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Re: working on mods
Posted: Thu Jun 23, 2011 6:03 pm
by alessillo
Well, regardeless of my mod it is not very realistic that a regiment is at 30 yards from an artillery battery and continues to fire and takes canister shots; anyway I think that at the moment it's impossible to have units without firearms like in TC2M.
Cheers
Re: working on mods
Posted: Thu Jun 23, 2011 6:14 pm
by Little Powell
Well, regardeless of my mod it is not very realistic that a regiment is at 30 yards from an artillery battery and continues to fire and takes canister shots
I'll have to disagree with you on that. See Smith's battery against the 1st Texas in the triangular field. They held off the charging rebels up to the last second, and lost a couple guns because of it. Also Bigelow's battery near the Trostle Farm. They held off the charging rebels from Barksdale's brigade until the last second.. That's just a couple of examples..
It was more common for artillery to retreat if infantry got that close (which is also modeled in the game) but it did happen. And I'm sure that cav regiment in the screenshot didn't stick around for that much longer after a few canister hits..

Re: working on mods
Posted: Thu Jun 23, 2011 6:34 pm
by alessillo
I agree with you, my sentence was not clear, artillery can hold to the last second and this is realistic, but infantry must charge or retreat and cavalry too.
Re: working on mods
Posted: Thu Jun 23, 2011 7:54 pm
by Little Powell
I agree with you, my sentence was not clear, artillery can hold to the last second and this is realistic, but infantry must charge or retreat and cavalry too.
Ah I understand. Yeah, artillery does cause more damage in this game and does have a bigger effect on morale.. Especially canister. One or two canister hits and that regiment is out of there.
Re: working on mods
Posted: Thu Jun 23, 2011 8:52 pm
by RebBugler
I don't know why the cavalry do not charge the enemy that is in autocharge range.
cheers
IIRC, autocharge against artillery was taken out of the game because it caused a bug.. I can't remember what the bug was, but I want to say it caused units to get stuck on artillery or something like that.. Maybe Rebbugler remembers what it was.
I've been watching this thread and I'm miffed. I thought cavalry would auto charge unlimbered guns also, and don't remember if or why it was taken out.
Re: working on mods
Posted: Fri Jun 24, 2011 1:06 am
by alessillo
This screen shot is taken from a sandbox battle, without any mod active

Re: working on mods
Posted: Fri Jun 24, 2011 1:59 am
by Little Powell
Do you have the latest patch? I'm finding it strange that that artillery isn't retreating when there is no infantry support nearby..
Re: working on mods
Posted: Fri Jun 24, 2011 11:24 am
by alessillo
I have version 1.2
Re: working on mods
Posted: Sat Jun 25, 2011 3:53 pm
by alessillo
RebBugler, do you think that this problem will be solved in a future patch?
Re: working on mods
Posted: Sat Jun 25, 2011 6:00 pm
by RebBugler
RebBugler, do you think that this problem will be solved in a future patch?
It's being looked into. If we can accommodate the design of full time non-shooting combatants within the game engine without messing up the present setup, I believe it will come to be. I'm sure many folks are anxious for your 'Other Continent' designs to roll out here, your talents are highly appreciated. I, for one, hate to see you stonewalled.