Officers in ATG, your thoughts please.
Moderator: Vic
RE: Officers in ATG, your thoughts please.
An important risk for officers is enemy attacks, they can die suddenly. Example: Jim Gordon is a leader with 20 staff, during an enemy bombardment his unit lose 5 staff. It means there is a 25% probability that Gordon dies. History is filled with important officers who died in similar circumstances. Obviously the same rule affects to your enemy. Exposing HQs is not a good tactic. If a common HQ unit lose his high rank sub-officer (if this rule is applied) then another sub-officer will take command and the experience is lost.
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
RE: Officers in ATG, your thoughts please.
We could think of common 5PP HQs as being commanded by nondescript logistic staff officers. Most likely logistics is what they will be used for in random games with officers. I like Jafele's idea of giving them a 'face' and name even though they would not have the stat attributes of a combat officer.
Tac2i (formerly webizen)
- towerbooks3192
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- Joined: Sun Aug 12, 2012 3:11 pm
RE: Officers in ATG, your thoughts please.
I finally tried a new dawn game and I was wondering if I could move officers and attach them to a particular division? I hope that there will be more roles that an officer would do for the units and there would be field officers and the ones that stay in the HQ.
I am not sure if its a bug or what but I played new dawn and ticked increase production cost in the options, now I noticed that even though I am not training units that require raw materials, my raw materials are dwindling and sometimes the amount of raw materials on the next turn is not accurate or doesn't add something at all. Is it a bug or I am missing something?
I am not sure if its a bug or what but I played new dawn and ticked increase production cost in the options, now I noticed that even though I am not training units that require raw materials, my raw materials are dwindling and sometimes the amount of raw materials on the next turn is not accurate or doesn't add something at all. Is it a bug or I am missing something?
et ignobiles oblivio
RE: Officers in ATG, your thoughts please.
Officers of Supreme HQs should have better stats initially. It´s supposed they´re the best ones in the country. Let´s say a random level between 1-5?
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
RE: Officers in ATG, your thoughts please.
ORIGINAL: towerbooks3192
I finally tried a new dawn game and I was wondering if I could move officers and attach them to a particular division? I hope that there will be more roles that an officer would do for the units and there would be field officers and the ones that stay in the HQ.
I am not sure if its a bug or what but I played new dawn and ticked increase production cost in the options, now I noticed that even though I am not training units that require raw materials, my raw materials are dwindling and sometimes the amount of raw materials on the next turn is not accurate or doesn't add something at all. Is it a bug or I am missing something?
Not sure what you mean with "dwindling" raw as I haven't played the latest patch yet, but you do realize that building stuff with your engineers like railroads and airfields and the like also costs raw.
As it is now Officers are "Staff only", but who knows where this may lead to in a future patch? Field officers giving individual units or even tanks bonusses or traits? That will ofcourse slow the game down enormously...
RE: Officers in ATG, your thoughts please.
What about gaining experience depending on distance to HQ? An unit fighting at a 2-hexes distance from its officer should increase easily the officer experience (HQ power 100%). An unit fighting 6 hexes from its officer will only increase the officer experience by 40% (HQ power 40%).
Also card effects must have a limit depending on the distance between unit selected and officer, perhaps a bonus reduction to attacks. I like the idea of cards but we should never forget the unit HQ has a limited number of action points (they don´t travel by helicopters [:D]). I suppose a good idea is a cost in action points for every card use. Don´t wannna lose the feeling of a real battle.
Also card effects must have a limit depending on the distance between unit selected and officer, perhaps a bonus reduction to attacks. I like the idea of cards but we should never forget the unit HQ has a limited number of action points (they don´t travel by helicopters [:D]). I suppose a good idea is a cost in action points for every card use. Don´t wannna lose the feeling of a real battle.
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
- towerbooks3192
- Posts: 337
- Joined: Sun Aug 12, 2012 3:11 pm
RE: Officers in ATG, your thoughts please.
ORIGINAL: Josh
but you do realize that building stuff with your engineers like railroads and airfields and the like also costs raw.
Probably this but I will have a look. Does higher production cost cause higher material consumption for creating units and infrastructures that requires raw or just the amount of production points needed to produce a unit/build an infrastructure?
et ignobiles oblivio
RE: Officers in ATG, your thoughts please.
ORIGINAL: towerbooks3192
ORIGINAL: Josh
but you do realize that building stuff with your engineers like railroads and airfields and the like also costs raw.
Probably this but I will have a look. Does higher production cost cause higher material consumption for creating units and infrastructures that requires raw or just the amount of production points needed to produce a unit/build an infrastructure?
Honestly don't know, I think the latter; more PP's. In general in the early stages of the game I keep the Raw number under close surveillance as you are always running out of Raw. Build a few railroad tracks and *poof* you have to little/few (?) raw left to build armoured cars, the Raw number turns red before you know it. Later on when you have more mines producing Raw for you it's *still* possible to run out of Ore, build a few tanks (especially Heavy Tanks) and gone is your stockpile.
- towerbooks3192
- Posts: 337
- Joined: Sun Aug 12, 2012 3:11 pm
RE: Officers in ATG, your thoughts please.
Never got to the level of the heavy tanks, I usually get tired at times and wanted to start a new game. Will keep a close eye on raw and I forgot roads and rails cost raw. Its pretty hard on Stoneage+expensive research+high production cost. I mean I only produce a meager amount of PP and I have to think if I will save it up for an upper hand against my opponent (early machine gun/infantry gun or something) or use the PP and raw to upgrade my raw resources
et ignobiles oblivio
RE: Officers in ATG, your thoughts please.
Military ranks for officers depending on the staff indiviuals that can be commanded effectively. It doesn´t change any rules just adds more personality. Different ranks during the second world war: http://en.wikipedia.org/wiki/Comparativ ... rld_War_II
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: Officers in ATG, your thoughts please.
ORIGINAL: towerbooks3192
Never got to the level of the heavy tanks, I usually get tired at times and wanted to start a new game. Will keep a close eye on raw and I forgot roads and rails cost raw. Its pretty hard on Stoneage+expensive research+high production cost. I mean I only produce a meager amount of PP and I have to think if I will save it up for an upper hand against my opponent (early machine gun/infantry gun or something) or use the PP and raw to upgrade my raw resources
I think most human players go for cavalry.
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
- lion_of_judah
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- Location: somewhere over the rainbow
RE: Officers in ATG, your thoughts please.
I'm trying the officers for the first time in the new dawn random game. I keep seeing where people are saying the max for the officer is 25 staff but no where do i see this written in the readme which comes with each patch or beta. Tell me if I'm wrong, but the HQ starts out with 0 for morale and combat modifier where as the old way you would have a staff total of 200 and there would be a percentage for both. so the only reason to create more staff is now to create more HQ with generals.
It seems that the only time they gain experiencing is when the HQ itself is attacked, I was under the impression that when their subordinate units are attacked they gain experience points, is this correct. I normally don't play the random games, but with the addition of officers, this has peeked my interest.
It seems that the only time they gain experiencing is when the HQ itself is attacked, I was under the impression that when their subordinate units are attacked they gain experience points, is this correct. I normally don't play the random games, but with the addition of officers, this has peeked my interest.
RE: Officers in ATG, your thoughts please.
The Officer attributes could use some further explanation. I believe 1 staff = 10 staff points. If you mouse over the officer attributes you'll see a brief explanation of what it is. Attached is screenshots of some officers from a current random game I'm playing. The officer with the most experience has been leading troops in constant combat for several turns. The officers with no experience haven't seen much combat as yet.
ORIGINAL: lion_of_judah
I'm trying the officers for the first time in the new dawn random game. I keep seeing where people are saying the max for the officer is 25 staff but no where do i see this written in the readme which comes with each patch or beta. Tell me if I'm wrong, but the HQ starts out with 0 for morale and combat modifier where as the old way you would have a staff total of 200 and there would be a percentage for both. so the only reason to create more staff is now to create more HQ with generals.
It seems that the only time they gain experiencing is when the HQ itself is attacked, I was under the impression that when their subordinate units are attacked they gain experience points, is this correct. I normally don't play the random games, but with the addition of officers, this has peeked my interest.

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Tac2i (formerly webizen)
RE: Officers in ATG, your thoughts please.
"...The Officer attributes could use some further explanation. I believe 1 staff = 10 staff points..."
You're right about that! [:D]
With 1 staff = 10 staff points, do you mean max staff = 61 would mean 610 staff? Probably less I reckon.
I'm at a loss however over your screenshot, the highest lvl Officer only has 61 max staff? Where the lvl 2 Officer Qong Ping already has 82 max staff... or does it have to do with the latest patch, and has promotion/leveling become random?
You're right about that! [:D]
With 1 staff = 10 staff points, do you mean max staff = 61 would mean 610 staff? Probably less I reckon.
I'm at a loss however over your screenshot, the highest lvl Officer only has 61 max staff? Where the lvl 2 Officer Qong Ping already has 82 max staff... or does it have to do with the latest patch, and has promotion/leveling become random?
RE: Officers in ATG, your thoughts please.
When you look at a headquarters with out staff the number is 10 times the number of staff that can be handled. The 62 is how many staff he can lead.
Favoritism is alive and well here.
RE: Officers in ATG, your thoughts please.
ORIGINAL: Twotribes
When you look at a headquarters with out staff the number is 10 times the number of staff that can be handled. The 62 is how many staff he can lead.
I think in the next version i'll remove any reference to staff points since it is confusing players quite a lot.
Behind the hood the staff SFType has 10 staffpoints, meaning it can give supervision to 10 power points of regular troops. Behind the hood a starting officer has around 500 staff points meaning it can give supervision to up to 500 staff points of the staff SFType. I used staff points because in theory it is possible to have several different types of staff SFTypes that have different staff points.
Anyhow next version i'll just notify the player howmany staff individuals (troops) the leader can supervision too and shut up about the staff points
Thanks for the continueing feedback.
best,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Officers in ATG, your thoughts please.
Phew, I think that's a wise decision because when oldhands like us get confused about Staff and Staff points, what about the new players? They may even stop playing the game because it's too bewildering for them.
/meanwhile I love the addition of Officers, one fell off a tank bruising his ribs [:@] sending him straight to the hospital, pretty nurses and some well deserved r&r in Paris. [:D] Love it. [&o]
/meanwhile I love the addition of Officers, one fell off a tank bruising his ribs [:@] sending him straight to the hospital, pretty nurses and some well deserved r&r in Paris. [:D] Love it. [&o]
RE: Officers in ATG, your thoughts please.
1-What about promoting common HQs? Maybe when one of these units reaches a high number of experience points the player have the option to promote it to officer. It´s supposed that officers have been subofficers before.
2-Officers (admirals) or subofficers ("sub admirals") embarked in warships or submarines (it will be neccesary to give them a little cargo capacity) could be a good idea to give combat bonus to vessels. These kind of officers (admirals/"sub admirals") can be the only ones to give bonus to ships (never to land units).
3-The possibility to change officers names.
4-The option to detach officers from HQ units, It gives the opportunity to attach leaders to different HQs. They can also be manually detached (ie both a jeep and a officer detached to scape when things go wrong). An officer can be transfered to other unit just like other staff. In some way the officer becomes a special individual unit.
During a war is quite usual to assign officers to different places and HQs. Imagine you have an experienced common HQ (formed by subofficers), then you decide to attach them a veteran officer: all units assigned will have excellent bonus for combat, good officers in company of good subofficers is a powerful mix.
Another example: Your capitol is being attacked by enemy forces then you decide to attach your best officer to the HQ located in the city to get a stronger defense. The officer is far away commanding an attack at the north, fortunately you have plenty of trains to transfer him there in the same turn. For the next turn units assigned will drop their readiness due to change in command.
5-A new level gained for inactive officers (located in officers pool) when a new staff research is reached. Example: You have got the research Staff III, then your officers located in the pool could get an additional experience level. To get that level the officer must be in the pool during five consecutive turns. A 0 level officer will require 10 consecutive turns to get the second level allowed for Staff III. This rule simulates the improvements in officers academies and time required to study.
6-The possibility to paradrop HQ units (only air officers), very useful to command paratroopers behind enemy lines.
7-Air officers who stands in airbases/cities/aircraft factories could give their bonuses to planes assigned.
2-Officers (admirals) or subofficers ("sub admirals") embarked in warships or submarines (it will be neccesary to give them a little cargo capacity) could be a good idea to give combat bonus to vessels. These kind of officers (admirals/"sub admirals") can be the only ones to give bonus to ships (never to land units).
3-The possibility to change officers names.
4-The option to detach officers from HQ units, It gives the opportunity to attach leaders to different HQs. They can also be manually detached (ie both a jeep and a officer detached to scape when things go wrong). An officer can be transfered to other unit just like other staff. In some way the officer becomes a special individual unit.
During a war is quite usual to assign officers to different places and HQs. Imagine you have an experienced common HQ (formed by subofficers), then you decide to attach them a veteran officer: all units assigned will have excellent bonus for combat, good officers in company of good subofficers is a powerful mix.
Another example: Your capitol is being attacked by enemy forces then you decide to attach your best officer to the HQ located in the city to get a stronger defense. The officer is far away commanding an attack at the north, fortunately you have plenty of trains to transfer him there in the same turn. For the next turn units assigned will drop their readiness due to change in command.
5-A new level gained for inactive officers (located in officers pool) when a new staff research is reached. Example: You have got the research Staff III, then your officers located in the pool could get an additional experience level. To get that level the officer must be in the pool during five consecutive turns. A 0 level officer will require 10 consecutive turns to get the second level allowed for Staff III. This rule simulates the improvements in officers academies and time required to study.
6-The possibility to paradrop HQ units (only air officers), very useful to command paratroopers behind enemy lines.
7-Air officers who stands in airbases/cities/aircraft factories could give their bonuses to planes assigned.
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
- lion_of_judah
- Posts: 2371
- Joined: Mon Jan 08, 2007 6:36 pm
- Location: somewhere over the rainbow
RE: Officers in ATG, your thoughts please.
I don't know if this question has been answered or not. I'm curious, in the editor it appears one can add officers to each regime. Are we now able to add officers in a regular game not just in the random games. Also part of my previous question regarding officers was answered, and thanks but the second part of it was not. Do officers only gain experience when the HQ they are attached with come under attack or do they also gain experience when one of their subordinate units are attacked as well. Thanks
RE: Officers in ATG, your thoughts please.
Re: Do officers only gain experience when the HQ they are attached with come under attack or do they also gain experience when one of their subordinate units are attacked as well?
Officers have the opportunity to gain experience when the units they command are engaged in combat, both offensive or defensive.
Officers have the opportunity to gain experience when the units they command are engaged in combat, both offensive or defensive.
ORIGINAL: lion_of_judah
I don't know if this question has been answered or not. I'm curious, in the editor it appears one can add officers to each regime. Are we now able to add officers in a regular game not just in the random games. Also part of my previous question regarding officers was answered, and thanks but the second part of it was not. Do officers only gain experience when the HQ they are attached with come under attack or do they also gain experience when one of their subordinate units are attacked as well. Thanks
Tac2i (formerly webizen)




