All is Very Good!

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GShock
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All is Very Good!

Post by GShock »

This thread discusses the content article: All is Very Good!

I haven't had a single crash issue but I do have the sound issue and I hope it's set as priority of course. The management of troops is superb, the AI comes to me every time with a different strategy. The second tutorial is DEFINITELY a good choice for the Demo.

Us hard-core players coming from Tc2M surely noticed a serious improvement with the engine. I have not yet tried the MP but am now at the third tutorial and noticed that the artillery, unfortunately, isn't killing much of a thing (1 kill in 5 minutes with 4 batteries shooting a single regiment 400 yds away in plain sight).

That reminds me Tc2M since I am one of those who worked so hard on weapons.csv to mod the artillery and because of it not working I stopped playing Tc2M.

I am sure you'll be looking at this particular issue because, among the non critical (CTDs and major bugs) it is of the *highest* importance for gameplay.
J Canuck
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Re:All is Very Good!

Post by J Canuck »

GShock wrote:
I have not yet tried the MP but am now at the third tutorial and noticed that the artillery, unfortunately, isn't killing much of a thing (1 kill in 5 minutes with 4 batteries shooting a single regiment 400 yds away in plain sight).
DESTROYING MORALE OR INFLICTING CASUALTIES
I haven’t experimented enough yet for a firm conclusion, but I believe I read in the HELP menu something about solid shot inflicts a morale loss on the enemy – no mention of casualties. To me this would imply long distance arty has been modeled for weakening infantry’s fatigue/morale in order to expedite a rout, as opposed to inflicting kills. If this is the case, it may be an idea to have the ability to view enemy’s morale; perhaps a method similar to SMG’s drooping regimental flags – the greater the droop, the closer to routing.

So far it seems that canister shot is almost as deadly as it was in TC2M – I like that.

ARTY AMMO WAGON
In the Corps Tutorial, I have found that both ammo wagons from Wright’s Division and the Artillery Reserve can be used to resupply Artillery Reserve's arty that has expended its canister shot to zero when I bring either wagon up close to the retreated arty. But, when I order a battery with zero canister to resupply, the battery heads strictly for the Artillery Reserve wagon - ignoring the just as close-by Division Ammo Wagon. Now when I am fighting on one side of the map and the lone Artillery Reserve Ammo Wagon is resupplying batteries on the other side of the map, this is a concern!

Captain Butler: "Quartermaster, bring up your Ammo Wagon now! We are running out of canister and the enemy is breaking through our lines!!!"

Quartermaster: "No can do Captain Butler - this is General Wright’s infantry ammo. You all will have to send for your own Artillery Reserve Ammo Wagon. It’s supplying arty assigned to General Howe a couple of miles east of here. See ya!"

I have yet to expend enough of a battery’s overall ammo to see if there is a magical low total ammo number that would allow a resupply from any Ammo Wagon.

This game ‘s a keeper – having loads of fun! :kiss:
GShock
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Re:All is Very Good!

Post by GShock »

I can't wait to see what happens with the patch and the released SDK.
Whatever the ammo you use, Arty has got to work. I don't care if that is intended to only give morale loss this is the first thing I will change.

Considering all these things are stored in data files, provided that differently from TC2M it is at all possible to fix the artillery, it's surely a bad idea to leave it like this in the third tutorial because I think all new players will tackle tutorials before heading for scenarios and they will see first hand that artillery doesn't work.

I interrupted the tutorial this morning when I saw my whole left flank overrun by an entire bde (4 regiments). If I had been able to stop one, they were just walking towards me in open field and I only caused ONE loss with all my 4 batteries.

As soon as the closest of their regiments reached max range (160yds) my first gun was totally annhilated. 4 guns were not able to stop ONE regiment. This has got to really change and possibily to change starting from the tutorial itself because it gives a very bad presentation of the game.

And I hope, well actually I pray, that the arty CAN be fixed.
ADukes
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Re:All is Very Good!

Post by ADukes »

J Canuck wrote:
GShock wrote:
it may be an idea to have the ability to view enemy’s morale; perhaps a method similar to SMG’s drooping regimental flags – the greater the droop, the closer to routing.
Such a similar feature exits, but it isn't mentioned in the manual/help. The flag animation is slower for units with low morale.
GShock
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Re:All is Very Good!

Post by GShock »

Dukes how about the arty effectiveness? Did you see how it behaves in the arty tutorial? Does this have to do with the tutorial or with the master game files?
ADukes
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Re:All is Very Good!

Post by ADukes »

The guns of Grandy just have average skills, so they aren't much effective.
GShock
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Re:All is Very Good!

Post by GShock »

No I just tried sandbox, Mac map, OOB2, CSA side, Div to Div, Attack.

Total score from my guns in 30 mins of playing was 35 with distance being between 800 and 500 yds. Since I took no losses, this means 16 guns killed 35 people in 30 minutes. That's just a little bit more than I would expect from the party of Santa Barbara (Patroness of fireworkers) and a bit LESS than what I would personally be able to kill by single-handedly throwing stones. :)

It's not the tutorials alone... I think there's something wrong.
Maybe this doesn't show in online play?
ADukes
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Re:All is Very Good!

Post by ADukes »

And what was the experience/skill level of your guns?
GShock
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Re:All is Very Good!

Post by GShock »

I think it's regulars... I mean the ones coming from OOB2. I did make sure they were targeting infantry as primary tgt. 2 of the captains achieved 0 score, another one 16 and the last one 19. On a sidenote the USA Div commander walked nonchalantly on my troops and got killed. Something else I noticed is that troops carry on shooting on targets engaged in melee and I am not sure this should be possible because if you charge ahead of you the other regiments behind you have your own back as primary target after you are involved in a charge. This means lots of friendly fire casualty and I believe a regiment engaged in melee should be temporarily invisible. During the following charge I also noticed one of my AI-led regiments walking right through the middle of the melee between a regiment of mine and another AI enemy regiment. Stacking absence is a problem indeed.

Back to Arty, I don't think it's XP related. The shrapnel damage is simply non existent in all tutorials and I don't understand if this has something to do with master files or OOB files. It's really odd because you all surely would have noticed such a macroscopic problem. Essentially the arty, as far as I have seen (Tutorials and a couple of Sandbox matches) has proven totally ineffective on the killing aspect but it seems that the morale loss implied is being factored.

I Haven't tried with other ammo types but it's what I'm going to do right now. In any case, even the greeniest of arty servers would be able to kill more than 0 in 30 minutes of cannoning on a battlefield where a Div-sized battle is taking place. Definitely more than a mere ZERO.
GShock
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All is Very Good!

Post by GShock »

Got the figures of this quick test which lasted about 25 minutes of game time.

Mac Map, Div-Div combat, Attack. OOB Brig-Div Day 1, CSA Side (Pender)

Artillery units
Wyatt: 0
Graham: 0
Ward: 0
Brooke: -39 (One gun routed)

Total score 1415 (I won routing USA easily).

So that's about it, I checked every arty unit performance in the OOB in the debriefing screen and I can confirm in 20 minutes (5 to get to firing position) they shot constantly but killed 0. All guns were set to shoot on the infantry and despite several targets being blocked, the guns shot from the beginning to the end of the engagement, killing 0 as I said.

Houston we have a problem.

(By the way, the prtscn function doesn't work so it looks like I'm gonna have to use Fraps so next time I'll show you the SS regarding what I say) to post SS
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