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TOPIC: Chickamauga

Re: Chickamauga 2 months, 2 weeks 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 2 months, 2 weeks 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 2 months, 2 weeks 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 2 months, 1 week 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 2 months, 1 week 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 months, 1 week 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 2 months 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 2 months 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 2 months 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 2 months 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 2 months 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 2 months 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 2 months 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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Re: Chickamauga 2 months ago #194

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RebBuglar,

Awesome man awesome!!! You did it again! Finally got through it.

It was disjointed, confusing, messy and very bloody. I think that sounds like the real thing.

I almost got to 65,000 but didn't LOL, so I had to settle with a minor defeat. The end screen shows a major victory but I know from the info what the levels are. I couldn't set the bar. Maybe my next time trough.

Excellent job. Many thanks!!!

S
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Re: Chickamauga 2 months ago #195

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SwampRat wrote:
RebBuglar,

Awesome man awesome!!! You did it again! Finally got through it.

It was disjointed, confusing, messy and very bloody. I think that sounds like the real thing.

I almost got to 65,000 but didn't LOL, so I had to settle with a minor defeat. The end screen shows a major victory but I know from the info what the levels are. I couldn't set the bar. Maybe my next time trough.

Excellent job. Many thanks!!!

S


Much appreciated, gonna start calling you the Beta Man because you seem to get to fresh cut scenarios first and weed out da bugs. I'll get an update out real soon with that scoring fix, just plain forgot to transfer the new scoring numbers to the scenario.ini file. Please think back on any other bugs you might have encountered, TC'd zombies (enemy officers frozen), player troops that are engaged but locked, or anything behaving weird in general. Also any suggestions to make the scenario flow better will be considered. I'll give you some time to respond and then get an update out later tonight. Thanks again for your debugging efforts and support with these productions.
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Re: Chickamauga 2 months ago #196

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Oh man, I love this game. And I love your scenarios!

I didn't see much wrong, not enough for me to notice anyway. But it did seem a little weird after the first night when Forrest gets moved. But I figured it was just bad communications.

All in all a great job. If I think of anything I'll let you know. I might just give her a try again.

Thanks again.

S
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Re: Chickamauga 2 months ago #197

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Update 3.52, fixed 'Scoring' issue as reported by SwampRat...

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




SwampRat quote...
I didn't see much wrong, not enough for me to notice anyway. But it did seem a little weird after the first night when Forrest gets moved. But I figured it was just bad communications

Don't like messing with players' troops but Davidson's brigade at Jay's Mill was a key position to begin day two. This next day position change and a few others I felt were necessary to maintain the historic structure, otherwise the scenario becomes just a big Sandbox battle, anarchy if you will.
Thanks Again SwampRat
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Re: Chickamauga 2 months ago #198

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Well, I tried again. Best I could come up with was 83,000. This is a challenging scenario! I love it. Hope somebody gets a major victory soon.
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Re: Chickamauga 1 month, 4 weeks ago #199

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Hey RebBugler....Thanks again for your hard work....Was playing your 3 Days and something weird happened and need to know if you scripted it this way....Longstreet, Hood, and Robertson Division assisted in the taking of Dyers Bridge....As night fall begins they then appeared (like transported) over to the Log School map location? I lost control of these troops but the troops did show losses?

Thanks,
the reb
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Re: Chickamauga 1 month, 4 weeks ago #200

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the reb wrote:
Hey RebBugler....Thanks again for your hard work....Was playing your 3 Days and something weird happened and need to know if you scripted it this way....Longstreet, Hood, and Robertson Division assisted in the taking of Dyers Bridge....As night fall begins they then appeared (like transported) over to the Log School map location? I lost control of these troops but the troops did show losses?

Thanks,
the reb


That was a tough decision, but I felt compelled to move Hood's troops south and away from the AM action because historically they were not part of it. I really allowed for more troops to be available for day one, Robertson's brigade and some of Walker's units, so call it a trade off. Regardless, I know giving then taking away troops is a letdown, but I promise it only happens this once in this scenario.
Thanks for the report!
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Re: Chickamauga 1 month, 4 weeks ago #201

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Works for me...I also enjoyed your new Gettysburg Scenario....thanks again.
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Re: Chickamauga 1 month ago #202

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Update 3.7 Union Full Battle Scenario added...

Chickamauga 3Days (U-Army)

This completes the 144th Anniversary upgrade. As with the CSA full battle version this is a melding of the respective carryover scenarios. Veteran SOW generals should have a fairly easy path to victory with this scenario as the historical Rebel attack sequences were only answers to Union probes up until the third day. These reactions by Bragg on the second day proved costly as he threw brigade after brigade into battle against superior numbers. If it were not for the third day disaster of orders that opened up the Federal line this battle could have quite possibly gone the other way. So, Yankee generals, show your skills and make it so...

Set the bar just to show it's beatable. Changed the scoring after this last test-play to a 75000 Major Victory bar. The melded MV bar of 77000 tested as a little excessive since this play resulted in a 7000 plus casualty comparison.
CHI3DaysUSA.jpg
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