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Open Play - Artillery Question?
Posted: Sun Jul 06, 2014 2:04 am
by Davinci
I'm not sure if this is something that I have done or if the game changed due to one of the patches.
The enemy artillery seems to move ahead of their Infantry units during battle and advance in-front of them to fire at my units.
I do remember earlier in the game when the enemy-artillery would stay deployed in the rear of their-army and fire.
Question - Is this based on the settings in the drills file, or has this changed since the earlier release of the game?
Thanks,
davinci
Re: Open Play - Artillery Question?
Posted: Sun Jul 06, 2014 2:15 am
by the reb
After playing 100's of Sandbox Battles, that happened with me, reminded me of the TS Games....The artillery more or less charged at me.....The OOB I used was the one used in Three Days in Seven Hours. I noramlly brag about how good the Ai is, not this time. Also in the same Sandbox Battle, numerous Union Corps just stayed out of the battle, did not advance? Thios allowed me to beat the crap out of the Yanks, but was not realistic.
the reb,
Re: Open Play - Artillery Question?
Posted: Sun Jul 06, 2014 2:50 am
by Davinci
...The artillery more or less charged at me.....
LOL – That was sort of funny!
Also in the same Sandbox Battle, numerous Union Corps just stayed out of the battle, did not advance?
I noticed this to but I think that it has something to do with how the OOB is designed.
If the enemy units are controlled by the same ‘Corps Commander’ they will all stop at the same time when contact is made. I think that this has something to do with the previous game where the AI would continue to march blindly into a fight.
But, if the OOB has them in different Divisions with no Corps Commander – the other divisions will continue marching after contact is made.
It took ‘me’ years to finally see that that was happening, and to redesign the OOB….But that is just ‘My’ opinion on this.
davinci
Re: Open Play - Artillery Question?
Posted: Sun Jul 06, 2014 3:36 am
by the reb
I agree that it's probably how the OOB is designed. I just started a new Sandbox Battle and once again, the artillery charged foward, retreated, but no infantry. This may be what the The RebBugler was trying to explain to me.
the reb....
Re: Open Play - Artillery Question?
Posted: Sun Jul 06, 2014 7:20 am
by Davinci
Also in the same Sandbox Battle, numerous Union Corps just stayed out of the battle, did not advance? This allowed me to beat the crap out of the Yanks, but was not realistic.
This is why the
enemy units need to be in different
Divisions but not under a
Corps Commander the other Divisions will continue to advance once contact is made.
Also, a slow-maneuver-echelon attack around the direction of the enemy always seem to
activate the hidden units of that division.
The reason of an
echelon-attack is that the AI seems to work on some type of
counting-system so if you advance your whole army they won’t attack.
davinci
Re: Open Play - Artillery Question?
Posted: Sun Jul 06, 2014 10:15 pm
by RebBugler
One question, how in the heck can you select two or more divisions in sandbox without having a Corps commander? I know of no OOB structure that allows or supports this, or do I know how to design one.
:unsure: I've made stupid statements before and maybe this is one again, so set me straight. :unsure:
Re: Open Play - Artillery Question?
Posted: Sun Jul 06, 2014 10:36 pm
by Davinci
One question, how in the heck can you select two or more divisions in sandbox without having a Corps commander? I know of no OOB structure that allows or supports this, or do I know how to design one.
My Bad, Thanks for correcting 'me' on this, I meant one thing and said another thing.
I redesinged my OOB to get rid of the
multiple-divisions under a Corps Commander and placed just one large division under four separate Corps Commanders to spread the AI out more.
This seems to stop the
AI from
halting the other units once contact is made.
Now the AI seems to take different roads trying to locate 'my' army so that I'm constantly encountering the different Corps all over the map.
This is better but it didn't
solve the problem of the
AI working together other than having two-corps using the same road.
davinci