Wish List
Moderator: Gil R.
RE: Wish List
Demote some of your high ranked generals to bring up the men you really want... but agreed that academies should allow for some more 2-star generals.
RE: Wish List
ORIGINAL: jimwinsor
ORIGINAL: dude
ORIGINAL: Mike Scholl
What happens to the weapons you replace" "Improvised Weapons" obviously go on the scrap heap somewhere..., but it seem to me that if you replace "Minee Rifles" with "Improved Springfields" you outh to have a Brigade's worth of Minee Rifles to give to some poor garrison still struggling with "Improvised Weapons". That's the way it worked historically..., what happens in the game? The old arms seem to dissappear into thin air. This imposes a sever economic drain on both sides....
True... so many times I wish I could give the "hand-me-downs" to someone needy... but then the game does give you a price break on replacement weapons. I remember a game once where the weapons were kept in a stockpile that you could pick from. Then as you replaced weapons the old ones went back into the stockpile to be available for for someone else. But you wouldn't get a price break for any kind of replacement in this system. Full price for all new weapons.
I'd like to see it where you could "build" weapons... and then have them stored into a stockpile type arrangement... same for artillery.
YES, there is some partial compensation involved in this situation....the "price break" just mentioned. Half the cost of the gun you are replacing goes is credited towards your new purchase...you don't get the full cost, as these are "old" arms after all.
This method was decided on as preferable to keeping detailed "stockpiles" of used weapons, as no bookkeeping is involved.
I prefer the stockpile method for rifles and artillery. You should also stockpile replacements and allow the player to upgrade units individually based on available supply and weapons. This is one of my top wish list items. Along with the following -
#1) Stockpile weapons and replacements as mentioned above (more control with more detail) - player controlled adding of replacements to individual units/garrisons.
#2) Redo the whole money raising thing with mints vs banks. Maybe some type of bond houses rather than mints? and ways to increase tax rates and issuance of bonds to raise more money which increases depending on population.
#3) Have a scenario that Starts in April in 1861 with states turning confed based on union moves (building, troops, naval. etc)
#4) Appointing cabinet members which affect diff aspects of the war (including war, state treasury, attorney general, --> ala the old ACW game ). Better treasury secretary gives you better fund raising (ie more money), etc.
I have though more behind each one of the ideas (how it could work). I am happyu to write up detailed process if someone from the game side wants me too.
JP
RE: Wish List
ORIGINAL: Thresh
Sonny,
I wish I could play this game as historically accurate as I can, and still get a reasonably accurate outcome.
Currently, thats not possible.
Thresh
Ditto! I will only add that this should be the case against the AI on 1st sgt level and by using QC.
JP
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RE: Wish List
I would like to second the weapons stockpile suggestion. I hate to upgrade from muskets to springfields, and not be able to give the muskets to remote garrisons with only improvised weapons.
I would also like to second the Cabinet idea. There was an old Civil War game that did this is a fairly superficial way, but it had the essential components of regional and ideological balance. It was a bit too tightly controlled so that any time you made one change -- e.g., lost a radical from the midwest, you would have to add a radical and someone from the midwest (for the Union cabinet). The FOF team could do all this much better.
Cabinet members' ability should also have the impact the poster suggested. It makes a difference whether you have a Cameron or a Stanton. I don't recall what, in that earlier game, forced you to switch cabinet members -- maybe the political standing of one of them would fall, or something like that.
I think it is true that most players want a game focused primarily on battles and generals, but even casual Civil War buffs are very much aware that political, diplomatic, and economic factors always bore very directly on the conduct of the war.
I would also like to second the Cabinet idea. There was an old Civil War game that did this is a fairly superficial way, but it had the essential components of regional and ideological balance. It was a bit too tightly controlled so that any time you made one change -- e.g., lost a radical from the midwest, you would have to add a radical and someone from the midwest (for the Union cabinet). The FOF team could do all this much better.
Cabinet members' ability should also have the impact the poster suggested. It makes a difference whether you have a Cameron or a Stanton. I don't recall what, in that earlier game, forced you to switch cabinet members -- maybe the political standing of one of them would fall, or something like that.
I think it is true that most players want a game focused primarily on battles and generals, but even casual Civil War buffs are very much aware that political, diplomatic, and economic factors always bore very directly on the conduct of the war.
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RE: Wish List
Autojoin List:
When you choose autojoin, a screen appears that lists all the units. Unfortunately, I can't make rhyme or reason of the order, and find it hard to locate the container I want. It would help if they were listed alphabetically (numerically, with number one at the top for numbered units) or armies first, corps next, then divisions, then cities, then forts (alphabetized and numerized within the groups).
When you choose autojoin, a screen appears that lists all the units. Unfortunately, I can't make rhyme or reason of the order, and find it hard to locate the container I want. It would help if they were listed alphabetically (numerically, with number one at the top for numbered units) or armies first, corps next, then divisions, then cities, then forts (alphabetized and numerized within the groups).
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RE: Wish List
Seige Icon:
When you click on it, it gives information about the size of forces and engineering and artillery factors, but does not give info about the percent of fortification left standing (the way the battle report does). This would be useful info to have at this location.
When you click on it, it gives information about the size of forces and engineering and artillery factors, but does not give info about the percent of fortification left standing (the way the battle report does). This would be useful info to have at this location.
- christof139
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RE: Wish List
Twinkle says:
Demote some of your high ranked generals to bring up the men you really want... but agreed that academies should allow for some more 2-star generals.
Chris replies: Good idea. I have to create a a leader named Col. Mad Marvin, have him promoted to Brigadier, then have demoted to to 2nd 'Looie', or better yet cashiered and sent to one of Sibley's tents, set-up in the shade of course, where he and Sibley can converse and remenis (sp?). Then I could promote one of their Siblings, with a bit more brains hopefully, to Brigadier. The Brigadier, or whomever he was, from Dr. Who might prove a good replacement. [8|]
Chris
Demote some of your high ranked generals to bring up the men you really want... but agreed that academies should allow for some more 2-star generals.
Chris replies: Good idea. I have to create a a leader named Col. Mad Marvin, have him promoted to Brigadier, then have demoted to to 2nd 'Looie', or better yet cashiered and sent to one of Sibley's tents, set-up in the shade of course, where he and Sibley can converse and remenis (sp?). Then I could promote one of their Siblings, with a bit more brains hopefully, to Brigadier. The Brigadier, or whomever he was, from Dr. Who might prove a good replacement. [8|]
Chris
'What is more amazing, is that amongst all those approaching enemies there is not one named Gisgo.' Hannibal Barcid (or Barca) to Gisgo, a Greek staff officer, Cannae.
That's the CSS North Carolina BB-55
Boris Badanov, looking for Natasha Goodenov
That's the CSS North Carolina BB-55
Boris Badanov, looking for Natasha Goodenov
- Harvey Birdman
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RE: Wish List
The city list needs a column showing the number of chuches a city has to help speed up impressment/conscription/muster decisions. I like picking ones with a church with 10% danger. So if there's unrest it'll end faster.
Indirect tactics, efficiently applied, are as inexhaustible as Heaven and Earth, unending as the flow of rivers and streams; like the sun and moon, they end but to begin anew; like the four seasons, they pass away but to return once more. Sun Tzu
- christof139
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RE: Wish List
I just determined how to use the on-screen siege icon yesterday. It works. [X(]
Sieges still have way to high casualties for the besiegers, or the casualty numbers are wrong to some degree. I think this hurts the game. Losing your best units in sieges hurts. Even with siege arty. it seems much to hard and long incurring way to high casualties to finish most, but not all sieges. Drastically reducing the attacker's casualties by 50% would be a good start, and the defenders could get about a 10-20% reduction in casualties, that would be somewhat more realistic methinks.
Not any siege caused the percentage of casualties that the attcaker recieves in this game. Forts also should be able to be starved-out. Perhaps giving Forts a 2 - 3 month supply for any size garrison would be a simple way of doing this. If the province a fort is in is next to a friendly province, then and only then can I see it never running-out of supplies, but that would be an extreme rarity, so there should be a time limit here too, maybe 6-months max or less.
I really have the game going now. The Confeds are doing good, but the Union still has lots of manpower with decent and superior weapons. The Confeds just took Fortress Monroe and Cairo and retook the entire Fts. Henry and donelson areas and liberated Nashville. Knoxville is still Union and is surrounded by Confed provinces.
Hope I can get a Confed Fleet up and sailing, then I will explore the Northern rivers. I am not playing to win, but to have fun, prolonging the game and explore it.
i know have a small Indian Corps flying the van Dorn Flag for the Corps flag and led by Vanglorious Dorn himself, with Wheeler as a Divisional commander. Forrest is still in the Infantry of the Army of Tennessee. I hope to get a Cav. Div. for him. Stuart and Hampton have a 2-brigade division with the ANV. One Indian Bde. has captured Spencers. Sounds like the Little Big Horn campaign.
One thing, the Confeds did not have Indian Infantry units as they were all mounted, and the 3 Union Indian Home guard regiments were also mounted, but both generally fought dismounted, but not always.
The Rodman 10-inch Columbiad should be more powerul than the regulsr New and Old Columbiad.
The 3-inch Ordnance Gun has a slightly longer ranger than the 10-pdr. Parrott, when actually the Parrott had a slightly longer range, by about 200-yards give or take.
The 9-inch Blakely never made it to the Confeds, so why have it in the game?? There was a huge Armstrong at Ft. Fisher, and some other smaller but still large Armstrong guns made it through the blockade, so an Armstrong would be more appropriate. The Blakely's used in the war were mainly smaller field guns.
Why does the 42-pounder take less iron to make than the 32-pounder, when the 42-pounder was larger??
I think all these big guns take a bit too many resources to make, just a tad less would be better IMHO.
Overall, the Arty. in the game is accurate and OK, and fun to build and use.
Are there 20 and 30-pdr. Parrotts?? These could be included as one class of gun, along with the 4.5-inch Army Siege gun. 3-guns in one class, and the 42-pdr. field siege gun is an OK substitute guess, as is the 32-pdr. Not a big deal, but historical purists would like a new class of gun incorporating the 3 aforementioned Parrotts and 4.5-inch Army Siege Gun.
I am glad to see the 24-pdr gun too, and that could be considered as a 20-pdr Parrott for practical game purposes.
Good to see the Brooke Guns, but I haven't gotten one yet. Brooke also made fieldpieces, and those were the Tredagar copies of the Union 10-pdr. Parrott. They remind a little of Brooke Shields I think. Maybe, someway, somehow. Must be the curves.
The Confeds. made an iron Napoleoon, and one version had a banded breach so it looked like a Parrott. It was a decent gun.
Guns are neat, guns are good, with those guns you can get some food. I just shot the pizza in the oven again, it was still alive. I do that when I get excited. [8|] I wouldn't use an 8-inch Howitzer to do that though. [8|]
Some of the attributes seem a bit odd, but interesting. [X(]
Gen. Cleburne, the Stonwall of the West and one of the Confeds' best Gens. does not give any attributes to his troopies, while other lesser gens. do, can you all do something about that?? Cleburne was smart, had well drilled troops, and brave, so perhaps the Hero, Fast, Volley, Flankers, and one of the Drill/manuever attributes could be given to Cleburne. [&o] [:)]
Chris
Sieges still have way to high casualties for the besiegers, or the casualty numbers are wrong to some degree. I think this hurts the game. Losing your best units in sieges hurts. Even with siege arty. it seems much to hard and long incurring way to high casualties to finish most, but not all sieges. Drastically reducing the attacker's casualties by 50% would be a good start, and the defenders could get about a 10-20% reduction in casualties, that would be somewhat more realistic methinks.
Not any siege caused the percentage of casualties that the attcaker recieves in this game. Forts also should be able to be starved-out. Perhaps giving Forts a 2 - 3 month supply for any size garrison would be a simple way of doing this. If the province a fort is in is next to a friendly province, then and only then can I see it never running-out of supplies, but that would be an extreme rarity, so there should be a time limit here too, maybe 6-months max or less.
I really have the game going now. The Confeds are doing good, but the Union still has lots of manpower with decent and superior weapons. The Confeds just took Fortress Monroe and Cairo and retook the entire Fts. Henry and donelson areas and liberated Nashville. Knoxville is still Union and is surrounded by Confed provinces.
Hope I can get a Confed Fleet up and sailing, then I will explore the Northern rivers. I am not playing to win, but to have fun, prolonging the game and explore it.
i know have a small Indian Corps flying the van Dorn Flag for the Corps flag and led by Vanglorious Dorn himself, with Wheeler as a Divisional commander. Forrest is still in the Infantry of the Army of Tennessee. I hope to get a Cav. Div. for him. Stuart and Hampton have a 2-brigade division with the ANV. One Indian Bde. has captured Spencers. Sounds like the Little Big Horn campaign.
One thing, the Confeds did not have Indian Infantry units as they were all mounted, and the 3 Union Indian Home guard regiments were also mounted, but both generally fought dismounted, but not always.
The Rodman 10-inch Columbiad should be more powerul than the regulsr New and Old Columbiad.
The 3-inch Ordnance Gun has a slightly longer ranger than the 10-pdr. Parrott, when actually the Parrott had a slightly longer range, by about 200-yards give or take.
The 9-inch Blakely never made it to the Confeds, so why have it in the game?? There was a huge Armstrong at Ft. Fisher, and some other smaller but still large Armstrong guns made it through the blockade, so an Armstrong would be more appropriate. The Blakely's used in the war were mainly smaller field guns.
Why does the 42-pounder take less iron to make than the 32-pounder, when the 42-pounder was larger??
I think all these big guns take a bit too many resources to make, just a tad less would be better IMHO.
Overall, the Arty. in the game is accurate and OK, and fun to build and use.
Are there 20 and 30-pdr. Parrotts?? These could be included as one class of gun, along with the 4.5-inch Army Siege gun. 3-guns in one class, and the 42-pdr. field siege gun is an OK substitute guess, as is the 32-pdr. Not a big deal, but historical purists would like a new class of gun incorporating the 3 aforementioned Parrotts and 4.5-inch Army Siege Gun.
I am glad to see the 24-pdr gun too, and that could be considered as a 20-pdr Parrott for practical game purposes.
Good to see the Brooke Guns, but I haven't gotten one yet. Brooke also made fieldpieces, and those were the Tredagar copies of the Union 10-pdr. Parrott. They remind a little of Brooke Shields I think. Maybe, someway, somehow. Must be the curves.
The Confeds. made an iron Napoleoon, and one version had a banded breach so it looked like a Parrott. It was a decent gun.
Guns are neat, guns are good, with those guns you can get some food. I just shot the pizza in the oven again, it was still alive. I do that when I get excited. [8|] I wouldn't use an 8-inch Howitzer to do that though. [8|]
Some of the attributes seem a bit odd, but interesting. [X(]
Gen. Cleburne, the Stonwall of the West and one of the Confeds' best Gens. does not give any attributes to his troopies, while other lesser gens. do, can you all do something about that?? Cleburne was smart, had well drilled troops, and brave, so perhaps the Hero, Fast, Volley, Flankers, and one of the Drill/manuever attributes could be given to Cleburne. [&o] [:)]
Chris
'What is more amazing, is that amongst all those approaching enemies there is not one named Gisgo.' Hannibal Barcid (or Barca) to Gisgo, a Greek staff officer, Cannae.
That's the CSS North Carolina BB-55
Boris Badanov, looking for Natasha Goodenov
That's the CSS North Carolina BB-55
Boris Badanov, looking for Natasha Goodenov
RE: Wish List
Feature Wish:
A PBEM game file/email management system like Great Battles of World War 2.
That thing rocks. You are all one big happy Matrix family, right? Surely SSG would let you "borrow" theirs...
A PBEM game file/email management system like Great Battles of World War 2.
That thing rocks. You are all one big happy Matrix family, right? Surely SSG would let you "borrow" theirs...
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RE: Wish List
Definately need to mod seiges, I have a tendancy now to just upgrade units with an Art starting attribute to 6pdrs (ok so morale is rubbish but it doesn't affect the casualties they cause in seige attack or defence) and put them into garrison where they masacre HUGE numbers of beseigers every turn. Guess right and drop 2or 3 of those into a city before the enemy gets there and hey presto, dissappearing army trick.
Also the same trick works on the offensive artillery even with rubbish morale still does way more damage than infantry so a few 6pdrs with morale of 1.0 in the beseiging force will cut through the defenders much faster.
Probably need to modify the amount of damage inflicted by the quality of the unit. These hordes of morale 1.0 artillery should be dropping as many cannon balls on their own feet as they do on the enemy, but they are if used as garrisons and seige forces they are a very effective mincing machine. (Just don't leave them unsupported I'm not sure how they would fare against a proper combat force in open battle.)
Also the same trick works on the offensive artillery even with rubbish morale still does way more damage than infantry so a few 6pdrs with morale of 1.0 in the beseiging force will cut through the defenders much faster.
Probably need to modify the amount of damage inflicted by the quality of the unit. These hordes of morale 1.0 artillery should be dropping as many cannon balls on their own feet as they do on the enemy, but they are if used as garrisons and seige forces they are a very effective mincing machine. (Just don't leave them unsupported I'm not sure how they would fare against a proper combat force in open battle.)
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RE: Wish List
Immediate Deduct for Army-Built Forts:
When a city builds fortifications or anything else, it is immediately deducted from your tally of remaining gold, labor, etc. But when an army builds a fort, it is not immediately deducted. Occasionally, I give an army the order to build a fort and then inadvertantly spend below the level needed to build it.
It would be great if army-built forts were immediately deducted from the tally.
When a city builds fortifications or anything else, it is immediately deducted from your tally of remaining gold, labor, etc. But when an army builds a fort, it is not immediately deducted. Occasionally, I give an army the order to build a fort and then inadvertantly spend below the level needed to build it.
It would be great if army-built forts were immediately deducted from the tally.
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RE: Wish List
"Garrison disbanded":
When I get this message, I would really like to know where that garrison is, in case I want to replace it.
When I get this message, I would really like to know where that garrison is, in case I want to replace it.
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RE: Wish List
Enemy Entering a New State:
I do not systematically scroll the entire map each turn, since that is not interesting. It has happened that I inadvertantly discover that the Union has entered a state, each time, I think, into a coastal province. It could also happen in an inactive sector, such as the far west.
It would be nice to get a message whenever the enemy enters a new state.
I do not systematically scroll the entire map each turn, since that is not interesting. It has happened that I inadvertantly discover that the Union has entered a state, each time, I think, into a coastal province. It could also happen in an inactive sector, such as the far west.
It would be nice to get a message whenever the enemy enters a new state.
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RE: Wish List
Diplomacy scale:
Each dollar adds a certain amount to the percent chance to influence the foreign power. On the whole, it goes up in declining increments: from 15 percent to 28 (a 13 point increment), from 28 to 39 (11 point increment), 39 to 45 (6 point) and finally 45 to 52 (7 point).
The second-to-last increment should be larger than the last increment. And it should probably be roughly halfway between the previous increment and the final one: e.g., 13, 11, 9, and finally 7. So that four dollars would get 48 percent, and five dollars, 55 percent. Or, if that runs the scale too high, make the last two increments 8 and 6, resulting in 47 and 53 respectively.
Each dollar adds a certain amount to the percent chance to influence the foreign power. On the whole, it goes up in declining increments: from 15 percent to 28 (a 13 point increment), from 28 to 39 (11 point increment), 39 to 45 (6 point) and finally 45 to 52 (7 point).
The second-to-last increment should be larger than the last increment. And it should probably be roughly halfway between the previous increment and the final one: e.g., 13, 11, 9, and finally 7. So that four dollars would get 48 percent, and five dollars, 55 percent. Or, if that runs the scale too high, make the last two increments 8 and 6, resulting in 47 and 53 respectively.
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RE: Wish List
Supply Grid:
There is currently a map that shows the supply level of the various units. It would be nice to also have a supply grid. It is often unclear to me, particularly as Union, where I can go and still be in supply.
There is currently a map that shows the supply level of the various units. It would be nice to also have a supply grid. It is often unclear to me, particularly as Union, where I can go and still be in supply.
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RE: Wish List
Railroad in Fredericksburg:
It is not clear to me why there is not a railroad in Fredericksburg, since there was one (or two) there historically. This limits the impact of hospitals in Washington and Annapolis, and it apparently affects supply, since I had a Union army in Lynchburg that seemed to start starving to death. Since the Union already has trouble holding its own, this seems like an unnecessary impediment.
It is not clear to me why there is not a railroad in Fredericksburg, since there was one (or two) there historically. This limits the impact of hospitals in Washington and Annapolis, and it apparently affects supply, since I had a Union army in Lynchburg that seemed to start starving to death. Since the Union already has trouble holding its own, this seems like an unnecessary impediment.
RE: Wish List
Gen. Cleburne, the Stonwall of the West and one of the Confeds' best Gens. does not give any attributes to his troopies, while other lesser gens. do, can you all do something about that?? Cleburne was smart, had well drilled troops, and brave, so perhaps the Hero, Fast, Volley, Flankers, and one of the Drill/manuever attributes could be given to Cleburne.
I've made a note to look into this. Thanks!
Michael Jordan plays ball. Charles Manson kills people. I torment eager potential customers by not sharing screenshots of "Brother Against Brother." Everyone has a talent.
RE: Wish List
ORIGINAL: Berkut
Feature Wish:
A PBEM game file/email management system like Great Battles of World War 2.
That thing rocks. You are all one big happy Matrix family, right? Surely SSG would let you "borrow" theirs...
This sounds like something likely to require a lot of programming. Since I don't know how this game's PBEM system works, please elaborate...
And anyone who thinks that we are "all one big happy Matrix family" should come to the Origins Convention and watch the different development teams vying for the limited number of computers so that they can demo their own games to potential customers... [;)]
Michael Jordan plays ball. Charles Manson kills people. I torment eager potential customers by not sharing screenshots of "Brother Against Brother." Everyone has a talent.
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RE: Wish List
ORIGINAL: General Quarters
Railroad in Fredericksburg:
It is not clear to me why there is not a railroad in Fredericksburg, since there was one (or two) there historically. This limits the impact of hospitals in Washington and Annapolis, and it apparently affects supply, since I had a Union army in Lynchburg that seemed to start starving to death. Since the Union already has trouble holding its own, this seems like an unnecessary impediment.
I believe this RR ran north to Aquia Creek Landing on the Potomac, and didn't link into the RR's from Washington. However it was the major supply line for Union Armies opperating around Fredricksburg, so it should provide some support to the North. And of course it did run South to Richmond, and was Lee's major supply line for both Fredricksburg and Chancellorsville.