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Stupid.

Posted: Mon May 10, 2010 6:08 am
by gbs
Sorry Bugler, I have tested your new "A" order and infantry still will double time right up to cannon...STOP...and begin firing. I'd say they stop in the 50 to 60 yard range. Two or three canisters and 90 men later they exit stage right. I am so freekin frustrated. I know some of you guys are getting a good laugh at this. Rodes was getting the best of the fight until I asked O'neal to come out of the trees and take those pesky cannon on the hill. I used "A" to be sure he would move that way and he did. I must be the only one noticing this. If we get the increase in effective ness from long range that GShock wants along with the short range power arty already has then this game will depict the CW as a set piece action.

Re: Stupid.

Posted: Mon May 10, 2010 6:32 am
by GShock
That's obvious but let's not forget the fact that a RGT shooting a gun should dispose of it extremely quickly. Guns shooting cannister within musket fire should be obliterated rather than captured. This is easily done with modding, though, again, without a specific control over the table regarding the tgt type (which I was told is present iirc by Jim even though he didn't enter in detail), an increase in accuracy aimed to subdue guns in short range fire would produce a total mess with the RGT vs RGT combat.

We are always at the same spot... it's not hard to find a solution, what's hard is to find a solution that doesn't screw up with other things with what we have in our hands right now and, I fear, this is not a problem that can be handled by modding alone... unless... unless that table exists as I conceive it. I cannot know because I haven't installed the SDK yet.

Re:Stupid.

Posted: Mon May 10, 2010 10:07 am
by RebBugler
gbs wrote:
Sorry Bugler, I have tested your new "A" order and infantry still will double time right up to cannon...STOP...and begin firing. I'd say they stop in the 50 to 60 yard range. Two or three canisters and 90 men later they exit stage right. I am so freekin frustrated. I know some of you guys are getting a good laugh at this. Rodes was getting the best of the fight until I asked O'neal to come out of the trees and take those pesky cannon on the hill. I used "A" to be sure he would move that way and he did. I must be the only one noticing this. If we get the increase in effective ness from long range that GShock wants along with the short range power arty already has then this game will depict the CW as a set piece action.
From a previous post...execution is the key,

"Regarding attackmarch, yes, great battery assault weapon. Select unit, click destination, select formation, select attackmarch, select run. Once unit reaches guns, unit initiates capture. Rather slow to capture multiple guns, unless player remains with unit hitting Charge as needed. Still, equally as effective as TC, and more easily managed, especially because the player does not have to remember turning off TC, and leaving a 'sitting duck'."

Re: Stupid.

Posted: Mon May 10, 2010 10:08 am
by gbs
I think anytime a cannon is placed on the front line it should expect two things:

1) It will dispose of a good chunk of the enemy as they approach.
2) The gun will be lost, one way or the other.

How that would get into the game I haven't a clue.

Re: Stupid.

Posted: Mon May 10, 2010 10:12 am
by Little Powell
gbs wrote:
2) The gun will be lost, one way or the other.
Not if the gun is properly protected. In the SP scenario's, most of them are heavily guarded, in MP if you leave your gun unprotected, then yes it will be lost one way or the other.

Re:Stupid.

Posted: Mon May 10, 2010 10:37 am
by Marching Thru Georgia
Little Powell wrote:
In the SP scenario's, most of them are heavily guarded
That's true, but many times the guards don't guard. On a number of occasions I've run one of my regiments up to guns that had a regiment nearby and captured the whole battery.

There seem to be two problems.
1. The guard regiment is already occupied engaging with a non-charging regiment. The guards do not switch over and attack the charging regiment. They keep their attention on the regiment they are engaged with. This may indeed be realistic. In the heat of battle, the focus is on the current threat and not necessarily aware of a new, developing one.

2. The guards are not engaged and begin shooting at the charging regiment. If they are outside the auto charge zone, they will continue shooting while the chargers gobble up the battery. They do not countercharge either the chargers, or the captured guns. TC2M was much better in this regard. The AI always tried to get those guns back. Now they never do, they just shoot at them.

Hopefully at some point, Norb can take a look at #2 and compare the AI logic with that of TC2M and make a few changes.

Re:Stupid.

Posted: Mon May 10, 2010 10:49 am
by Little Powell
Marching Thru Georgia wrote:
TC2M was much better in this regard. The AI always tried to get those guns back. Now they never do, they just shoot at them.
You are spot on about that. It's a feature of TC2M that I forgot about until now. Thanks for bringing that up, I will be sure to bring it up with the group.

Re:Stupid.

Posted: Mon May 10, 2010 11:16 am
by gbs
RebBugler wrote:
gbs wrote:
Sorry Bugler, I have tested your new "A" order and infantry still will double time right up to cannon...STOP...and begin firing. I'd say they stop in the 50 to 60 yard range. Two or three canisters and 90 men later they exit stage right. I am so freekin frustrated. I know some of you guys are getting a good laugh at this. Rodes was getting the best of the fight until I asked O'neal to come out of the trees and take those pesky cannon on the hill. I used "A" to be sure he would move that way and he did. I must be the only one noticing this. If we get the increase in effective ness from long range that GShock wants along with the short range power arty already has then this game will depict the CW as a set piece action.
From a previous post...execution is the key,

"Regarding attackmarch, yes, great battery assault weapon. Select unit, click destination, select formation, select attackmarch, select run. Once unit reaches guns, unit initiates capture. Rather slow to capture multiple guns, unless player remains with unit hitting Charge as needed. Still, equally as effective as TC, and more easily managed, especially because the player does not have to remember turning off TC, and leaving a 'sitting duck'."
Maybe I have this wrong but I play with orders by messenger so everytime I do one of those clicks a horse is sent out from the commander accross the battlefield to that unit. Meanwhile...disaster.

Re:Stupid.

Posted: Mon May 10, 2010 11:19 am
by RebBugler
Little Powell wrote:
Marching Thru Georgia wrote:
TC2M was much better in this regard. The AI always tried to get those guns back. Now they never do, they just shoot at them.
You are spot on about that. It's a feature of TC2M that I forgot about until now. Thanks for bringing that up, I will be sure to bring it up with the group.
Good catch, that one got by me also. However, maybe it's better now. 'Points for routing guns' is a big positive, and, if you recapture, you get raw (untrained-0) gun crews.

Oops, said you, meant AI. Still, you're guns routed by the AI cost you dearly.

Re:Stupid.

Posted: Mon May 10, 2010 11:57 am
by BOSTON
RebBugler wrote:
Little Powell wrote:
Marching Thru Georgia wrote:
TC2M was much better in this regard. The AI always tried to get those guns back. Now they never do, they just shoot at them.
You are spot on about that. It's a feature of TC2M that I forgot about until now. Thanks for bringing that up, I will be sure to bring it up with the group.
Good catch, that one got by me also. However, maybe it's better now. 'Points for routing guns' is a big positive, and, if you recapture, you get raw (untrained-0) gun crews.

Oops, said you, meant AI. Still, you're guns routed by the AI cost you dearly.

Thought the post below might be of some help. Did notice in GB07 the lack of U-infantry's aggresiveness to recapture their own guns, even when only yards away! Tipically at Devil's Den and the Wheat field.
Re: CAPTURED ARTILLERY ? 1 Week, 3 Days ago Karma: 3
Garnier wrote:

The white flag means the gun surrendered, and the gun becomes unusable for the rest of the game.

If you actually capture the gun as you normally do, the gun will have your side's flag and be under your command.

Shirkon wrote
Only if there is a Artillery Battery in the capturing units higher organization for the captured guns to be attached to.

For instance: Generally, any organization under division won't have an artillery battery as part of it, so captured guns will disappear. For Corps and Divisions that do have batteries, the gun will be attached to one of these that are under the commander that the capturing unit is under. For a Division this is easy to figure since the batteries are under one commander under the Division Commander. For a Corps, it would be under the Division the capturing unit is under.