So we could see some zombie troopers coming back to life. Maybe a guy with the white bandage around his head or perhaps a flag carrier with only one arm:ohmy: :side: :pinch:I believe that the formula that I created for carryover takes these things into account.
Questions about the new game
Re:Questions about the new game
norb wrote:
"It is strange, to have a shell come so near you...you can feel the wind."
Re:Questions about the new game
estabu2 wrote:
We did actually look into that, but the video ram costs were just too high.norb wrote:So we could see some zombie troopers coming back to life. Maybe a guy with the white bandage around his head or perhaps a flag carrier with only one arm:ohmy: :side: :pinch:I believe that the formula that I created for carryover takes these things into account.
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Re:Questions about the new game
Badger. Don't take this the wrong way. I'm taking your name 'Badger', and phrasing it as bothering as in the def. of the word.
Hancock the Superb
Re:Questions about the new game
Something I really missed in TC2M was the fact that retreating units with a high to good morale, could not be stopped in their retreat.
This remark doesn't seem "academical" at all - no sir - for sure for the CSA it's a needed command to use.
Let me elaborate. F.e. Hoods division in TC2M had some excellent riflemen. Often Yankee forces are eager to go into a charging frenzy. But as the Confederate player, I don't want that to happen. Instead I like to position my regiments into a good tactical position to outmanoeuvre the enemy - position my crack marksmen and shoot the enemy to bits and pieces. I don't want to use the bayonet in such a way.. Suppose the Yankee's come in - following could happen =
- the charge is set in, your forces are often also automatically charging in - the only way to have them retreat from the charge, is the retreat button. But now, your troops will be running back way too far, and it will take such a long time you'll lose them to fight during that offensive action,
- if you don't take command of of them, or if you do take command - a manual "run to the back" ends with regiments stopping too soon due to bullet fire from the enemy. Or having to stand ground alone to all the Union regiments, because the other regiments that were "shielded" made it back all right - but still that holds no battle cohesion.
So a simple solution would be to have the "retreat" button nullified if the morale of the regiment is good to high.
This remark doesn't seem "academical" at all - no sir - for sure for the CSA it's a needed command to use.
Let me elaborate. F.e. Hoods division in TC2M had some excellent riflemen. Often Yankee forces are eager to go into a charging frenzy. But as the Confederate player, I don't want that to happen. Instead I like to position my regiments into a good tactical position to outmanoeuvre the enemy - position my crack marksmen and shoot the enemy to bits and pieces. I don't want to use the bayonet in such a way.. Suppose the Yankee's come in - following could happen =
- the charge is set in, your forces are often also automatically charging in - the only way to have them retreat from the charge, is the retreat button. But now, your troops will be running back way too far, and it will take such a long time you'll lose them to fight during that offensive action,
- if you don't take command of of them, or if you do take command - a manual "run to the back" ends with regiments stopping too soon due to bullet fire from the enemy. Or having to stand ground alone to all the Union regiments, because the other regiments that were "shielded" made it back all right - but still that holds no battle cohesion.
So a simple solution would be to have the "retreat" button nullified if the morale of the regiment is good to high.
Last edited by spruce on Tue Oct 21, 2008 8:05 pm, edited 1 time in total.
Re:Questions about the new game
That's an interesting point. I guess that I would be in favor of allowing you to stop the retreat if you called it. But if the AI causes it, then they go back the entire distance as a penalty for not taking care of your guys. I know in the scoring there is no penalty for calling a retreat, but there is a penalty if the reg gets scared and runs away themselves.
Re:Questions about the new game
norb wrote:
If your troops haven't "answered" the enemy charge, you still can do a colum formation "run back" command on the double. But most often another enemy regiment is shooting from other direction, that causes your regiment to halt and to form a line. In the meantime the charging regiment comes close again and after some seconds they'll "call" that charge and you are back in the first example.
It's all very messy because many regiments get clogged at charges which you want to stay away from - especially as confederate player with fresh regiments from both sides.
I remember some crazy battles for the CSA in the Cedar mountain scenario and the last Hood scenario. Often the message is - avoid charges and choose your positions well.
I was refering to a manual retreat. If the enemy comes charging in, and your regiment likes to join that charge - the only way to stop them from their charge is to sound the retreat horn - all fine to me. But they just start running and running and basicly if they still have good morale they should be able to be "stopped" in their retreat. Like Jackson did with his troops at Manassas.That's an interesting point. I guess that I would be in favor of allowing you to stop the retreat if you called it. But if the AI causes it, then they go back the entire distance as a penalty for not taking care of your guys. I know in the scoring there is no penalty for calling a retreat, but there is a penalty if the reg gets scared and runs away themselves.
If your troops haven't "answered" the enemy charge, you still can do a colum formation "run back" command on the double. But most often another enemy regiment is shooting from other direction, that causes your regiment to halt and to form a line. In the meantime the charging regiment comes close again and after some seconds they'll "call" that charge and you are back in the first example.
It's all very messy because many regiments get clogged at charges which you want to stay away from - especially as confederate player with fresh regiments from both sides.
I remember some crazy battles for the CSA in the Cedar mountain scenario and the last Hood scenario. Often the message is - avoid charges and choose your positions well.
Last edited by spruce on Tue Oct 21, 2008 10:46 pm, edited 1 time in total.
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Re:Questions about the new game
We need to tax the retreating unit though. A loss of small moral and energy would suffice.
In addition, we need to get rid of the capturing retreating units unless they are surrounded.
And the option for capture of a unit, with the ability to win them back or something if you capture an area.
In addition, we need to get rid of the capturing retreating units unless they are surrounded.
And the option for capture of a unit, with the ability to win them back or something if you capture an area.
Hancock the Superb
Re:Questions about the new game
norb wrote:
This would be a great idea. I too found it irritating that we couldn't stop our retreating men even though they had high moral. As long as they are in "fighting" condition, a stop and reform would be great.That's an interesting point. I guess that I would be in favor of allowing you to stop the retreat if you called it. But if the AI causes it, then they go back the entire distance as a penalty for not taking care of your guys. I know in the scoring there is no penalty for calling a retreat, but there is a penalty if the reg gets scared and runs away themselves.
"It is strange, to have a shell come so near you...you can feel the wind."
Re:Questions about the new game
Also along the same lines, the other aggraving retreating thing is when a unit, cavalry in this case is TC'd to charge a battery and then after capturing a few skeedaddles into a full blown retreat. It would be great to at least be able to unconditionally unTC that retreating unit on the fly before it reaches its rest destination. Same with infantry regiments.
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Re:Questions about the new game
ironsight wrote:
I don't like that idea too much, becuase units can retreat if they want to or not!Also along the same lines, the other aggraving retreating thing is when a unit, cavalry in this case is TC'd to charge a battery and then after capturing a few skeedaddles into a full blown retreat. It would be great to at least be able to unconditionally unTC that retreating unit on the fly before it reaches its rest destination. Same with infantry regiments.
Hancock the Superb