RE: COTA Patch 3
Posted: Mon Mar 10, 2008 10:09 am
Staff Efficiency is affected by other "effectiveness" values such as fatigue, cohesion and morale. Tired staff don't plan well.
ORIGINAL: Mehring
CoA replicates wiell the mixed up nature of the fighting at Sidi Rezegh but reduces the fluidity of desert warfare to a WW1 trench war.
Just unzip it into your Matrix Games/Conquest of the Aegean/Scenarios folder, let it overwrite the old NA scenarios.ORIGINAL: Johnnie
Dave:
How does one apply the North Africa update pack ?? Thanks.
Worth waiting for. It occured to me that if this is realised in the Bulge game, the "ground hardness" map layer should ideally be responsive to weather. Apart from the thaw (17-20 Dec ?) which made the ground very soft in places, digging was an issue during the battle. Would be great if the map layer represented such changes.ORIGINAL: Arjuna
Good points.
The issue of being able to dig in an interesting one. Perhaps what we need is to add a field to the map layer data that affects the ability of units to dig-in there. The trouble is where full up at the moment having maxed our map data structures. This will have to wait till we do a re-write of them.
Isn't an orderly retreat under fire covered by the "yellow" mode? I thought this was clearly differentiated from the "red" mob formation?ORIGINAL: Arjuna We did increase the probability of losing heavy weapons when units rout. I take it you feel this is still not severe enough. The trouble is accounts from the desert battle are replete with cases where British gunners in particular were able to extract their guns while under fire. This boils down to a judgement call. I'd be interested to hear what others think on this issue.
How would it be to have a seperate morale level from the existing one (if it has other functions), which is only related to surrender? This might be affected by scenerio designer designated events such as loss of supply or specific terrain features, failure to achieve objectives etc as well as damage to parent formation, protective terrain, proximity to and aggression of enemy etc. Since surrender can be an order as well as a mass overthrow of military discipline, there could be a contradiction modelled between command and ranks.ORIGINAL: Arjuna Your suggestion about large scale surrendering is another interesting idea worth considering.
TT3494 - AI - Surrender - Consider Large Scale Surrenders
ORIGINAL: Mehring
I was wondering about command structure here. Unfortunately, the patch hasn't resolved the issues around large scale attacks at all. If anything, and maybe I just didn't notice before, they're worse in that forces deploy and manoeuvre way outside their order boundaries, sometimes in quite bizarre ways. These boundaries are often rendered quite meaningless.
This being the case, as before, you have to coordinate attacks through low level HQs which ultimately loads on the divisional HQ. But the 7th Armoured HQ only has a command capacity of 14. In the game I just played, and with command loads pared to a minimum, the 7th was loaded to between 24-28. That left the Allies quite unable to respond in a "timely fashion" to events in the battle. Is that intentional?
Edit: As below, I've confused command load with capacity, changes in underlined italics