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SwampRat wrote: Thanks as always for the reply!
What I'm seeing is guns retreat (with officers TC'ed and "Hold to the last") even before they unlimber at distances from 400 to 800 yards.
I am also seeing about half retreat once on the gun line and unlimbered (with officers TC'ed and "Hold to the last").
Maybe I just never noticed before, but it makes an attack a frustrating thing.
Again, thanks RebBugler!
S
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SwampRat wrote: Thanks as always for the reply!
What I'm seeing is guns retreat (with officers TC'ed and "Hold to the last") even before they unlimber at distances from 400 to 800 yards.
I am also seeing about half retreat once on the gun line and unlimbered (with officers TC'ed and "Hold to the last").
Maybe I just never noticed before, but it makes an attack a frustrating thing.
Again, thanks RebBugler!
S
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guns retreat even before they unlimber at distances from 400 to 800 yards
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1norselad wrote: Hi
Where can I find the Patched version of this with all the little fixes?
Thanks
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Gerry wrote: I have played this once through to get a feel for whether there is any sort of advantage from trying to take ground or hold it, and I find there isn't. So, I am going to play it through again, at the highest difficulty level, and record the whole thing, with the intent of beating your "Bar". The biggest problem is managing artillery. My experience is that trying to move the artillery by battalion is problematic. Any suggestions?
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Gerry wrote: Yes, I use that command. I find that the battalion simply does not respond. Sometimes I command the battalion to move forward in column and then put the battery into line when it gets close to its assigned position. But simply taking control of the battalion commander, positioning his destination, and telling the battalion to form line doesn't work, most of the time.
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jozk wrote: I am really looking forward to trying this one out. Are new strategies possible with the size of this map?
Is there any way to get a longer time limit on it? I really appreciated the 11 hour extended version on original Gettysburg 3 days as it is so much to take in and pay attention to.
Really love reading peoples AARs of this too.
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mike1984 wrote: Still working on this. Turns out I need to fall back *farther* that I thought to force the rebs to disengage after the night sequence. But I do have another suggestion: make the nights last a little longer. If a player doesn't want to wait them out, they can always speed up the game clock. But the night time is critical for re-positioning after a long days fight. Without that ability, it kind of takes away from the feel that this is a multi-day battle.
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Gerry wrote: Hey RebBugler:
I have a new computer. Midlevel gaming rig Windows 10. I am using Bugles and Flags XVI and the New Ground carryover scenario. Game keeps crashing. Mouse click is what does it. I have tried changing the rez, cleaning the registry, tearing my hair. I am trying to record it. I recorded 30 minutes successfully but on trying to play more, it keeps crashing. HELP
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23:00:25 Loading GB3D-July1-3 Gettysburg Three Days (C-Army) DRF SR10
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When I get a chance I'll check the scripting here and find out what went amiss. Regiments moving in column in attack sequences should never happen. This is a quirk of scripting that must always be taken in consideration, whereas, when given a 'move line forward' command, all the units gravitate to the center behind the leader in column formation and don't form the line until the leader has reached his destination. I've found two ways to avoid this "line cluster quirk": (1)use 'hold form' line formations or (2)use custom line formations with the leader 100 yards to the rear, or 200, etc. I prefer the latter as 'hold form' line formations are sometimes blocked and halt their progress. The custom formations have tested out to work every time if you keep the leader TC'd.mike1984 wrote: Sorry to be a pain about this scenario... I just enjoy it too much.
1. The assault by Rodes' Division is really weird. Just as the division is deployed in historical formation for an assault (3 brigades in front, two behind, all in battle lines), all the regiments start marching toward the center of the divisional line, and attack my position down Oak Ridge in a column of regiments, many are in marching column. I swear, if I can grab a screen shot, it's a sight to see. 7,000 men funneling into an attack column no wider than a dozen soldiers. The attack path seems to change little from this point, and leads to the almost impossible situations later defending away from Cemetery Hill.
Update: I got a screenshot. Is this because the division is receiving a divisional order, and not orders by brigade?
2. By my testing I was able to pull or distract the Rebel attack away from the hills in question long enough to gain full control the next morning as reinforcements arrived. This is a KEY challenge for the player, as it sets the tone, and scripting, for the remainder of the battle regarding the Rebel strategy.2. When I try to "pull" the rebels away from Cemetery Hill, all it does is give them a weak center to exploit and attack through. They don't seem to give much chase to my forces on their flanks. Spreading out the attack paths to more historical approaches for the rebels would help alleviate this.
3. Ed Johnson's division is available to the rebels far too early. This is probably the single most damaging part of Day 1 in this scenario. Johnson's division historically arrived at dusk that day. But in this scenario it arrives while my troops are still defending Seminary Ridge. Combined with the ramrod attack by Rodes, Johnson's arrival seals the deal preventing the Union side from ever defending long enough to force the rebels to call of their attack that night.
Just a matter of changing CSA objectives along the way.Forgive my ignorance on script editing, but I'm trying to find where these tweaks can be made for my own copy. I have a somewhat general idea, but I have to go through the documentation again. Here's what I'd like to do:
1. Have Rodes Division attack along a more broad front in a more southeasterly direction, Doles' Brigade should attack completely on the eastern side of Carlisle Road. Also, delay this attack by 5 minutes.
2. Pender and Heth's divisions launch their "afternoon" attacks on a more southerly path, toward the area just south of the Lutheran Seminary. This will allow Daniel's Brigade a more clear path to attack toward the Railroad Cut.
You'll have to wait for night with a scripted 30 yards visibility to pull the troops back. Probably precede that with brigade retreats to disengage any units.3. Johnson's Division should not be able to enter the battle until the very last few minutes. This can be achieved in a few ways, but probably the best way would be to delay arrival on the field until much later on the 1st day. That leads to the next point...
4. Without Johnson's Division joining the attack so early, it would allow the Union side at least a fighting chance to force the rebels to call off the assault that evening. And if that happens, Johnson's Division would march along its historical path around the north side of Gettysburg, to north of Hanover Road and east of Rock Creek, avoiding enemy contact. This would also affect Day 2, in that Johnson would be in position to attack Culp's Hill from the north and east.
5. If the rebels do not capture Cemetery Hill that day and call off the offensive, they should move farther back into the town. I know that this would be ahistorical, but in terms of the game mechanics, it would keep them a bit further out of range. Since the artillery in this game fire no matter what, a greater distance is needed between lines.
Yeah, hard to avoid the mass slaughter events as the AI doesn't understand DOOM. Add the difficulties of scripting controlled retreats and you've got quite a challenge of maintaining realistic or historic results via scripting alone.I realize none of that would guarantee anything, since the game is built to vary every time a scenario is played. But with those changes, I'd be curious if it affected the flow of this scenario. Personally, one of my least favorite things that happens in any SOW scenario is when both armies approach each other in a quarter-mile front, 10 brigades deep, and just smash into each other until there's no one left. That's a little bit how this one felt, especially from mid-day on the 1st to morning on the 2nd.
And if I can learn how to really edit the scripts, then I'd like to create a purely historical version of this, where the rebels don't ever attack on the evening of the 1st.
I'll stop there for now. You're probably sick of hearing from me.
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Legion wrote: Really enjoyed these scenarios. I'm not sure why but none of the commanders pictures are correct and many times it just shows a black square.
Anyway to get the map for sandbox mode? I've looked but the map doesn't show up in the list.
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