My List...

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MorningDew
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RE: My List...

Post by MorningDew »

ORIGINAL: ericbabe
ORIGINAL: marecone
1. When you click in city list to sort by developments and some other categories it never happens. Somebody mentioned that somewhere and I second that [;)]
2. What about stats at the end of the game? Victories, towns taken, armies raised.... More then few people supported that idea.

I added #1 to my list as something to fix. #2 is a bit more ambitious than I'd like to work on right now, but if it's in the Wish List then it'll make our long list and we'll consider it at some point.

Regarding #2 above, what about starting with allowing the reports to be viewed before leaving the game?
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R.E.LEE
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RE: My List...

Post by R.E.LEE »

THANKS WHERE DO U GET THE PATCHES--THERE R NO DOWNLOADS AT FOF HOMEPAGE
ORIGINAL: AU Tiger

Go ahead and buy. It is a good game, and any patches are readily available.
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R.E.LEE
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RE: My List...

Post by R.E.LEE »

HI ANYONE NO WHERE THE PATCHES ARE PLZZZZZZZ.
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Gil R.
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RE: My List...

Post by Gil R. »

Go here: http://www.matrixgames.com/games/downloads.asp?gid=333

(I found it by going to GAMES, then choosing "Forge of Freedom," and clicking on the "Downloads" link.)
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Twotribes
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RE: My List...

Post by Twotribes »

In case no one mentioned it.... Siege artillery doesnt seem to die. I sent a Corps to Norfolk and it was handily crushed by the Army of Northern Virginia. The entire Corps was forced to surrender. EXCEPT the siege artillery did NOT surrender, none of the containers were destroyed and none of the officers effected because that single Siege Artillery unit did not die.
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ericbabe
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RE: My List...

Post by ericbabe »

ORIGINAL: Ron
31: Good to see this fixed, very annoying to have the Events and Battle results almost completely missing.

It's not yet fixed... the ones that are fixed have the word "FIXED" next to them.

On another note I just remembered a QB with the AI where it had a 10lb Parrot Rifle Artillery unit. On four occasions during the battle, said unit inflicted between 5000-6000 casualties each 'shot', other times 1000-2000 casualties. Seems disapprotionately high.

Under normal circumstances (looking over the math in my code) 10 pdr Parrots shouldn't be doing this much damage, but if there are defender bonuses or weather effects it seems as though they can do this much on average in some situations. If the consensus of the feedback I receive is that artillery do too much damage in quick combat or detailed combat, I'll be happy to reduce it, but I would like to get more feedback before making any changes.

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elmo3
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RE: My List...

Post by elmo3 »

*Maybe* against a repeatedly charging enemy an artillery unit could do 1000 casualties for an entire battle but not that many per round of combat. That seems out of line even under the best circumstances for the arty. I have no historical examples either way, it's just my gut feeling that it is too high.
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Ron
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RE: My List...

Post by Ron »

Well after running a few 'tests' last night perhaps it was the Ordinance Rifle doing the 5000+ casualties and the Parrott doing the 1000-2000 in QBs. Again they both seem quite high.

In my current game as the CSA the Union has kept repeatedly going after Fredericksburg in the Spring/Summer 62. The first two battles (detailed) were quite sizeable - Union 150000 vs CSA 100000 then Union 115000 vs CSA 85000. After that the Union began sending progressively smaller forces after suffering over 50000 casualties previously. I fought the smaller ones as QBs and noticed right away the Union artillery doing massive damage. The CSA would 'win' suffering 20000-25000 casualties to the Unions 8-10000, even though the CSA outnumbered the Union by 3 or 4 to 1. The kicker being the Union's artillery.

It happened twice before last night I decided to replay a turn repeatedly to see what was going on. The Union had a Parrott and Ordinance artillery, they were almost always placed in the Charge and Attack rows(sometimes having the proper graphic but other times showing a Zouve Infantry) and rarely seemed to rout - no matter what I did in response, ie placing my own artillery there(if it showed up!! kind of annoying to have 3 artillery in the Army and none show up in the QB!) or placing high morale units up front. Those guns just dished out the damage. When my own artillery showed up - a Napoleon or Parrot - they never achieved what the Union guns did. Now either I am a total idiot with QBs(even after much experience with COG) or I am missing something here.

The funny thing is if I run the same battles with the Instant battle feature, the Union never once achieved the high levels of casualties it does with the QBs. The casualties were always on par, about 8000-10000 apiece. Food for thought.


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ericbabe
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RE: My List...

Post by ericbabe »

Oddly, Instant Battle just uses an invisible version of Quick Battle, so I'm not sure why the results are skewed.  Need more data perhaps.

On which difficulty level are you playing?  The AI gets a damage and morale bonus that corresponds to difficulty level, and this bonus becomes much higher at any of the "general" levels.  At high difficulties, this would explain the discrepancy.

For the next patch, I can try reducing the QB damage of artillery by 50%... any other opinions?

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Mike Scholl
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RE: My List...

Post by Mike Scholl »

I just had an "oddity" turn up. The Governor of Ohio decided he was going to die if he didn't have a Signal Tower (or whatever dire consequences these politico's imagine when they get all worked up). So I built him one in Cincinatti. The next turn he was still asking for one. When it was finished he was still asking for one.

Do the game and the Governor know that Cincinatti is IN Ohio?
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Hard Sarge
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RE: My List...

Post by Hard Sarge »

ORIGINAL: ericbabe

Oddly, Instant Battle just uses an invisible version of Quick Battle, so I'm not sure why the results are skewed. Need more data perhaps.

On which difficulty level are you playing? The AI gets a damage and morale bonus that corresponds to difficulty level, and this bonus becomes much higher at any of the "general" levels. At high difficulties, this would explain the discrepancy.

For the next patch, I can try reducing the QB damage of artillery by 50%... any other opinions?


I am not sure if this is Needed, what needs to be corrected is the numbers being done, you are not killing 10,000 men with a volly for the Arty, it is being reported as doing so

the unit is still there and the unit will come back in to action, so it never came close to loseing that many troops (even more so, since it does not have that many)

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ericbabe
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RE: My List...

Post by ericbabe »

ORIGINAL: Mike Scholl

I just had an "oddity" turn up. The Governor of Ohio decided he was going to die if he didn't have a Signal Tower (or whatever dire consequences these politico's imagine when they get all worked up). So I built him one in Cincinatti. The next turn he was still asking for one. When it was finished he was still asking for one.

Do the game and the Governor know that Cincinatti is IN Ohio?

Cincinatti is in province 197 (AcwStart.txt). Province 197 is in Ohio (AcwStates.txt, line 25, column T). So I don't think there's any problem with that. The code for governors' recognizing when requested developments are being built seems to be working in general; perhaps in this case the governor randomly again requested the same thing the turn after it was built?
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Hard Sarge
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RE: My List...

Post by Hard Sarge »

I would agree with this statement, the Governor can request a new building on the turn after a building is started to be built, that bum in Ark loves Hosps !


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Mike Scholl
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RE: My List...

Post by Mike Scholl »

ORIGINAL: ericbabe
ORIGINAL: Mike Scholl

I just had an "oddity" turn up. The Governor of Ohio decided he was going to die if he didn't have a Signal Tower (or whatever dire consequences these politico's imagine when they get all worked up). So I built him one in Cincinatti. The next turn he was still asking for one. When it was finished he was still asking for one.

Do the game and the Governor know that Cincinatti is IN Ohio?

Cincinatti is in province 197 (AcwStart.txt). Province 197 is in Ohio (AcwStates.txt, line 25, column T). So I don't think there's any problem with that. The code for governors' recognizing when requested developments are being built seems to be working in general; perhaps in this case the governor randomly again requested the same thing the turn after it was built?


OK..., that's an explanation. Not a good one, mind you, but an explanation. Why should he want another of what he already has? It's not like we're talking about "Houses of Ill Rupute", or something a Governor might actually use... I guess we just write him off as another "greedy politician".
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Hard Sarge
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RE: My List...

Post by Hard Sarge »

Well, it is not like it is useless, I normally build a Hosp in any area I take first thing, I do not mind them in the background either

Telegraphs can be a pain, but most of them have uses

, plus as you are sort of forced to build them, they help as most people would not be building them otherwise


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Gil R.
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RE: My List...

Post by Gil R. »

Seeing as how Ohio has more than one city, it's a perfectly reasonable thing for a governor to want more than one.

In this case, it's certainly odd that he asked for the same building immediately after getting the first one, but mathematically speaking that's going to happen from time to time.
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Hard Sarge
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RE: My List...

Post by Hard Sarge »

LOL
now you did it, you had to mention math, now we going to get another post setting up how math works :)

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elmo3
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RE: My List...

Post by elmo3 »

By the way can you please explain how the math works for this? [:D]
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