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How to?

Posted: Fri Jun 13, 2008 8:33 am
by Twotribes
I can not figure out how to activate new leaders. Is it something the game tries automatically when available?

RE: How to?

Posted: Fri Jun 13, 2008 8:59 am
by JanSorensen
ORIGINAL: Twotribes

I can not figure out how to activate new leaders. Is it something the game tries automatically when available?

Lets assume you want to activate an INF leader.
- Select an INF or MIL factor in the area you want to have the leader activate.
- Click the Activate Leader button to the right near the buttom of the list of icons.

RE: How to?

Posted: Fri Jun 13, 2008 9:17 am
by Frido1207
Had some troubles for myself figuring that out.

1. Press F7 key to see the available leaders & their appearence probability.
2. Assume you want to activate a cavalry commander, then go in map mode & select a cavalry unit without leader, & then press the activation button on the right side of the screen.
Note: as far as i understand, you will get van Doorn. So we cannot choose which commander we want to activate (lets say Hampton). In this regard the AI determines automatically which leader will be activated.
Also be aware, that van Dorn always will appear in the Western Theatre. If you want hin to serve in the East, you have to move him there later on.


Image

RE: How to?

Posted: Fri Jun 13, 2008 9:30 am
by GShock
perfect explanation. Compliments [8D]

RE: How to?

Posted: Fri Jun 13, 2008 8:51 pm
by curtlegion
Lets start a subject on How To on all aspects of the game!!!!!!!!!!!! It would help people out.[:D][:D][:D]

RE: How to?

Posted: Fri Jun 13, 2008 9:03 pm
by Erik Rutins
Have you all watched the video tutorials and played the in-game tutorials yet?

RE: How to?

Posted: Fri Jun 13, 2008 9:21 pm
by tgb
Having played the tutorials and watched the videos 3 times, and now reading the manual, I have to say the learning curve is not as daunting as it first appeared. I'm sure there are subtle things I'm not picking up on that will be revealed once I get into a proper game.

RE: How to?

Posted: Fri Jun 13, 2008 9:45 pm
by tedhealy
I think what is needed, at least for me, is a collection of 'little things.'  Things I often forget or things that need to be done every turn that are sometimes rushed through and forgotten.

Like:
as CSA always check to see which USA leaders have initiative to get an idea where attacks will come from.  Hopefully you have an idea where TCs and ACs are.
in the unit box, MPs are upper right, number of units upper left (I always manage to switch the two in my mind every few turns)
shift-u locates regions out of supply
don't take heavy arty into a battle you might lose because they get captured, think of them as fixed position arty
don't forget to rotate spotted troops off the front line and rotate in unspotted troops early in the war
don't forget a leaders inf, cav, and arty rating directly control how far they can move.  When you combine mixed forces under one general, he'll move at the slowest rate
check the leader promotion list every turn to see who is available, a better general than one currently on the map may be available.  Good generals are very important
you need cav armies in each theater to scout and raid.  Don't forget they can also screen your own forces from enemy cav
garrison requirements can be viewed with View Nation or g key


RE: How to?

Posted: Fri Jun 13, 2008 9:51 pm
by Joel Billings
One thing to realize is that you don't know what the initiative of the other player's leaders will be in their next turn. You are always looking at their initiative status for their last turn. That's because initiative for each player is determined just prior to the beginning of their own player-turn. However, it is critical to consider where the enemy AC's are, and who they are, and whether they have depots, because that will tell you where the most likely threats are for the next turn.

RE: How to?

Posted: Fri Jun 13, 2008 9:52 pm
by tedhealy
Ah, good to know [adding to my list [:)]]

RE: How to?

Posted: Fri Jun 13, 2008 11:19 pm
by Titanwarrior89
Good stuff in this thread!  

RE: How to?

Posted: Sat Jun 14, 2008 2:09 pm
by oldspec4
Playing as Confederate at the normal setting.  It is now Mar. '63 and political score is US-846 and me-825.  But I am now out of supply in both Nashville and Vicksburg w/ beaucoup troops (used tedhealy's comment on the shift-u above).  Next start, as a minimum, I need to produce more artillery and either increase # of depots and/or try keep the supply chain open for major western cities.  I don't think the learning curve is bad at all and micromanagement at a minimum.  But there are many nuances of the game that will take time to understand. 

RE: How to?

Posted: Sat Jun 14, 2008 3:03 pm
by Pford
Played as Confederates for about 2 years. The Feds were pretty inert on offence, waiting until the Spring of 1862 before crossing the Rappahannock and provoking a significant battle. They did capture those islands and did some scouting but that was about it.

Idea for patch: reflect political realities and penalize the Union for NOT entering Virginia in force in 1861.

RE: How to?

Posted: Sat Jun 14, 2008 3:07 pm
by PyleDriver
Playing as the CSA you don't need to build depots unless your out of CSA states. Supply gets locked down at depots and won't be used for other supply items. Disband all your depots and see what happens...Do you have open rail lines to Nashville and Vicksburg?

[8D]
Jon

RE: How to?

Posted: Sat Jun 14, 2008 3:10 pm
by PyleDriver
Pford, Joel and I talked about the Virginia issue and thought it would be better not to handcuff the Union in having to do so...

[8D]
Jon

I'll talk to Joel about putting a patch suggestion line for open decussion here...

RE: How to?

Posted: Sat Jun 14, 2008 3:29 pm
by oldspec4
ORIGINAL: PyleDriver

Playing as the CSA you don't need to build depots unless your out of CSA states. Supply gets locked down at depots and won't be used for other supply items. Disband all your depots and see what happens...Do you have open rail lines to Nashville and Vicksburg?

[8D]
Jon

Nashville is surrounded and the Union controls the river and Jackson area around Vicksburg. No open rail lines and have disbanded depots. Both areas are still shown as out of supply...but would expect to be out of supply if I let myself get cut off from friendlies. Should have retreated from Nashville back to Vicksburg general area a couple of turns ago, i.e., I made some dumb attacks/moves and the AI took advantage.

RE: How to?

Posted: Sat Jun 14, 2008 4:16 pm
by PyleDriver
Yep holding on to Nashville is a losing cause in the long run. All you can hope for there now is to build only supply there. Did you lose Jackson MS also...A delaying action back to Jackson and holding Eastern TN is a main CSA stratagy in the west.

[8D]
Jon

RE: How to?

Posted: Sat Jun 14, 2008 6:00 pm
by Joel Billings
ORIGINAL: Pford

Idea for patch: reflect political realities and penalize the Union for NOT entering Virginia in force in 1861.

As Jon mentioned, we discussed this a few weeks before release. Gary and I decided to leave it alone, but keep an eye on it for a patch. We wanted to see the game put through it's paces before deciding on implementing a new rule.

RE: How to?

Posted: Sat Jun 14, 2008 6:14 pm
by oldspec4
ORIGINAL: PyleDriver

Yep holding on to Nashville is a losing cause in the long run. All you can hope for there now is to build only supply there. Did you lose Jackson MS also...A delaying action back to Jackson and holding Eastern TN is a main CSA stratagy in the west.

[8D]
Jon

Thx for the advice...good info for my next game.

Mike

RE: How to?

Posted: Sat Jun 14, 2008 6:25 pm
by Pford
Joel:
As Jon mentioned, we discussed this a few weeks before release. Gary and I decided to leave it alone, but keep an eye on it for a patch. We wanted to see the game put through it's paces before deciding on implementing a new rule.

I hope you can do this without encumbering the game mechanics- which are elegantly thought out, imo.

As another poster mentioned, neither the Northern public or Lincoln himself, for that matter, would have tolerated prolonged inactivity in the East. You might consider programming the Union AI to send McDowell's army into Manassas on turn 1.