Re: Gettysburg - New Ground, New Flags
Posted: Mon Feb 19, 2018 11:11 pm
As I've progressed through this scenario, I've saved it periodically (ex. GBurg_Full_Day1a, GBurg_Full_Day1b, etc.) so that if something were to go terribly wrong in a gamey sense (I've lost a few surrendered regiments that weren't "legit" surrenders, if you know what I mean) I don't have to restart the whole scenario.
Another way I've found it possibly to play this size scenario the way I'm used to (the GCM method of TC'ing every regiment) is to pause the game as I go. Yes, it takes much longer, but since I'm only playing about an hour at a time, it's better for me than slamming my head against a wall bc the friendly AI does something ridiculous. I've got the time.
But as for the Cemetery Hill hidden objective, that clears some of it up. So far I've had to restart from my saved spot around 8:45 p.m. several times, out of pure frustration with the rebel onslaught. It seems that no matter what I do, the rebels *never* fall back from the assault on Cemetery Hill, even if I control 80% of it. But now that you've explained how the script is structured, I believe there's a slight flaw in it. I agree it should be challenging, but not impossible, to hold Cemetery Hill that evening. No sense in just having the rebs halt in town like they did historically.
Because the field is rather tight in that area between the town and the top of the hill, "unless engaged" seems like it will always cause the rebs to continue their attack until the bitter end. I first noticed it when I controlled most of Cemetery Hill during the nighttime lull, but then immediately upon resuming, the rebels were right there again coming on as if nothing had changed from the previous evening.
I realize there are limits to what you can do with the script, as the whole appeal of this game is that things are fluid and not rigid (read: boring). But if there is almost no chance the rebels call off the assault on Cemetery Hill by the end of the first day, what's the point in trying to hold the hill at all as the Federals? It's become nothing more than a meat grinder, with both sides shoving more and more troops into the massive tempest of slaughter. Up until this point in the game, the rebels conduct the offensive operations in a very realistic way, as shown earlier in the AAR. Line firing, working the flanks, the occasional charge/melee. But once things center on Cemetery Hill, it reminds me of one of those massive GCM column charges (which I've been both the perpetrator and victim on many occasions).
Is there any way to have the rebels call of the assault just before the end of Day 1, and do so even if some of the regiments are engaged? Or, maybe move the objective farther south, so that the Federals have the opportunity to move out of rifle range of the rebels, yet still hold a controlling portion of the hill? That should, theoretically, force the rebels to call off the attack in the late evening.
Wow, that got much longer than I intended. Sorry about that.
Another way I've found it possibly to play this size scenario the way I'm used to (the GCM method of TC'ing every regiment) is to pause the game as I go. Yes, it takes much longer, but since I'm only playing about an hour at a time, it's better for me than slamming my head against a wall bc the friendly AI does something ridiculous. I've got the time.
But as for the Cemetery Hill hidden objective, that clears some of it up. So far I've had to restart from my saved spot around 8:45 p.m. several times, out of pure frustration with the rebel onslaught. It seems that no matter what I do, the rebels *never* fall back from the assault on Cemetery Hill, even if I control 80% of it. But now that you've explained how the script is structured, I believe there's a slight flaw in it. I agree it should be challenging, but not impossible, to hold Cemetery Hill that evening. No sense in just having the rebs halt in town like they did historically.
Because the field is rather tight in that area between the town and the top of the hill, "unless engaged" seems like it will always cause the rebs to continue their attack until the bitter end. I first noticed it when I controlled most of Cemetery Hill during the nighttime lull, but then immediately upon resuming, the rebels were right there again coming on as if nothing had changed from the previous evening.
I realize there are limits to what you can do with the script, as the whole appeal of this game is that things are fluid and not rigid (read: boring). But if there is almost no chance the rebels call off the assault on Cemetery Hill by the end of the first day, what's the point in trying to hold the hill at all as the Federals? It's become nothing more than a meat grinder, with both sides shoving more and more troops into the massive tempest of slaughter. Up until this point in the game, the rebels conduct the offensive operations in a very realistic way, as shown earlier in the AAR. Line firing, working the flanks, the occasional charge/melee. But once things center on Cemetery Hill, it reminds me of one of those massive GCM column charges (which I've been both the perpetrator and victim on many occasions).
Is there any way to have the rebels call of the assault just before the end of Day 1, and do so even if some of the regiments are engaged? Or, maybe move the objective farther south, so that the Federals have the opportunity to move out of rifle range of the rebels, yet still hold a controlling portion of the hill? That should, theoretically, force the rebels to call off the attack in the late evening.
Wow, that got much longer than I intended. Sorry about that.