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RE: AAR
Posted: Sat Mar 17, 2007 4:40 am
by Mike13z50
Just for yuks, I reloaded and tried the withdrawl/avoid battle idea. It didn't work, I lost less weapons, but inflicted far less casulties in a quick battle. The AI inflicted fairly equal casulties in both formats. That's it for tonight, as Chris says [>:][>:][>:][>:]

RE: AAR
Posted: Sat Mar 17, 2007 4:41 am
by Mike13z50
Ah, the great institution of southern culture and learning, Tulane University (est. 1834) is finally recognized. Thanks Gil. [:)]
ORIGINAL: Gil R.
Mike, notice that New Orleans now has a university, as per your suggestion? Perhaps the most important improvement of all...
EDIT: And ROLL GREEN WAVE!
RE: AAR
Posted: Sat Mar 17, 2007 2:35 pm
by ericbabe
Thanks for the analysis, Mike. We only made a few changes to the tactical AI, but they seem to have made a big improvement, at least in some circumstances.
RE: AAR
Posted: Sat Mar 17, 2007 9:52 pm
by General Quarters
Very interesting report.
Bull Run take 2
Posted: Sun Mar 18, 2007 12:34 am
by Mike13z50
It seems the AI does like trying to go around your right flank, I set an ambush for him and eeked out a victory, it helped that I got to a hill first and he attacked me.
This should make for an interesting game, usually as the north it takes untill 1863 to lever the ANV out of Fredricksburg, here it is August 61, and no fortresses.

Freddy IIIa
Posted: Sun Mar 18, 2007 3:21 am
by Mike13z50
Turn 3 and no crashes or obvious glitches. The AI counterattacked Fredricksburg, heavy casulties on both sides, but I held on. Many units are getting very low in strength. I think this is more battles in Freddy in three turns then I used to have all game, I like it.
You can see the losses and experience gains displayed on the afterbattle report, which is a nice feature. On the Unit History screen, it would be nice to be able to sort by clicking on the column headers.

Freddy IIIB
Posted: Sun Mar 18, 2007 3:24 am
by Mike13z50
A couple of interesting things on the battle report, first the Stonewall Brigade and Longstreet have surrendered. Notice how even the casulties are as well, with the AI attacking, it was a very close thing indeed.
Secondly, notice how fast he is reducing Pennsacola. And that is with terrible artillery and terrible engineer, that might need to be tweaked a little. Of course it is on an encirclement, so I guess the random dice are just falling his way, haven't decided whether to send a relief force, or just let them die in place.

RE: Freddy IIIC
Posted: Sun Mar 18, 2007 3:30 am
by Mike13z50
I like the new feature where the events report lists generals revealed traits and skills. As someone said in another thread, it would be great to be able to have generals sortable with skills and traits displayed on one screen, sortable by any characteristic as well, not just initiative. I think I will try listing them, and tracking how they change via promotions.
In the next patch, it would be nice if generals could get better in combat like troops do.
Grant and Sherman won't be leading the Grand Army in this war.

RE: Freddy IIIC
Posted: Sun Mar 18, 2007 3:33 am
by General Quarters
I haven't played hidden traits in this patch yet. That is really neat.
Naval Construction
Posted: Sun Mar 18, 2007 3:41 am
by Mike13z50
With the reduced cost of ships and fleets, the Union now has a chance to actually build a navy big enough to blockade the ports. Also notice the Union doesn't get to build blockade runners anymore. I miss that, it was nice getting the extra resources, but this is more realistic, the Unions foriegn trade is a factor of its port cities production.
They are all greyed out because I had spent all my resources for this turn.

Weapons
Posted: Sun Mar 18, 2007 3:48 am
by Mike13z50
Hmmm...That is different, the Minnie just got a whole lot more attractive with a charge protection of 20%. 50% cheaper than the Springfield in weapons, and no money. Load them up.
edit: Also you have the same firepower at 1, lose 20% at 2, and 50% at 3
Same value in quick combat as well, I say equip all those quality2 brigades with minnies

RE: Weapons
Posted: Sun Mar 18, 2007 1:39 pm
by Erik Rutins
The Minie is also initially available to both sides though, so it tends to get used up pretty quickly and as its price rises the Springfields become a lot more attractive. Also, in detailed battle the extra damage is always nice.
RE: Weapons
Posted: Sun Mar 18, 2007 2:44 pm
by General Quarters
I hadn't noticed that, Mike. Thanks for the tip.
RE: Weapons
Posted: Sun Mar 18, 2007 10:40 pm
by Mike13z50
ORIGINAL: Erik Rutins
The Minie is also initially available to both sides though, so it tends to get used up pretty quickly and as its price rises the Springfields become a lot more attractive. Also, in detailed battle the extra damage is always nice.
If I had plenty of guns, then I'd go with Springfields, but in the beginning I think the Minnie is a bargin, you only lose 20% at two, and though you lose 50% at three, thats a rare engagement range.
EDIT: That was a rare engagement range, the newAI likes swapping long range fire, loves shooting Lorenzs at 4, especially if he has the range advantage.
FreddyIII
Posted: Sun Mar 18, 2007 10:58 pm
by Mike13z50
Third battle of Fredricksburg, the CSA attacks when outnumbered 30,000 to 90,000, and almost pulls it off. I was setup on a linear hill complex with flanks tied into a river. The muskets were in front of the hill and the springfields were on top of the hill; that way when he closed to one hex I could double bang him, works everytime.
Except this time, the AI waited intill sundown, then launched a viscious night attack, negating the ability of the springfields to support by fire. Inexperience Union troops have problems moving at all at night, Jonnie Reb does not. The sun came up before he could route the whole army, and I was able to use superior numbers to turn both his flanks and he broke and ran. I trapped three brigades in pursuit, otherwise the casulty totals would have been much worse in his favor, as it is trading 12,000 for 9,000 while on the defense is pretty sobering. The AI continues to impress me.

Fall of Richmond
Posted: Mon Mar 19, 2007 2:27 am
by Mike13z50
I'm not sure if this is a bug, or an AI weakness. The AI moved their coverning force (Magruder) into Kentucky (which then joined the CSA) and left Richmond uncovered except by the Fort. I rolled the AOP into the James River and took Richmond in Dec1861. The quirky thing is, that he then showed up with three empty armies, and two understrength corps and moved Magruder back into Virginia. I'll save the game if you want to take a look at it. Attached in the strategic map.

RE: Fall of Richmond
Posted: Mon Mar 19, 2007 2:36 am
by Erik Rutins
Please do post the save files. Were you generally fighting all detailed battles? Did you use the "Attack the Fort" options to take Richmond at the end or another siege type? I'm also interested to know what your settings and difficulty level were, but the save file should tell us that.
Also, by all means keep playing a bit, I'd like to see how the AI responds to something like that so early. It may not be able to recover, but I'm curious to see it try.
RE: Fall of Richmond
Posted: Mon Mar 19, 2007 2:47 am
by Mike13z50
Erik,
Here is the save file. The settings I'm using are at the beginning of the thread in a screen capture. I usually fight detailed, but did instantly resolve from detailed screen during an attack the fort option. Sometimes I do that after I look over the situation, it looks like it will take a lot of patience, and I think I'll win anyway. It won't let me attached the zipped save game, I'll email it to you.
RE: Fall of Richmond
Posted: Mon Mar 19, 2007 2:50 am
by Erik Rutins
Thanks, please e-mail it to
erikr@matrixgames.com.
Fourth Battle of Fredricksburg
Posted: Mon Mar 19, 2007 7:42 am
by Mike13z50
The AI just won't give up, at least now I know why he pulled out of Kentucky. Nearly an even battle, I reinforced with two Parrot batteries and a new built infantry Bde. He hit me with about 70,000, I had 80,00. Setup behind a river, with my new sniper and one battery on a hill, the left flank was anchored on a swamp, my second Parrot battery had to march from the other side of the field escorted by the 4th Division.
The AI
marched
across the river (I forgot it was winter) and then proceeded to engage at two or more hexes. I think he bought a bunch of Lorenz's and marksment because he was flat kicking my tail. When I advanced he fell back. If it wasn't for my sniper and artillery I think I would have lost this one.
I need Hasty Entrenchment bad, also those Minnies are not looking so good.
