Page 1 of 1

A Future Request:

Posted: Mon Jun 04, 2012 3:16 am
by Davinci
I have a future request to put forward, it would be a nice feature to have if the AI would sometimes break-off contact and redeployed at a different location on the map.

I’m not sure about the amount of programming involved with this, but that part of the military fighting such as falling-back, redeploying, blocking roads, and rear-guard is almost not included in the current game.

This in no way is a criticism of the current game, but it appears that the larger the maps, the more noticeable this is!

I’ll also add that the AI is a whole lot better after the latest patch with their constant expanding their line to move around the flanks of the players army.

Keep up the excellent work!

davinci

Re: A Future Request:

Posted: Mon Jun 04, 2012 10:58 am
by SamSmith
I second this! I have become very frustrated in many recent SP games for this very reason. I play HITS/courier and it is nearly impossible to prevent the first contact from becoming a man-killing vortex that obliterates any prior planning. Accurate to some degree--sort of how Gettysburg started, after all--but the frequency with which divisions take 70-90% casualties due to this phenomenon is highly inaccurate.

Most other wargames I play include a "Withdraw" stance or something similar. Is there a particular manipulation of the current orders that could produce a withdrawal? If not, I would love for this feature to be added.

Re: A Future Request:

Posted: Mon Jun 04, 2012 12:15 pm
by Davinci
But the frequency with which divisions take 70-90% casualties due to this phenomenon is highly inaccurate.
To reduce the casualties in any Single-Player game, you can edit the mapname.csv file that is located in the Maps folder.

This is the only way I can play the game without completely destroying my army.

You, may-not wish to use the same settings as I have here, but start out with something like 60-70 and see how that plays out!

This is not realistic , but neither is having 70% casualties per brigade.

Using these settings my battles can last for 10-12 hours or longer and I’ll never have more than 30% casualties for the whole army.

The biggest challenge here is having a large reserve force ready to continue to fill in the holes in the line, as the units will usually run out of ammunition and fall-back.

So, it’s a constant struggle to keep the units resupplied, and to keep a solid battle-line.

Column G - controls the defensive bonus
The attachment mapname.jpg is no longer available
davinci

Re: A Future Request:

Posted: Mon Jun 04, 2012 2:21 pm
by Saddletank
I second this! I have become very frustrated in many recent SP games for this very reason. I play HITS/courier and it is nearly impossible to prevent the first contact from becoming a man-killing vortex that obliterates any prior planning. Accurate to some degree--sort of how Gettysburg started, after all--but the frequency with which divisions take 70-90% casualties due to this phenomenon is highly inaccurate.

Most other wargames I play include a "Withdraw" stance or something similar. Is there a particular manipulation of the current orders that could produce a withdrawal? If not, I would love for this feature to be added.
Sam, talk to MTG and ask him for his "HITS" mod. He has now set it so that troops morlae on both sides breaks much sooner and they fall back, to regroup and return to the fight. The casualty rates from firing have been lowered as well to compensate so firefights still go on as long but the buther's bill at the end of the game is lower and army casualty rates are more realistic.

Re: A Future Request:

Posted: Mon Jun 04, 2012 3:44 pm
by Little Powell
There is actually already a request in the system for AI situational awareness improvements that should address this.