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https://steamcommunity.com/sharedfiles/filedetails/?id=2784439370
Here are 2 screenshot at the start of First Battle of Bull Run.
https://steamcommunity.com/sharedfiles/filedetails/?id=2784693288
Brigade in fight.
https://steamcommunity.com/sharedfiles/filedetails/?id=2784694010
https://steamcommunity.com/sharedfiles/filedetails/?id=2784694293
Also saw your comment in the thread about regiments in the game. I think this could be a very interesting avenue to take and it would make sense to make this an in-game option so players have the initial condition to chose a regimental or brigade recruiting scheme. Like how a player can toggle fog of war, readiness, or feuds.
I do feel sometimes that my armies composed of multiple corps feels rather small in the battle area despite the manpower. By diving a step deeper the armies can become bigger without necessarily increasing sprite numbers. If this game does want to be the best and most comprehensive tactical civil war game they ought to institute this level of control for the player to decide how much responsibility they want on the battlefield.
Regiments would not be to hard to manage. If you think of the brigades as regiment, divisions as brigades, corps as divisions, armies as corps. All they need to do is limit the max size of brigades so they'd be closer to regiment size, Lower auto promote rank, and add another level to the OOB to represent armies. This would make it a regiment game.
Number of sprites on one regiment block on side x - only for Infantry & Cavalry
4
Number of sprites on one regiment block on side z - only for Infantry & Cavalry
2
Size of one regiment block
0.25
Thinking about the struggles you were having with expanding the sprite numbers via the prefs, I wonder if lines like the last one "Size of one..." might help get you somewhere in your tinkering where there are portions of the unit not involved in defense or offense. I only took one coding class in college so I am a considerable amateur so take my input with grains of salt haha.
Number of sprites on one regiment block on side x - only for Infantry & Cavalry
4
this one effects the number side by side in a block, as will as the width of the column formation. You might be able to go to six if you change the size of the sprites to 4.
example;
Unit Sprite Size #0
5
to
Unit Sprite Size #0
4
Number of sprites on one regiment block on side z - only for Infantry & Cavalry
2
Effects who many rank there are in the block, as in the number of men in front of men. you cold go 4-6 if you want. Again, you would want to make the sprites smaller, otherwise they blend together.
Going back to that idea of a regimental style of play. If one was to tweak the lines of maximum unit size in the perfs and played as you previously stated (regiments = brigade, brigade = divisions, etc.) the units, therefore (at the "brigade" level at least) could be kept at a regimental size without naturally replenishing beyond that cap if I'm not mistaken, correct?
One could set "brigade" or regiment in this case cap-size to say 800 men and then a brigade or "division" would be around 3,200 men with 4 full-strength regiments.
Also have some thoughts on a historical/random ai for campaigns that would be nice to see in the future as a starting option like the policies that the player can choose.
Mortality rate of wounded per year if unit is not encamped (calculated from the standard unit size, 1.0 means in a brigade of 3000 standard size and 1500 of it are wounded, in 6 months all wounded cease)
0.66
There are a bunch of these that would need to be changed. Though I have found that the AI does not merge units that often. Artillery is another issue if you are going to change the number of men, 130 (this would require a different set of formulas to see all guns in battle) is about the lowest you can go without sacrificing the Union forts. Several of the forts that remained in Union control will automatically surrender if they don't have enough men.
So the trick, I now look to use is to change the number of men recruited so that if you or the AI recruit a large infantry unit will only get 750 men. Medium would be 562.5 men and small 375 men. With the max number being 3000 men, they would obviously gain some men, but some would get sick or become casualties in battle, so the more they gain could be counted as replacements for those unfit to fight, and so long as you play on the aggressive you should be able to keep them from increasing to much. or merge few of your own units to act as counters to there giant "regiments".
Here are those settings in campaignprefs.
Standard recruitment factors (small/medium/standard size)
0.125
0.1875
0.25
You'll want to change this if you are planning a Spring '61 game.
Pre-war unit size factor (militia) [0-1]
1
These should also probably be modified.
the maximum number of corps below an army for ai recruiting in 61
4
the maximum number of corps below an army for ai recruiting in 70
8
the maximum number of divisions below a corps for ai recruiting
5
the maximum number of brigades below a division for ai recruiting
6
This Idea would be even better if I knew how to edit the auto-promote ranks or if the devs used my suggestion to lower the ranks of auto promote to the lowest rank that would be placed in command of a given unit.
The suggestion; a senior Lt. would lead a battery, a senior Lt.Col. often was put in command of brigades, a Col. would command divisions, a Brig.Gen. would lead a corps. Only armies were commanded by nothing lower than a Maj.Gen.. These officers were often posted this way, because a higher ranking officer was not always available. (Primarily
this was the case for the Union and could cause many feuds.)
This discussion touches on that