points in the wrong places? I started out getting myself over the "basic" recon hump and then splitting points between medicine and army organization to slowly grow the army and retain veterans, but I've consistently got a lot of leftover manpower. Thanks again! EDIT: Maybe what I should be doing is playing on MG and increasing the scaling a bit?
  3. Question for @pandakraut and others with experience, trying to tailor my experience a bit: I'm getting my ass handed to me on MG. I'm hopelessly outnumbered and out-experienced at Shiloh... it's all I can do to continually retreat and form solid double battle lines but confederate units charge marathon distances to wipe out my brigades, even when under fire from both flanks and getting smashed by napoleons at close range. On BG, though, the game was far too easy... AI continually attacks my lines with one or two brigades and gets slaughtered (this actually happens on MG, too, but they have so many men that they actually grind out wins, taking 50-100% more casualties than me). I see that there are config files I can tweak, though, and am looking for a nice middle ground. Specifically, I'd like to make the following two changes: Encourage the AI not to continually do piecemeal bonzai charges against my strong positions (maybe once or twice if they're being aggressive is fine, but preferably they'd do it in force so as to have a chance for success) Limit the extreme size/experience advantage of the confederates I might be able to solve #2 with the following settings, wdyt? AIscalingSizeMultiplier, 0.75 AIscalingExperienceMultiplier, 0.85 No idea what to do about #1 though - any tips appreciated, thanks! And of course, thanks for this great mod! Love the UI improvements, game pace changes
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