Generals in CoGEE (Full Version)

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Jonah -> Generals in CoGEE (3/27/2009 10:32:14 PM)

Hello

I don't won the game but I've been considering getting it but I have a few questions.

1. How many Generals (on averege) do you have? I've played FoF and I love how you have so many but will there be the same number in this? Or in other words, will I have at least enough generals to command every container (Army, Corps, Division)?

2. What differences are there in this and FoF in detailed combat?

I really know little about this game but so far it sounds great. I'd appreciate any response.

Thanks!




Anthropoid -> RE: Generals in CoGEE (3/28/2009 5:42:31 AM)

Fewer than in FoF, and it is one of the few shortcomings of the game IMO.

The naval, and diplomacy parts of the game are brilliant.




Joram -> RE: Generals in CoGEE (3/29/2009 10:54:23 AM)

1.  There are fewer generals due to the fact they are more powerful.  I do not find it detracts from the game to be honest but you can add more if you disagree.

2.  Scale is the main difference though CoG:EE gives you the option of doing a brigade or division sized combat.  No specific weapon variation either like in FoF.  Those are the main ones, if you are familiar with FoF detailed combat then this will feel very similar but suitably different for the time.

Oh, and there's also naval detailed combat which FoF doesn't have.

Hope that helps.




Russian Guard -> RE: Generals in CoGEE (3/30/2009 1:52:48 AM)


Yes, remember that a Corps commander (2-star) aids every Division in the Corps, and an Army General (3-star) the same with all Divisions in the Army he's assigned to.

As Joram says, this is one of the easiest things to mod in the game, and you can put in every General you'd ever like to see, if desired. I have modded Generals many times since CoG1, and what I _personally_ found was that having a General for every Division was unbalancing (gives larger Armies an even bigger advantage) and minimizes the impact of the great Generals of the period. Of course that's just my personal view.











ericbabe -> RE: Generals in CoGEE (3/30/2009 4:14:27 PM)

Generals are more powerful in COG:EE, because of the differences in the special-rally rule.  One can mod in more generals, but I would do so judiciously:  in battles with too many generals, units start to act like zombie forces, always coming back from disorder to return to the fight, just because there are so many generals to help rally them.

We did consider changing the rules and adding many more commanders in COG:EE, but a few things dissuaded us:  1) it's much harder to find data on Napoleonic era commanders than Civil War commanders, 2) there are many more scenarios in COG:EE than in FOF, so assignment of command would have been much more work, 3) there don't seem to be as many fans who are interested in the more obscure Napoleonic era commanders as there are fans of the more obscure Civil War era commanders.





ptan54 -> RE: Generals in CoGEE (3/31/2009 4:55:01 AM)

In the original COG, if you play an early scenario like 1792, the historical generals that don't appear in that scenario will never appear. For example, if you play 1792 and 1796 you will never get Oudinot, Marmont, Suchet, Macdonald, etc. Has this been resolved in COG EE? Thanks.




Anthropoid -> RE: Generals in CoGEE (3/31/2009 12:30:17 PM)

Ah, I didn't realize they worked so much differently than in FoF. Well in that case, I detract my statement that it is a weakness. It was just so cool in FoF to 'organize' your forces, including putting particular Gens together, putting particular Gens with particular units, etc. Shame that it is not really an option for the Nappy era.




morganbj -> RE: Generals in CoGEE (3/31/2009 2:05:01 PM)


quote:

ORIGINAL: ptan54

In the original COG, if you play an early scenario like 1792, the historical generals that don't appear in that scenario will never appear. For example, if you play 1792 and 1796 you will never get Oudinot, Marmont, Suchet, Macdonald, etc. Has this been resolved in COG EE? Thanks.

Not unless you mod the game to do that. Remember, 1792 is BEFORE Nappy rose to power, so the game assumes that he doesn't. That's the premise of the scenario.

But, it's easy enough to mod the game to do what you want. Once the Modder's Guide comes out, take a look at it. It might help. (Of course, since I wrote it, I can freely admit that it might not help.)




ptan54 -> RE: Generals in CoGEE (3/31/2009 5:21:28 PM)

Just because I start in 1792 = Napoleon never comes to power? Huh? If Rev France fends off the attacks against it, who's to say that the coup of 1799 could not have happened? Starting before Napoleon came to power => 100% chance Napoleon will never seize power seems incorrect.

What about Catherine the Great to Paul to Alexander?

Re: Modder's guide. Is this a pre-game mod? So before I start up a game I have to mod it? If it works like that, that would also mess things up since Napoleon didn't come to power until 1799. I read about historical events like "Assassination of Paul" - surely we can have a historical event like "Coup of Brumaire"? If the mod can work on saved games, that solves the problem...though events would be a nice touch.




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