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RE: Working on Patch IV
Posted: Fri Feb 23, 2007 1:18 pm
by Andy Mac
That corps of rejects is a good as my elite Union Corps

RE: Working on Patch IV
Posted: Fri Feb 23, 2007 3:18 pm
by Drex
Likewise. Without combat its difficult to keep units at 4.0 and above. they eventually attrite down to 3.0+, at least mine do,probably due to disease or inactivity.
RE: Working on Patch IV
Posted: Fri Feb 23, 2007 3:25 pm
by Viewing
Impressive stuff. I can see why'd you want to show it off, and also convince customers that work is underway on really improving things. This kind of personal communication is something a lot of developers brought up on the Braxton Bragg School of Charisma miss. Good show!
RE: Working on Patch IV
Posted: Fri Feb 23, 2007 5:52 pm
by Hard Sarge
ORIGINAL: Andy Mac
That corps of rejects is a good as my elite Union Corps
well, if you look at it from the beginning until now, you can see it has improved very well indeed and in fact, may have improved more then the good units at start
which I think I did handle them well, never forceing them to be the main force during the battles and letting them into the action when they could handle it, later on, in some of the surprise attacks, they ended up doing all the dirty work and held there own, and in the end, they became good battle tested troops
(which it can also be done with the Union side, my AOK was shapeing up nicely, my NY boys were going to be the main force, but they supported well)
the Tactical side is getting good and we go some good stuff going on with the Stat side too
RE: Working on Patch IV
Posted: Sat Feb 24, 2007 3:33 am
by Dasara II
Sarge, I heard somewhere that the "disease" event was getting a work over. Have you seen any evidence that the "disease" numbers are lower now?
Maybe a screen shot of the event screen when one of your armies is caught up in disease? [&o]
I like the "disease" event, but sometimes you do all you can to look after your troops, then bang, you have lost 4000 troops without warning!
RE: Working on Patch IV
Posted: Sat Feb 24, 2007 9:01 am
by christof139
Show you what I mean for Heavy Arty. Classifications:
1) The games has two 10" Columbiads, the Rodman and the Old or New Columbiad and I guess it is the new since it is beter than the Rodman I do believe when in reality the Rodman wa beter than a normal cast new Columbiad. Why not combine the New Columbiad with the Rodman New Columbiad into one type entitled the 10" Rodman new Columbiad and don't let the CSA get any?? Then, make the other 10" Columbiad an old Model Columbiad, with reduced performance, and let the CSA and USA be able to use it.
2) Create a new class, the 9" and 11" Dahlgren class, since well over 1,000 were produced before and during the war, and 8" New Columbiads could be thrown into this class. Both sides could use these.
3) You know my views of changing the 20" Dahlgren to the actually used to the tune of about 86 produced 15" Dahlgrens.
4) For conveience, just think of the 8" and 10" Old Columbiads, most were shell guns and I think only one 10" model was a gun, as being part of the Improvised Class.
5) It's fun to organize and extrapolate like this.
Chris
RE: Working on Patch IV
Posted: Sun Feb 25, 2007 1:04 am
by decaturkev
The number and type of weapon upgrades could tied to the arsenal/foundry (or other factors) development of the nation. This would allow for non-historical variables in technology acquisiton while attempting to keep the industrial evoloution relevant.
RE: Working on Patch IV
Posted: Sun Feb 25, 2007 2:25 pm
by christof139
The number and type of weapon upgrades could tied to the arsenal/foundry (or other factors) development of the nation. This would allow for non-historical variables in technology acquisiton while attempting to keep the industrial evoloution relevant.
I think now in FoF that weapons research is based on the number of Armories that you have, and I don't know if Engineering or Arsenals affect Weapons Tech. Upgrades. Schools and Universities add +1 to each type of Tech. Resarch.
Chris
RE: Working on Patch IV
Posted: Sun Feb 25, 2007 3:16 pm
by General Quarters
I would prefer that research (armories - quality) and production (arsenals - quantity) be kept separate.
RE: Working on Patch IV
Posted: Sun Feb 25, 2007 5:49 pm
by Mike13z50
ORIGINAL: christof139
Schools and Universities add +1 to each type of Tech. Resarch.
Universities add +1 to each research building conducted in that city, if you have a University in the sity then the research facility adds +4 research of type instead of +3. For this reason, especially as the South, it is vital to concentrate your research in Midgeville and Raliegh, where the two Southern Universities are. I don't know why New Orleans doesn't get a University [instead of 3 churches!], since Tulane University was established in 1834. Louiville, KY also has a University, so if KY goes southern, that gives the south three. At +1 each that means research buildings get +25% in cities with Universities. Schools add 1 point of research of each type, per school, and don't get the University bonus.
Rulebook page 235:
University 250 0 0 0 24 +1 to each research building here, except Schools
RE: Working on Patch IV
Posted: Sun Feb 25, 2007 6:19 pm
by Drex
Don't schools add to research also?
RE: Working on Patch IV
Posted: Sun Feb 25, 2007 6:20 pm
by General Quarters
I wonder what the major universities were in the South in 1861. A number of the early U.S. Presidents went to the College of William and Mary in Virginia. Charleston was considered, or liked to consider itself, the "Athens of the South." I don't know if there was an important college there. Transylvania in Ky is old. I think Henry Clay have something to do with them. Some universities that claim early founding dates were actually no more than prep schools or finishing schools for the first several decades.
RE: Working on Patch IV
Posted: Sun Feb 25, 2007 7:20 pm
by Twotribes
ORIGINAL: Drex
Don't schools add to research also?
A school adds 1 to each research field.
RE: Working on Patch IV
Posted: Mon Feb 26, 2007 2:05 am
by christof139
Yeah, Schools add +1 to each research type once at the startegic game level, and Universities add +1 per research type for every research type building only in the city they are in. Seems that schools are much, much cheaper and better in the long run, since Universities are city specific repsective to the research type buildings in the city the University is in, at least that is the way I understand it.
Chris
RE: Working on Patch IV
Posted: Mon Feb 26, 2007 4:13 pm
by Mike13z50
I would never build a University, at 250 money/24 turns they are to expensive, easier to build a mansion for an existing univ.town. By concentrating your research facilities in the cities that have universities you maximize use of those resources. 25% bonus to research, for building in this city instead of that city. Of course you have to add mansions or plantations to grow your R&D complex.
Schools cost more than research facilities (75money/40horses vs 75/30) and take 8 turns vs 6, but they offer two advantages. First they add 5 research points each, 1 in every category, vs 4 for an R&D built in Univ.town, and second you can build them anywhere, since there is no university bonus to consider. I like a couple of Naval Colleges, 10 Labs, and 6-7 of everything else. There are more logistic upgrades than any of the other areas, and it includes better camps and bigger brigades.
RE: Working on Patch IV
Posted: Mon Feb 26, 2007 4:30 pm
by Drex
do the costs for research facilities stay the same in the new patch? I have a difficult time keeping my cash level high enough to improve my weapons,keep the Europeans happy,etc.
RE: Working on Patch IV
Posted: Mon Feb 26, 2007 5:24 pm
by christof139
I would never build a University, at 250 money/24 turns they are to expensive, easier to build a mansion for an existing univ.town. By concentrating your research facilities in the cities that have universities you maximize use of those resources. 25% bonus to research, for building in this city instead of that city. Of course you have to add mansions or plantations to grow your R&D complex.
Schools cost more than research facilities (75money/40horses vs 75/30) and take 8 turns vs 6, but they offer two advantages. First they add 5 research points each, 1 in every category, vs 4 for an R&D built in Univ.town, and second you can build them anywhere, since there is no university bonus to consider. I like a couple of Naval Colleges, 10 Labs, and 6-7 of everything else. There are more logistic upgrades than any of the other areas, and it includes better camps and bigger brigades.
I'll try that in one city when I play the CSA again. Right now I am playing the USA and have been invaded by not only Rebel Hordes, but Hordes of Infernal foreigners, legions of Brits and French. I need to contact tha Jaurista's in Mexico to help me with those French in the Trans. Miss Theater. I think I may losee this one. They won't go away!! [&:]
In my first full game with the CSA I built quite a few Schools and had many and good technology upgrades, and I may have built one University, can't remember, but bieign frugal or cheap as I am, I may not have built a University. I like the point spread thatSchools give. I'll have to try the University in a city designated as a Research city as you point out. Maybe Research or Triangle Park, NC!!! Ha ha ha!!! Raleigh or Greensborough or however/whatever the is repectively spelled and is. Down thar anyway.
Chris
RE: Working on Patch IV
Posted: Mon Feb 26, 2007 5:27 pm
by Paper Tiger
Any eta on the patch? I know we generally don't get eta's but this was provisionally due out a while ago and the game as is, is getting irritating. It is unbalanced toward the CSA with two reasonable players on a level setting and the AI is only barely A and definately not I.
Help us please oh great matrix masters
[&o][&o][&o][&o][&o]
RE: Working on Patch IV
Posted: Mon Feb 26, 2007 5:40 pm
by Gil R.
Well, the strategic game looks like it's just about ready (in terms of the AI's performance). We need to test it a bit more to make sure that some fixes Eric made yesterday are working. If they are, that would leave us with detailed battle, where Hard Sarge is helping us to nail down some problems that are creating unrealistic results. There are also two technical bugs (one involving saving detailed battles, the other PBEM).
RE: Working on Patch IV
Posted: Mon Feb 26, 2007 6:01 pm
by LarryP
Looks like another weeks work to me... we should place bets on the release date? [&:] Next Monday (3-05-07).