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TOPIC: Chickamauga

Re: Chickamauga 1 week, 4 days ago #181

There are two columns in rifles.csv:

ROF
The rate of fire for this weapon, this is the number of seconds it takes the least experienced soldier to reload the rifle

MROF
The fastest possible rate of fire in seconds for this weapon


For Spencer_USA I set values to 6 and 4. That's between 10 and 15 rounds per minute, which I think is plenty conservative considering its lever action with brass cartridges. I've heard estimates as high as 21 rounds per minute being the upper limit.


I'm testing and I'll let you know. But, IMHO, the effects of repeating rifles were not being simulated before.

Re: Chickamauga 1 week, 3 days ago #182

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boogabooga51 wrote:
you can route several regiments in the process.


Is that even remotely realistic? Do battle accounts say the Spencer was this effective? If the Spencer was the equivalent of an 1860s AK47 I am sure there would be a lot of testimony about it. But as far as I'm aware we haven't any.

In addition, as Reb says, the weapons isn't relevant, its the training and experience of the troops using it that makes any weapon effective. An example for another period of history is Panther tanks being easily outfought by Shermans and Cromwells in early 1945 because the Allied crews by then were very experienced and the Whermacht crews were green, all their experienced tankers having been consumed on the Eastern Front and in Normandy.
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Re: Chickamauga 1 week, 2 days ago #183

Saddletank wrote:
boogabooga51 wrote:
you can route several regiments in the process.

Is that even remotely realistic? Do battle accounts say the Spencer was this effective? If the Spencer was the equivalent of an 1860s AK47 I am sure there would be a lot of testimony about it. But as far as I'm aware we haven't any.


I think yes. I'm going by what the Civil War Trust has to say about this. See Fact #5:
www.civilwar.org/learn/articles/10-facts-battle-chickamauga


Saddletank wrote:

In addition, as Reb says, the weapons isn't relevant, its the training and experience of the troops using it that makes any weapon effective. An example for another period of history is Panther tanks being easily outfought by Shermans and Cromwells in early 1945 because the Allied crews by then were very experienced and the Whermacht crews were green, all their experienced tankers having been consumed on the Eastern Front and in Normandy.


This isn't really a compelling argument, IMHO. Why do you think that those units equipped with repeaters are so much less experienced than their enemies? (This add-on models the Lightning Brigade regiments as level 5 or 6, for example). I find it hard to believe that, all else being equal, having 6 times the firepower of your enemy isn't a significant force multiplier, at least as long as the ammo holds out.


I'm working on a mod for this that I plan to release. If one isn't interested, don't download.

The Colt repeater is harder. It seems that it has a high initial rate of fire, but then a long reload time.

Re: Chickamauga 1 week, 1 day ago #184

In the "Official records of the war of rebellion" There are quiet a few quotes from officers on both sides of the gun. Maj. Gen Wilson says it was instrumental in stopping Hood during the Nashville campaign. He also says it inspired great morale among the men and made one of his worth three of the enemy.

Col. John Wilder said with the proper fire and movement combined with the weapons durability it was unstoppable in trained hands.

Unknown Confederate Col. captured at Nashville said the Spencer produced so much smoke they could not see the enemy at all.

The Spencer is said to be extremely rugged and not prone to issues at all. A trooper could get off 20 rounds per minute but if you half that for combat it is still a lot of fire power. Main issue seems to be keeping it supplied during a fight and on campaign.
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Re: Chickamauga 1 week, 1 day ago #185

Not to change the subject, but speaking of the Spencer, I snapped this photo of one in the Chickamauga Battlefield museum. I'm not much of a gun geek, but I definitely had a geek-out moment when seeing one of these beauties up close.

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Re: Chickamauga 2 days, 9 hours ago #186

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Update 3.5

Released for the 154th Anniversary (September 18, 2017)

Chickamauga 3Days (C-Army)

This ten and a half hour three day scenario is basically a melding of it's respective five carryover scenarios. As with it's previous versions historic structure is maintained by objectives and troop releases. However, this version will allow for a lot more freedom for choosing how, when and who takes objectives. Especially when because Waypoint objectives can be bypassed and dealt with later as the player opts. A heads up will be announced via courier message when Hold objectives are set. These should be dealt with immediately before their points slip away.

Been working on this ever since releasing GB 3Days New Ground. I was hoping to get the Union version done also, but this anniversary date came up fast and I barely got the CSA version done. So, since this one took almost two months to complete, and it's football season, the Union version doesn't get a coming soon label as of yet, just a time will tell TBA.

I've only play tested this but the scoring should work out because it's a sum of the parts also...All the major victories added together, etc. I'll try to find time for a serious play through to legitimize it's scoring by setting the bar with a nice solid Major Victory.
Better yet, if one of you SOW Generals sets it first!
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Re: Chickamauga 1 day, 12 hours ago #187

Is it necessary to download the entire package all over again?

If not, could we please get the new mission as a separate download?

Re: Chickamauga 1 day, 12 hours ago #188

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boogabooga51 wrote:
Is it necessary to download the entire package all over again?

If not, could we please get the new mission as a separate download?


Files were added and changed, otherwise I could have offered a separate download.
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Re: Chickamauga 19 hours, 27 minutes ago #189

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RebBugler,

Once again you are da bomb! Thanks for this scenario!!!

I have just returned from an awesome visit to Chickamauga among other fields (Antietam, South Mountain, Gettysburg, Manassas, and Murfreesboro/Stones River). Very, very happy to see this!

I am in the second day and Forrest is catching hell right now. Walker himself is released, but I get notices that Wilson, Ector and Lidell are ready for action but they remain locked. I just thought you might want to know.

Also, could you please let me know how to do a screen shot?

Many thanks.

S
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Re: Chickamauga 18 hours, 39 minutes ago #190

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I am in the second day and Forrest is catching hell right now. Walker himself is released, but I get notices that Wilson, Ector and Lidell are ready for action but they remain locked. I just thought you might want to know.

Also, could you please let me know how to do a screen shot?


Found the locked issue already. Start over and don't touch Walker until all his units reach their first destination and unlock. I'll fix this later, gotta run.

Screenshot - hit F4 and retrieve in Work/screenshots, convert to .jpg for posting
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Re: Chickamauga 12 hours, 50 minutes ago #191

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Update 3.51, fixed 'Walker units locked' issue as reported by SwampRat...

I overlooked the fact that unlocked officers can move locked troops, so, when SwampRat moved them with Walker and prevented them from arriving where scripted to unlock, they were doomed to be locked for the remaining ten hours. A showstopper if you will. A big thanks to SwampRat for finding this error so soon, I believe most players would have just ignored the locked troops and Walker, but not SwampRat, as he nailed this issue right off.

First post is updated, or if you're updated to 3.5 download the following, unzip, and copy to the scenarios folder (overwrite original):

File Attachment:

File Name: Chickamauga3DaysC-Army.zip
File Size: 51 KB
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Re: Chickamauga 9 hours, 47 minutes ago #192

RebBugler wrote:
boogabooga51 wrote:
Is it necessary to download the entire package all over again?

If not, could we please get the new mission as a separate download?


Files were added and changed, otherwise I could have offered a separate download.


Okay, how much is it changed? Will my carry-overs and saved sandbox games that I did in v3.25 still work in v3.51?

Re: Chickamauga 7 hours, 48 minutes ago #193

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boogabooga51 wrote:
RebBugler wrote:
boogabooga51 wrote:
Is it necessary to download the entire package all over again?

If not, could we please get the new mission as a separate download?


Files were added and changed, otherwise I could have offered a separate download.


Okay, how much is it changed? Will my carry-overs and saved sandbox games that I did in v3.25 still work in v3.51?


Most of the changes and additions were included for the new scenario. None of folks' carryover progressions or saves should be affected by the latest updates, especially since no names or progress criteria was altered.

Good question, possibly other folks were concerned also.
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