For the game, that information is in rifles.csv. The best range for most weapons is 60 yds. or less.At present I don't know the most effective range for the different infantry weapons.
Improved Artillery Fire and Enfilade Fire Mod
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Re:Improved? Artillery Fire and Enfilade Fire
Boston wrote:
I can make this march and I will make Georgia howl.
- RebBugler
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Re:Improved? Artillery Fire and Enfilade Fire
Marching Thru Georgia wrote:
Good points, how about if Norb throws in the random mix of 'attackmarch' column at a run when engaging guns at canister range? This is what I design often into my scenarios, and I always keep it random, so as to not be a boring and predictable 'everytime' type situation.RebBugler:
Feel free.The only problem that I see with that idea, is that the AI will never capture a battery on its own. I would also like to see the AI overrun a battery in the same manner as we do occasionally. Right now, the only way the AI can drive off the artillery is to have the infantry shoot it out with them. I certainly see the reason for your suggestion though. I've seen a number of brigades destroyed by 1 or 2 batteries. That's why I am lobbying for major game change by creating a new table.
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Re:Improved? Artillery Fire and Enfilade Fire
RebBugler wrote:
That would work. If it was made somewhat random as you suggest, that would really make things interesting! Could there be a check to see if any enemy infantry is nearby, (~40 yds, since enemy inf. doesn't countercharge to regain the batteries), which would abort any charge attempt?Good points, how about if Norb throws in the random mix of 'attackmarch' column at a run when engaging guns at canister range?
I can make this march and I will make Georgia howl.
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Re:Improved? Artillery Fire and Enfilade Fire
Marching Thru Georgia wrote:

The infantry check is definitely an important consideration, or the capturing could quickly turn sour. However, the more complicated the fix, the more the idea gets moved to back burners. Simple solutions get priority, along with numerous forum 'squeaks'.RebBugler wrote:That would work. If it was made somewhat random as you suggest, that would really make things interesting! Could there be a check to see if any enemy infantry is nearby, (~40 yds, since enemy inf. doesn't countercharge to regain the batteries), which would abort any charge attempt?Good points, how about if Norb throws in the random mix of 'attackmarch' column at a run when engaging guns at canister range?

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Re:Improved? Artillery Fire and Enfilade Fire
Reb:
And to squeak even more; after one gun is successfully charged, it would be good for the regiment to keep charging until all the guns of the battery are captured. I made a suggestion early on that once a gun is captured, all guns within ~30-40 yds. are automatically captured as well. This would also benefit the batttery in that the battery is fighting with all hands, not just 15 men. A small regiment might actually lose.
And to squeak even more; after one gun is successfully charged, it would be good for the regiment to keep charging until all the guns of the battery are captured. I made a suggestion early on that once a gun is captured, all guns within ~30-40 yds. are automatically captured as well. This would also benefit the batttery in that the battery is fighting with all hands, not just 15 men. A small regiment might actually lose.
I can make this march and I will make Georgia howl.
Re:Improved? Artillery Fire and Enfilade Fire
Marching Thru Georgia wrote:
Although in GB12 (The Peach Orchid), Barksdale regs could capture and man a gun, but did not have contol of the guns, for they were not added to Barksdale's OOB.
Just an observation; Union regs can't man the guns due to the OOB, in most cases. This would also hold true depending on the CSA OOB.Reb:
And to squeak even more; after one gun is successfully charged, it would be good for the regiment to keep charging until all the guns of the battery are captured. I made a suggestion early on that once a gun is captured, all guns within ~30-40 yds. are automatically captured as well. This would also benefit the batttery in that the battery is fighting with all hands, not just 15 men. A small regiment might actually lose.
Although in GB12 (The Peach Orchid), Barksdale regs could capture and man a gun, but did not have contol of the guns, for they were not added to Barksdale's OOB.
HOISTINGMAN4
Drafted in Boston
Drafted in Boston
Re:Improved? Artillery Fire and Enfilade Fire
I had expected this mod to come out pretty fast and my expectations were not disappointed.
I can NOT dl, install and test right now (Will soon but am too busy this week!) but wanted to express my gratitude to MTG and recommend he check the Tc2M Weapons mod in the community modpack 3 where all different musket type ranges were reworked (several times) to achieve great balance and historical accuracy.
Go check that out and arty will start taking casualties too from muskets and that's a must especially now that with your mod arty has become more lethal in the long range.
I can NOT dl, install and test right now (Will soon but am too busy this week!) but wanted to express my gratitude to MTG and recommend he check the Tc2M Weapons mod in the community modpack 3 where all different musket type ranges were reworked (several times) to achieve great balance and historical accuracy.
Go check that out and arty will start taking casualties too from muskets and that's a must especially now that with your mod arty has become more lethal in the long range.

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Re: Improved Artillery Fire and Enfilade Fire Mod
I have updated this mod to be compatible with the 1.120 patch. However, since the modding of flank fire has been disabled in this patch, the mod only changes the artillery fire effects. The link can be found at the bottom of the first post in this thread.
I can make this march and I will make Georgia howl.
Re: Improved Artillery Fire and Enfilade Fire Mod
There's a distinct problem with artillery still present in this patch and I think the poor results are heavily affected by it, regardless of your efforts with modding the artillery fire.
I am posting about it in the thread "problem with moving the artillery".
I am posting about it in the thread "problem with moving the artillery".
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Re: Improved Artillery Fire and Enfilade Fire Mod
And which problem is that? Sorry but I see a few things you have mentioned in that thread (moving arty, effectiveness, corps commander not moving them etc.)There's a distinct problem with artillery still present in this patch and I think the poor results are heavily affected by it, regardless of your efforts with modding the artillery fire.
I am posting about it in the thread "problem with moving the artillery".
There's probably going to be a quick fix patch coming out to address a scoring problem with the historic scenarios. If you have found a bug then maybe we can get it in the patch.