some reports on weirdness
Moderator: Gil R.
some reports on weirdness
I play on advanced settings and quick combat
1. Somtimes multiple brigades are not displayed in a province - you see one infantry avatar with only one green dot. Still, there are 2 of them - one without a hat and anohter with a hat. This was during a siege in that province.
2. In the july scenario - you don't get the pop up screen when you mouse over conscription, muster - in the city detail screen. IIRC this was working in the standard scenario.
3. Sometimes my empty corps containers are not moving - why should they be prevented from movement ? It's only some amount of staff moving by horse - winter time should not really harm them ? I don't get it ...
4. When I play the july scenario as CSA - you get a siege artillery unit. If I use it in a siege, my siege modifier is not modified. Happens both times with attaching my siege artillery to the besieging unit or have it stand alone ...
5. A tip = is it possible to have governers loyalty seen in the city detail screen. If you want to muster troops - would be nice to see what the governors loyalty is - he's up there in the right upper corner - but you can only read his biography.
6. In the july scenario after playing 9 months I have an enormous amount of weapon resources stockpiled - it seems either gun upgrades are very cheap - or you start with too much equiped brigades. I noticed many of them already have good weapons ... in a matter of months the entire confederate army is fighting with crack arms ? This is a bit ahistorical imho ...
7. Is it possible when a garrison troop achieves some level of quality - its name flips to a less generic name ? Like 89th Infantry - now you have to edit everything manually.
great game btw [:D]
1. Somtimes multiple brigades are not displayed in a province - you see one infantry avatar with only one green dot. Still, there are 2 of them - one without a hat and anohter with a hat. This was during a siege in that province.
2. In the july scenario - you don't get the pop up screen when you mouse over conscription, muster - in the city detail screen. IIRC this was working in the standard scenario.
3. Sometimes my empty corps containers are not moving - why should they be prevented from movement ? It's only some amount of staff moving by horse - winter time should not really harm them ? I don't get it ...
4. When I play the july scenario as CSA - you get a siege artillery unit. If I use it in a siege, my siege modifier is not modified. Happens both times with attaching my siege artillery to the besieging unit or have it stand alone ...
5. A tip = is it possible to have governers loyalty seen in the city detail screen. If you want to muster troops - would be nice to see what the governors loyalty is - he's up there in the right upper corner - but you can only read his biography.
6. In the july scenario after playing 9 months I have an enormous amount of weapon resources stockpiled - it seems either gun upgrades are very cheap - or you start with too much equiped brigades. I noticed many of them already have good weapons ... in a matter of months the entire confederate army is fighting with crack arms ? This is a bit ahistorical imho ...
7. Is it possible when a garrison troop achieves some level of quality - its name flips to a less generic name ? Like 89th Infantry - now you have to edit everything manually.
great game btw [:D]
RE: some reports on weirdness
ORIGINAL: spruce
I can answer one of these, the rest are for Eric. But in some cases what you've written belongs on the "Wish List," since in the Support forum there's a risk of such suggestions being overlooked.
I play on advanced settings and quick combat
1. Somtimes multiple brigades are not displayed in a province - you see one infantry avatar with only one green dot. Still, there are 2 of them - one without a hat and anohter with a hat. This was during a siege in that province.
When brigades are partly or mostly depleted this will happen. It indicates that you've got the closer to the strength of one brigade thtn two.
Michael Jordan plays ball. Charles Manson kills people. I torment eager potential customers by not sharing screenshots of "Brother Against Brother." Everyone has a talent.
RE: some reports on weirdness
I have noticed a problem with Containers in the east. The Divisions I make in maryland dont want to move most of the time AND it is hard to bring in brigades even by rail. They hang at the Deleware river or go somewhere in pennsylvania you never sent them.
And I have Generals and containers not completeing the move from Maryland to Cairo or Kentucky, they stop just inside Ohio.
Also moving into and out of the Potomac river is problematic, containers even empty hang when trying to enter or leave a LOT.
I make my Corps in Harrisbug and it takes 2 or 3 turns to get them into the Potomac river, sometimes they NEVER go and I have to move the army to them.
The Divisions out of Annapolis just dont move at all if you try and send them into NewYork or the NE or New Jersey. The work around is to send them into central Pennsylvania and the next turn to where you want them.
The siege Artillery wont move by rail to the province next to wheeling (after of course you have captured the 2 provinces) it took me 3 turns to move it there and each turn it ate the rail amount for the whole move.
Seems to be a host of problems with Annapolis and Potomoc region.
In the west I can not rail anything into the province just above Cairo ( kena something or other) it simply wont give me a move option to there, I can move past it to the river province and I can move all around it, but cant get a track INTO the province itself.
And I have Generals and containers not completeing the move from Maryland to Cairo or Kentucky, they stop just inside Ohio.
Also moving into and out of the Potomac river is problematic, containers even empty hang when trying to enter or leave a LOT.
I make my Corps in Harrisbug and it takes 2 or 3 turns to get them into the Potomac river, sometimes they NEVER go and I have to move the army to them.
The Divisions out of Annapolis just dont move at all if you try and send them into NewYork or the NE or New Jersey. The work around is to send them into central Pennsylvania and the next turn to where you want them.
The siege Artillery wont move by rail to the province next to wheeling (after of course you have captured the 2 provinces) it took me 3 turns to move it there and each turn it ate the rail amount for the whole move.
Seems to be a host of problems with Annapolis and Potomoc region.
In the west I can not rail anything into the province just above Cairo ( kena something or other) it simply wont give me a move option to there, I can move past it to the river province and I can move all around it, but cant get a track INTO the province itself.
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RE: some reports on weirdness
Which rules are you playing with? In winter, movement becomes very difficult in certain parts of the map. (This is not the case with the Basic Rules though.)

RE: some reports on weirdness
ORIGINAL: ericbabe
Which rules are you playing with? In winter, movement becomes very difficult in certain parts of the map. (This is not the case with the Basic Rules though.)
like I said - advanced settings - I also had problems with moving an entire corps - but info from the AAR has told me already that winter may prevent movement.
I'm just a bit surprised it also affects empty containers ... would be nice to reorganize ones army during winter a bit ... and an empty container are merely some logistic and staff officers - just my 2cents on the matter tough [;)]
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RE: some reports on weirdness
ORIGINAL: spruce
I play on advanced settings and quick combat
1. Somtimes multiple brigades are not displayed in a province - you see one infantry avatar with only one green dot. Still, there are 2 of them - one without a hat and anohter with a hat. This was during a siege in that province.
2. In the july scenario - you don't get the pop up screen when you mouse over conscription, muster - in the city detail screen. IIRC this was working in the standard scenario.
3. Sometimes my empty corps containers are not moving - why should they be prevented from movement ? It's only some amount of staff moving by horse - winter time should not really harm them ? I don't get it ...
4. When I play the july scenario as CSA - you get a siege artillery unit. If I use it in a siege, my siege modifier is not modified. Happens both times with attaching my siege artillery to the besieging unit or have it stand alone ...
what size gun does this unit have ? if it is a IW or a small seige gun, it is not really going to make much difference to the odds, the defender has a base defence number and then it is compared to your numbers, if you are only a 1 or 2, it not going to show as much
5. A tip = is it possible to have governers loyalty seen in the city detail screen. If you want to muster troops - would be nice to see what the governors loyalty is - he's up there in the right upper corner - but you can only read his biography.
6. In the july scenario after playing 9 months I have an enormous amount of weapon resources stockpiled - it seems either gun upgrades are very cheap - or you start with too much equiped brigades. I noticed many of them already have good weapons ... in a matter of months the entire confederate army is fighting with crack arms ? This is a bit ahistorical imho ...
are you using the stockpile ?, if you are getting new units, they should need weapons, the ships should need weapons, the forts should need weapons (I didn't work with the july one, so I am in the dark, I going to go open it now to look around)
7. Is it possible when a garrison troop achieves some level of quality - its name flips to a less generic name ? Like 89th Infantry - now you have to edit everything manually.
great game btw [:D]

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RE: some reports on weirdness
okay had a look around
that is a 32 pounder, not bad, but nothing to write home about, has a seige strength of 4, I believe a City will have a strength of 3 (a fort will depend on it's weapons besides it base strength)
so, a 4 vs 3 to start with, is not much
also, I see a lot of Units with IW and the Forts needs weapons too ????
that is a 32 pounder, not bad, but nothing to write home about, has a seige strength of 4, I believe a City will have a strength of 3 (a fort will depend on it's weapons besides it base strength)
so, a 4 vs 3 to start with, is not much
also, I see a lot of Units with IW and the Forts needs weapons too ????

RE: some reports on weirdness
nope - I'm pretty sure the only fort I bought weapons for was the fort the yankees had been building in Grafton - I was happy to capture it - all my other forts have guns - and the majority of the infantry regiments start with good weapons !
I might check it again.
on the other hand, my blockade runners lasted very long
I might check it again.
on the other hand, my blockade runners lasted very long
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RE: some reports on weirdness
hmmm, depends on what you think a good weapon is 
for me, Lorenzs are the Lords of battle (Sharps and Spencers, later on, are sweet, Henrys are murder) but over all, until I get enough, I want Richmound Muskets or Minnie, as the base weapon, Muskets in a pinch
IWs need to be gotten rid of, Forts if they are going to be in action, need guns, ships that sit in port are worthless, so they need guns
Plus Arty and Cav need the best Guns you can afford
of course, depends on how you play and what you want to do
I do not know if the numbers you get are different in the July battle then it is in the standard
for me, Lorenzs are the Lords of battle (Sharps and Spencers, later on, are sweet, Henrys are murder) but over all, until I get enough, I want Richmound Muskets or Minnie, as the base weapon, Muskets in a pinch
IWs need to be gotten rid of, Forts if they are going to be in action, need guns, ships that sit in port are worthless, so they need guns
Plus Arty and Cav need the best Guns you can afford
of course, depends on how you play and what you want to do
I do not know if the numbers you get are different in the July battle then it is in the standard

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RE: some reports on weirdness
Just thought about that, do you have weapon manament turned on ?
you may be getting different weapon setups then I am
you may be getting different weapon setups then I am

RE: some reports on weirdness
Hard Sarge - I think you are wrong - I checked again [:-][:)][:D]
In the july scenario the Confederacy has nice guns attached to ALL of their forts - most 12 lb mortars, but some have very big guns ! In the standard scenario they have all IW guns ... This is for starters - very very weird.
When I check regiments I still have the impression the july regiments are still better equiped compared to the standard scenario. The former even has a unit with Enfield rifles ! The latter has more regiments with IW weapons - altough the difference is not that extreme compared with the forts ... but it seems something got screwed up.
In the july scenario the Confederacy has nice guns attached to ALL of their forts - most 12 lb mortars, but some have very big guns ! In the standard scenario they have all IW guns ... This is for starters - very very weird.
When I check regiments I still have the impression the july regiments are still better equiped compared to the standard scenario. The former even has a unit with Enfield rifles ! The latter has more regiments with IW weapons - altough the difference is not that extreme compared with the forts ... but it seems something got screwed up.
RE: some reports on weirdness
hello - no answer ?
if this is buggy - I'll stop my current game and try a standard scenario game - the CSA forts seem a little bit overpowered in the july setup
if this is buggy - I'll stop my current game and try a standard scenario game - the CSA forts seem a little bit overpowered in the july setup
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RE: some reports on weirdness
ORIGINAL: spruce
Hard Sarge - I think you are wrong - I checked again [:-][:)][:D]
In the july scenario the Confederacy has nice guns attached to ALL of their forts - most 12 lb mortars, but some have very big guns ! In the standard scenario they have all IW guns ... This is for starters - very very weird.
When I check regiments I still have the impression the july regiments are still better equiped compared to the standard scenario. The former even has a unit with Enfield rifles ! The latter has more regiments with IW weapons - altough the difference is not that extreme compared with the forts ... but it seems something got screwed up.
hmmm, maybe I had a bad start, when I look now, the forts all have guns
Ships don't
plus you still have a lot of lousy weapons with the Troops (you can live and get by with Muskets, but you need something better, since the Union is going to have alot of Springfields)

RE: some reports on weirdness
ORIGINAL: Hard Sarge
ORIGINAL: spruce
Hard Sarge - I think you are wrong - I checked again [:-][:)][:D]
In the july scenario the Confederacy has nice guns attached to ALL of their forts - most 12 lb mortars, but some have very big guns ! In the standard scenario they have all IW guns ... This is for starters - very very weird.
When I check regiments I still have the impression the july regiments are still better equiped compared to the standard scenario. The former even has a unit with Enfield rifles ! The latter has more regiments with IW weapons - altough the difference is not that extreme compared with the forts ... but it seems something got screwed up.
hmmm, maybe I had a bad start, when I look now, the forts all have guns
Ships don't
plus you still have a lot of lousy weapons with the Troops (you can live and get by with Muskets, but you need something better, since the Union is going to have alot of Springfields)
I don't want to go into detail Sarge [:)]
There's definately something wrong with the forts setup in the july scenario - that seems why I have a huge stockpile of them ...
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RE: some reports on weirdness
what do you mean ? I don't know who Jim is.
The only thing I'm saying is that in july all confederate fortresses have decent to very good guns - and in the second scenario (november) all those guns have become improved weapons.
[&:]
The only thing I'm saying is that in july all confederate fortresses have decent to very good guns - and in the second scenario (november) all those guns have become improved weapons.
[&:]
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RE: some reports on weirdness
ORIGINAL: spruce
hello - no answer ?
if this is buggy - I'll stop my current game and try a standard scenario game - the CSA forts seem a little bit overpowered in the july setup
Should depend on the Fort. Some, mostly on the coast, should start with decent weaponry as that's what they had when they were siezed by the Confederacy. And there were a fair number of "big guns" siezed at places like the Norfolk Navy Yard. The South's big problem came when they ran out of these "free weapons" and had to try to build their own. Here they were totally out-classed. I find it more annoying that the Northern Navy starts with "improvised" weaponry. The Union didn't have to "improvise" a Navy..., they had one already. And it was armed with exactly the kind of weaponry the South siezed at Norfolk. Making them "start from scratch" really hurts
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RE: some reports on weirdness
ORIGINAL: spruce
what do you mean ? I don't know who Jim is.
The only thing I'm saying is that in july all confederate fortresses have decent to very good guns - and in the second scenario (november) all those guns have become improved weapons.
[&:]
sorry
jimwinsor
he is one of the testers and he set up the july battle, he is the one to talk to about if something is wrong with in the set up for this battle

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RE: some reports on weirdness
ORIGINAL: Mike Scholl
ORIGINAL: spruce
hello - no answer ?
if this is buggy - I'll stop my current game and try a standard scenario game - the CSA forts seem a little bit overpowered in the july setup
Should depend on the Fort. Some, mostly on the coast, should start with decent weaponry as that's what they had when they were siezed by the Confederacy. And there were a fair number of "big guns" siezed at places like the Norfolk Navy Yard. The South's big problem came when they ran out of these "free weapons" and had to try to build their own. Here they were totally out-classed. I find it more annoying that the Northern Navy starts with "improvised" weaponry. The Union didn't have to "improvise" a Navy..., they had one already. And it was armed with exactly the kind of weaponry the South siezed at Norfolk. Making them "start from scratch" really hurts
Agree, also think the standard Forts should have some better weapons too

RE: some reports on weirdness
guys, I'll try a last time to get my point over there [:)] =
in july scenario the confederacy has 100% of their forts with good guns to very good guns.
in november scenario the confederacy has 100% of their forts with improved weapons.
This either means they melted all the guns into somethings new ? Or the guns all exploded between july and november.
That's it - nothing more and nothing less [:D]
in july scenario the confederacy has 100% of their forts with good guns to very good guns.
in november scenario the confederacy has 100% of their forts with improved weapons.
This either means they melted all the guns into somethings new ? Or the guns all exploded between july and november.
That's it - nothing more and nothing less [:D]


