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Re: Is there a way to mod the height of troops for gameplay purposes?

Posted: Sun Sep 30, 2012 5:18 pm
by montecristo1981
cn sum1 explain scaling 2 me? please?

troops r bigger so the unit frontage is the same, but sprite number doesn't get too high. am i rite?

wud creating a 10unit sprite fix this?

i no animation would be odd, and 3d angle would be off, just wondering..

Re: Is there a way to mod the height of troops for gameplay purposes?

Posted: Sun Sep 30, 2012 5:25 pm
by gunship24
I agree that this needs looking into. They seem to shoot over far to easily. Do we even need to shoot over or is this an AI balancing thing? Artillery maybe, but again did this really happen?

Re: Is there a way to mod the height of troops for gameplay purposes?

Posted: Sun Sep 30, 2012 5:54 pm
by Martin James
I agree that this needs looking into. They seem to shoot over far to easily. Do we even need to shoot over or is this an AI balancing thing? Artillery maybe, but again did this really happen?
I don't think it did, at any rate for this period of the war. Or at least not unless the terrain was unusually favorable.

I've recently read 'The Maps of Gettysburg' and 'The Maps of Chickamauga', which both have loads of detailed maps down to regiment and battalion-level for various stages of both battles. The Confederates were on the attack in both, and almost invariably their brigades went forward in a single line of regiments. Where there were several brigades available, they attacked in a succession of waves, with follow-up brigades several hundred yards behind the first-line ones - so not in a position to fire.

It seems to me unlikely that this formation would have been adopted, if regiments up-close in the second line could add their fire.

Not really an expert on ACW battle though, so would be interested to hear from thse who know more.

Martin

Re: Is there a way to mod the height of troops for gameplay purposes?

Posted: Sun Sep 30, 2012 5:56 pm
by Davinci
I agree that this needs looking into. They seem to shoot over far to easily. Do we even need to shoot over or is this an AI balancing thing? Artillery maybe, but again did this really happen?
The only time that I can remember that it happened was the battle at White Oak Swamp or something similar to that name. It's been decades since I've read a Civil War Book.

I think that this needs changing for a different reason, if the AI can shoot over their own soldiers it prevents them from spreading out and forming a longer battle-line.

Last Year - the men height was 9 feet tall - but now there is mention that that height has increased to 12 feet . When did this change come into effect?

davinci

Re: Is there a way to mod the height of troops for gameplay purposes?

Posted: Sun Sep 30, 2012 5:59 pm
by con20or

troops r bigger so the unit frontage is the same, but sprite number doesn't get too high. am i rite?
hmmm, when the sprite ratio is increased the frontage increases...to be honest i don't know!

edit - I presume this isn't in the drills file, along with canwheel, canfire etc, canshootover isn't an option?

Re: Is there a way to mod the height of troops for gameplay purposes?

Posted: Sun Sep 30, 2012 6:47 pm
by Garnier
No there's nothing to do with firing over in any of the logistics files.

Re: Is there a way to mod the height of troops for gameplay purposes?

Posted: Sun Sep 30, 2012 6:47 pm
by Ingles of the 57th
How does AI decide that one unit is blocking another ?

Does it take the width of the whole line frontage into account or, as in other cases, simply use the 'notional' regiment represented by the flag.

If the latter, perceived blockage will be minimal allowing the situation shown in the screenshot to occur.

Geoff Laver Late of Her Britannic Majesty's 57th Regiment of Foot.