Yet another Newbie thread (Full Version)

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Mr. Yuck -> Yet another Newbie thread (4/23/2007 9:23:43 AM)

Hello to all.

I just downloaded this game yesterday and am experiencing a very slow learning curve.

I'm playing on the easiest settings and getting stomped. One of the big problems is that I can't figure out how to get fresh men into existing units that have taken casualties. Where are the "camps"?

The other question I have is: Should I get the beta patch or keep trying to learn the game as is?

Thanks




Gray_Lensman -> RE: Yet another Newbie thread (4/23/2007 9:54:59 AM)

Welcome to the forum, Mr. Yuck

Now that you have purchased the game, be sure to Sign Up on the "Members" link at the top of the page.

Once you have become a "Member", you can then sign on to the "Members" area. Note: this is separate from the normal forum sign on, but you can use the same password if you want.

When you are signed into the "Members" area you can "Register" your copy of the game under your login under the heading "Register You Game" <Yes, it is misspelled on the members page, LOL>

When your game is properly registered, you can then click "My Games" on the Members page and it will take you to another page showing your registered games. On that page opposite your newly registered "Forge of Freedom" is a link to "Private Downloads". This takes you to a page with the latest "beta" patch, which is currently the best thing going with FOF.

There are so many new changes and fixes coming out in the next official patch, that I really suggest you get the "beta" patch before you get too confused with the learning curve on the original FOF. Be sure to check the change listing, because "Camps" have gotten a major change in the "beta" and the upcoming "official" patch, for the better I might add.

edit > Once you have the "beta v1.94" you'll be on the same page as far as questions you may ask others on the forum, and some questions you may have might already be addressed in the "Public Beta Feedback" link near the top of this forum page.

Good Luck and again Welcome to the FOF Forum...






Twotribes -> RE: Yet another Newbie thread (4/23/2007 1:52:38 PM)

Camps dont exist in the basic game, not sure if they exsist in the intermediate either.

My suggestion would be to look at the options for on and off and enable the ones you want. To begin with hit basic and then see whats not on. I believe advanced buildings is an option? Something like that. That will allow camps.

Replacements from camps are automatic, you cant pick who gets what. However your containers ( Divisions, Corps and Armies) have supply settings. If you want a certain container to receive priority on replacements set its supply setting higher than all the rest. I dont think on forage that any replacements are delivered, someone else will have to comment on that.




Ironclad -> RE: Yet another Newbie thread (4/23/2007 2:02:40 PM)

quote:

ORIGINAL: Mr. Yuck

I'm playing on the easiest settings and getting stomped. One of the big problems is that I can't figure out how to get fresh men into existing units that have taken casualties. Where are the "camps"?



Camps appear in the advanced game or you can click on the option of advanced buildings to have them at basic or intermediate level. When camps aren't in play you receive a set number of automatic replacements each turn distributed to units most in need of them. To check which units are receiving replacements go to the supply report - its tab appears when you move the cursor near the top of the information box on the strategic map.

At advanced level camps are linked to the supply level priorities selected for groups(ie divisions, corps, armies)- replacements then go to whichever group(s) has the highest supply level selected. The military screen shows the levels concerned and you can change them there - usually easier than going to each container concerned.




Erik Rutins -> RE: Yet another Newbie thread (4/23/2007 5:17:03 PM)

Hi there,

quote:

ORIGINAL: Mr. Yuck
I just downloaded this game yesterday and am experiencing a very slow learning curve.


Hang in there and don't forget to go through the Flash Tutorial (linked to from the Game Menu) and also read through the AARs in this forum and in the AAR forumm if you haven't already. They're great learning tools as well as fun to read through.

quote:

I'm playing on the easiest settings and getting stomped. One of the big problems is that I can't figure out how to get fresh men into existing units that have taken casualties. Where are the "camps"?


If this is the Basic game, then there are no "camp" structures. Instead, you automatically get 8,000 replacements per turn as the Union and 4,000 as the South. These are automatically divided between brigades that are understrength, based on the supply priority of the division/corps/army they are in. If you click on the unit history for a brigade, you'll see the behind the scenes calculations that show whether it got replacements, how much attrition it suffered and how its supply level was calculated.

quote:

The other question I have is: Should I get the beta patch or keep trying to learn the game as is?


I would absolutely go with the beta update as it resolves some noteworthy issues and generally just makes the game better overall. It does also improve the AI though, so I would set the Difficulty to the lowest level and give your own side Power +3 to help out with the learning curve.

Regards,

- Erik




Mr. Yuck -> RE: Yet another Newbie thread (4/26/2007 9:35:49 AM)

OK, I patched up and played as the Union (on the tutorial settings with advanced buildings on) for a couple game years. Frustrating, but I can tell I'm going to like the level of detail once I get the hang of a few things.

Questions:

1.) I tried to start building a ship or an ironclad every other turn to start blockading. The manual says that if I blockade X percent of their ports with X strength fleets, I get VPs. When I look at the strengths of my five fleets, only 1 of them is above zero, and that one is 400. How is this calculated?

2.) After the beta patch, I see two new scenarios with start dates identical to the previous ones. How are they different?

3.) Where are the forum rules? I recall scrolling rapidly through them when I signed up but, even using the search, I can't find them now. I am just itching to start profane and gratuitous arguments with all of you but want to make sure I stay within certain parameters. [;)]

4.) Every now and then, I'll get a glimpse of some feature that I don't have enabled. I.E.: X Academy has improved the logistical staff of X container. Is this normal?

Thanks again





Twotribes -> RE: Yet another Newbie thread (4/26/2007 12:30:28 PM)

I believe that strength of fleet means number of ships, each ship is really 10 max I believe so a fleet with 3 has 30 ships at full strength, which if I remember right is the basic amount you need for effective blockade duty.

No idea on other questions.




Ironclad -> RE: Yet another Newbie thread (4/26/2007 3:34:23 PM)

Re the other questions:

2. Southern Steel replicates the real war balance of economies and forces (at November) so is the most testing game for CSA and gives a USA player full scope. Coming Fury V2 is the latest version that gives an updated OOB for a July start - but retains a closer economic balance unlike SS.

3. Click on the word Forums in the white band at the top of the page - faqs is one of the options that appears.

4.The beta changed academies so each one now trains two container command or logistic staffs every May -starting with the lowest





Erik Rutins -> RE: Yet another Newbie thread (4/26/2007 3:40:20 PM)


quote:

ORIGINAL: Ironclad
2. Southern Steel replicates the real war balance of economies and forces (at November) so is the most testing game for CSA and gives a USA player full scope. Coming Fury V2 is the latest version that gives an updated OOB for a July start - but retains a more equal economic balance unlike SS.


To be clear regarding the current 1.9.4 public beta rather than the internal version, Southern Steel in the public beta has historical economies and mostly historical forces. The next version has an updated Southern Steel with more historical forces. This starts in November and differs from the Standard Campaign in that the Standard Campaign gives the South some benefits to make the contest more of a toss-up and doesn't allow the Union to have as large an economy as it has in Southern Steel.

Coming Fury is a historical July 1861 scenario, improved from the original July 1861 scenario. It has historical forces, but economies for both sides are a bit less potent than they were historically, though the balance between them favors the Union. The next release will include another version of Coming Fury with the same economies as Southern Steel (this is the v2).

The upshot is that I would play either Southern Steel or Coming Fury once updated to 1.9.4.






Twotribes -> RE: Yet another Newbie thread (4/27/2007 1:03:47 AM)

I have 2 versions of Coming Fury, which is the correct one. One has an s before the () the other has the s at the end.




ChuckK -> RE: Yet another Newbie thread (5/7/2007 4:32:25 AM)

This probably isn't worth starting its own thread so I'll just tack in on here.

Outside of ticking off a governor, is there any reason I wouldn't want to muster brigades as often as possible--especially when playing as the Confederates? 

That's assuming I've got a 70%+ chance of success and 20% or lower chance of negative consequences with the call for volunteers.

Thanks 




Twotribes -> RE: Yet another Newbie thread (5/7/2007 4:53:52 AM)

Mustered brigades have a lower experience value then purchased brigades. A lot lower. You only want to muster in emergencies or maybe as the Union for quick garrison brigades.




Gil R. -> RE: Yet another Newbie thread (5/7/2007 5:01:02 AM)

ChuckK,
Mustering brigades depletes population and therefore economic production (if you're playing with advanced rules). Also, if you deplete the population of provinces with foundries or barracks you won't be able to purchase artillery or cavalry units, which cost Men as well as resources. So those are considerations.

Twotribes,
One is the economically balanced July scenario, the other is the imbalanced historical one.




Erik Rutins -> RE: Yet another Newbie thread (5/7/2007 5:04:29 AM)

Chuck,

quote:

ORIGINAL: ChuckK
Outside of ticking off a governor, is there any reason I wouldn't want to muster brigades as often as possible--especially when playing as the Confederates? 
That's assuming I've got a 70%+ chance of success and 20% or lower chance of negative consequences with the call for volunteers.


There are different schools of thought on this. Personally, I advise mustering (note that the change of danger doesn't matter for mustering, that's for conscription and impressment. Mustering is always just a straight -5 to the governor's support) as I don't see how you can really keep up with an early Union build-up without it.

Regards,

- Erik




Drex -> RE: Yet another Newbie thread (5/7/2007 7:32:09 PM)

I agree. I always muster off the first turn and maybe a couple of months later. I use them to garrison my frontline cities also.




ChuckK -> RE: Yet another Newbie thread (5/8/2007 12:00:07 AM)

Ok, thanks guys.  I'll keep an eye on the economic impact produced by mustering.




Mr. Yuck -> RE: Yet another Newbie thread (5/26/2007 11:23:24 AM)

I was just reading through the Gil vs Chastain AARs and noticed that in the screenshots, when they right-clicked on an army, they could see things like weaponry and morale. Is there a toggle for this somewhere that I have missed?




Walloc -> RE: Yet another Newbie thread (5/26/2007 12:50:41 PM)

If after u have opened a container. U can in right lower corner press prefs. There u can alter what u are seeing after the unit names. Str, weapons and so on.

Hope it helps,

Rasmus




Mr. Yuck -> quick and instant combat (5/27/2007 8:49:39 PM)

How'd I miss that?

Let me say I am really enjoying this game. Makes me wish I had not sold off my 200 back issues of Civil War Times Illustrated.


Next question:

I usually don't have time to enjoy the full tactical mode and I have been alternating between quick and instant combats. Where do you deploy different types of units for best effect in a QC?


Is there any set of guidelines the AI uses when determining whether to pull adjacent units into an instant combat? Specifically, is there anything I can do to prevent the AI from pulling my Army out of Fredericksburg to help defend Petersburg?




Walloc -> RE: quick and instant combat (5/27/2007 9:12:56 PM)


quote:

ORIGINAL: Mr. Yuck

How'd I miss that?


Hehe, toke me a while to use too.

quote:


Next question:
I usually don't have time to enjoy the full tactical mode and I have been alternating between quick and instant combats. Where do you deploy different types of units for best effect in a QC?


Well im not expert in that particluar art. I mainly play very small QC or in pbems where players have no control over that. I do know there is in the manual descriped what exactly the modifiers are in which position in QC.
So either an expert in that have to step in, or i can only refere to the manual for that.

quote:


Is there any set of guidelines the AI uses when determining whether to pull adjacent units into an instant combat? Specifically, is there anything I can do to prevent the AI from pulling my Army out of Fredericksburg to help defend Petersburg?


Never played instant, but if rules are same as QC and i would expect they are. Putting on /off, avoid / seek battle matters. So if set on avoid battle on top container as i've seen it. In general those containers dont get drawn in battle. Will have to say since its not what i have done much of, u might wana do some of ur own tests or experts in that type of battle will have to clarify.

Kind regards,

Rasmus




Mr. Yuck -> Generals Home State (7/20/2007 9:56:13 PM)

If you promote a general from Kentucky-does it influence the Governor in any way prior to Kentucky entering the war?

If you promote a General hailing from an enemy state-does it effect anything?

West Virginia Generals? Huh? Why are they here?




Gil R. -> RE: Generals Home State (7/20/2007 11:18:55 PM)


quote:

ORIGINAL: Mr. Yuck

If you promote a general from Kentucky-does it influence the Governor in any way prior to Kentucky entering the war?

Don't believe so.

If you promote a General hailing from an enemy state-does it effect anything?

If it does, I'd think that a bug.

West Virginia Generals? Huh? Why are they here?

Originally, West Virginia was going to be a state. The decision not to do that came after the generals file was created, and I guess no one thought to change these guys to be from Virginia. Good catch.





sirduke_slith -> RE: Generals Home State (7/21/2007 6:46:34 AM)

Is there any thought of a setting that could be made to make west virginia a state, or make it happen if under union control? just a thought.




Drex -> RE: Generals Home State (7/21/2007 4:45:39 PM)

Sounds like an item for the Wish List.




Gil R. -> RE: Generals Home State (7/21/2007 7:26:43 PM)

No setting, but I think someone found a way to mod it.




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