But average is average, and effective range was very dependent on LOS I think. So you could certainly get yourself killed at much longer ranges, and I think at times AI brigades wait too long before deploying for combat.
Yes, but I think that this will get better with time, the
AI – Deployment is a lot better now than it was when the game came out several years ago.
I’m now wondering if the settings in the
OOB will have any influence on how the AI Commanders attack. I have all of my enemy commanders set at
4 , just to prevent them from launching a suicide attack.
Am not sure what adjustments you've made in terms of misfires etc. Having longer range but mainly ineffective at that range would do the job, but how does this impact casualties at shorter ranges?
I just checked, it seems that I have the default misfire settings, but the
ROF \ MROF are both set at
150 in the
rifles.csv file. I thought that I changed that misfire setting, guess not!
The casualties seem to stay at a Civil-War-Average, I can fight for hours and never destroy either army, but that has more to do with the
mapname.csv file than anything else. That is the file that controls the
defensive bonus which I usually set very high for everything. I feel that even if someone is standing in the open, surrounded by musket-smoke, they deserve a defense bonus due to the LOS being restricted.
Thought you'd be interested in this. Been running a test on your map with 2 armies, each of c100,000 men. Structure for each army is corps, divisions, brigades. About 50 brigades in each army.
Have placed no restictions on movement. FPS for me is 4-5 throughout the game, which is actually quite playable really.
Have you tried slowing down the speed of the camera movements, this usually helped me to scroll when the FPS dropped during certain testing. This setting can also be applied while playing the game, under
Options if I remember correctly.
Hey, with that many men on the field what happens when the musket-smoke is displayed, will the FPS drop lower than that?
davinci