Question regarding fatigue.

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AtheistDane
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Question regarding fatigue.

Post by AtheistDane »

Hello everyone,


Is it just me who thinks regiments tire way too quickly when marching? Is there any way to increase the amount of fatigue points, or decrease the penalties of marching?

I've tried editing these two files, but it does really seems to take effect unitattributes.csv and statetables.csv.

Thanks a lot in advance,
AtheistDane
Marching Thru Georgia
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Re: Question regarding fatigue.

Post by Marching Thru Georgia »

You need to mod the individual map csv files. They are in the \base\maps folder.
I can make this march and I will make Georgia howl.
NY Cavalry
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Re: Question regarding fatigue.

Post by NY Cavalry »

Personally, I think the GCM mod deals with fatigue very nicely. Get the mod and try it out. Then you could easily copy the appropriate files and make your own mod.


http://www.sowmp.com/gcm


Until the current recession, I lived a very active life. I worked outside in a physically demanding job all year and then I spent time in the woods camping, hunting, etc. I know what it is to fatigue. We didn't get brakes every hour. We got one 15 min break in the morning and then we got lunch. You drag or cannot keep up your gone.

The fatigue in the game is a bit too severe and doesn't take into consideration adrenaline or being shot at.

Fences get me the most. I can jump a fence all day and it takes time, but it is not fatiguing.
Show me someone who gets tired jumping a fence and I'll show you a guy who has no business jumping fences. That someone needs to get out from behind a desk and get into decent shape.

The best is that the fatigue can be modded. So don't get me wrong it is a great game. It just needs a few tweaks here and there.
Last edited by NY Cavalry on Sun Jul 29, 2012 7:51 pm, edited 1 time in total.
Saddletank
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Re: Question regarding fatigue.

Post by Saddletank »

We've had this discussion hundreds of times. I do not thing that the fatigue from marching over fences actually represents being tired, it represents unit cohesion and other factors.

A good general will also rest his men before throwing them from the march into battle.

Or march them on roads - they'll stay fresh that way.
HITS & Couriers - a different and realistic way to play SoW MP.
NY Cavalry
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Re: Question regarding fatigue.

Post by NY Cavalry »

I know this topic has been discussed before. I am not meaning to argue, I'm just stating my position. Gen Jackson, who was one of the best generals in the Civil War, regularly put his men in battle without a rest.

Going over a fence takes time. It is this time that I attribute to the disorganization and the needed realignment needed. Becoming fatigued is harder to understand; because fatigue is so important in this game. Tired troops effectiveness drops drastically (which I agree with). I have stated above that fit persons should have no problem jumping the type of fences common during the Civil War.

I defer to those among us who have actually served in the armed forces. I have heard them state that fatigue is too severe in this game. Modern infantry can be compared to civil war infantry within reason. Though, I believe, that there are plenty of accounts throughout the civil war showing the endurance of the infantry man.

In battle the individual soldier also can rely on adrenaline. Being shot at must also raise the level of endurance and purpose of action.

In high school I ran the 400m dash. The whole race is a dash. After 300m you are tired and the last 100m is just gut. My best time was 51 to 52 sec. and I could place in districts(in the bottom anyway). What is more amazing is that fit persons recover fairly quickly. In a meet I would run the 400m and then the 1600m relay. I know something of endurance and fatigue.
Last edited by NY Cavalry on Thu Aug 02, 2012 8:38 pm, edited 1 time in total.
KG_Soldier
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Re: Question regarding fatigue.

Post by KG_Soldier »

I like the way the GCM mod deals with fences: very slow to cross, no fatigue penalty.

That makes sense.
Marching Thru Georgia
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Re: Question regarding fatigue.

Post by Marching Thru Georgia »

Unfortunately, there is no unit disruption variable in the game. So Norb uses fatigue, which is an indirect use of time, to simulate this while GCM uses time directly. Norb's method has the advantage that veteran, (better conditioned), units will take less time reorganize the unit than it will greener troops. While the GCM method takes the same amount of time regardless of unit quality. I believe Norb's method is a better way to reflect this.
I can make this march and I will make Georgia howl.
NY Cavalry
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Re: Question regarding fatigue.

Post by NY Cavalry »

I am in no way knocking the game. This game is one of the best out there. It is the only one I play.

Adjustments and modification are open to all players so we can tweek things as we wish. Some things are not modable and we must do the best with what we can. I don't care for the stock fatigue settings and I use a mod. Everyone is satisfied. Again this is a great game.

Some may wrongly think GCM is some type of arcade game. I can assure that it isn't. There are constant debates about its historical implementation. If we wanted an arcade game they are out there; so it must be assumed that the players who play GCM have an interest in Civil War warfare. Things are not perfect. A balance needs to be found for each player about how this game plays out. Artillery is not fully modable and therefor considerations must be made. To hold certain parts of the army to complete historical accuracy and not others is awkward. Each player must decide for himself.

Many times during the civil war units arose and accomplished incredible feats. I just want to maintain that this is still possible within game mechanics/mods.

By the battle of Gettysburg, most units were veteran outfits. Even the ones who had not seen combat were generally well drilled.
Last edited by NY Cavalry on Thu Aug 02, 2012 10:31 pm, edited 1 time in total.
KG_Soldier
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Re: Question regarding fatigue.

Post by KG_Soldier »

Unfortunately, there is no unit disruption variable in the game. So Norb uses fatigue, which is an indirect use of time, to simulate this while GCM uses time directly. Norb's method has the advantage that veteran, (better conditioned), units will take less time reorganize the unit than it will greener troops. While the GCM method takes the same amount of time regardless of unit quality. I believe Norb's method is a better way to reflect this.
I agree with what you're saying, but only in regard to crossing fences. The GCM doesn't only use time to simulate unit disruption. In fact, in some instances, fatigue has a harsher penalty in the GCM than the stock game. Exhausted units in the GCM are worthless; while in the stock game, exhausted units still shoot pretty good.

No doubt, we who play the GCM aren't interested in spending too much of our 90 minute games resting regiments. However, because of the fatigue penalties in the GCM, it is highly favorable for a player to pull a regiment off the line and rest them before they become too tired. We don't have the time or inclination to play 3+ hour battles like you hits and couriers guys do, so Garnier has made some changes that don't slow down the game but still make conserving your troops energy paramount to success.

Using fatigue like you guys do in the hits and couriers games makes sense; I'm not trying to say the way we do it is better. It just suits our game-play.

Here is the thread on the GCM forum discussing fatigue and Garnier's post about firing penalties:

"Here's the fatigue penalty for each stage:

Rested - 0%
Fresh - 2%
Okay - 8%
Winded - 15%
Tired - 30%
Weary - 50%
Exhausted - 90%

This is just a percent decrease on firepower. So in a situation where a rested unit would get 100 kills, a winded unit would get 85 kills. All else being equal.

It makes the game more interesting than just always keeping every unit at the front firing. Obviously the turnover rate for fatigue (becoming exhausted in 20 min, and fresh again in 5 more min) is much faster than real life, but that's because our battle lengths are compressed things have to go faster. It makes the battles less static." -- Garnier

http://forums.sowmp.com/viewtopic.php?f=3&t=245
Last edited by KG_Soldier on Fri Aug 03, 2012 12:21 am, edited 1 time in total.
Reason: added GCM fatigue bit
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