game difficulty

AGEOD’S American Civil War - The Blue and the Gray is a historical operational strategy game with a simultaneous turn-based engine (WEGO system) that places players at the head of the USA or CSA during the American Civil War (1861-1865).

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freeboy
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game difficulty

Post by freeboy »

I did not getthe dl, so forgive this ?.. in FOF one can alter the "difficulty" level... affecting alot of things. I was wondering if in this game u can also adjust difficulty settings .. I think u could in the first game.. loved it btw.???
ok it has four levels per the blerb in the game section
"Tanks forward"
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HobbesACW
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RE: game difficulty

Post by HobbesACW »

It has the 4 levels + many other options that can be set to have an effect on difficulty.
Increasing the chance of foreign entry, FoW options and AI aggressivness settings for example.
 
Chris
 
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Pocus
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RE: game difficulty

Post by Pocus »

First thing first, we propose campaigns and scenarios, so it is advised to play the scenarios first so to enter progressively the game.
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freeboy
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RE: game difficulty

Post by freeboy »

ok, Igave in and it is dl now.. Pocus.. I loved boa, what are the BIGGEST differences in this game not including scale?
 
I did read the manual. thanks for that btw.
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Pocus
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RE: game difficulty

Post by Pocus »

biggest or the ones which took me the most to code? Strongly related anyway [:D]

I would say:

1. realistic command chain. There is a real hierarchy between stacks, contrary to BOA or many others games on the market. The army HQ is not a combat stack, but is the parent of a group of child named the corps. The corps can be 200 km away from the army HQ for example. In each corps, you can add brigades, divisions, batteries and such.

2. supply chain. Every little bit of supply is localized in each region in AACW. There is no spontaenous generation, each supply point has to move from a source to a destination. The big news is that the system is entirely automated for you! Players are really pleased with such system, because it is realistic but there is zero micro managing. You can really feel that supply is flowing from cities to cities, and you will sense where there is a bottleneck rapidly (ie you have a big stocks and a big army, but in between there is bad terrain without a railroad for example, here you will want to place a depot to act as a relay).

3. Tons of chrome rules. You levy people by issuing a proclaimation which will displease the population. You get money mostly by declaring a new tax or printing paper money. You levy units in various at the state level, not knowing precisely if the militia called will appears in town X or city Y. Ironclads having to run past forts, high sea blockade to strangle the CSA, etc.
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