Comments on the Patch (Full Version)

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Mad Russian -> Comments on the Patch (3/26/2010 11:37:39 PM)

I just fired up the game since the patch was released. So here are some comments to the changes made.

quote:


RULE CHANGE: Shenandoah is now worth $10 if the controlling player also controls the governor of the state.


Not sure why the governor has to be on my side if my troops are sitting in the valley. This only hurts the Confederacy. It doesn't help the Union as it did in RL. Food is food, no matter what the governor says about it.

quote:


RULE CHANGE: Gunboats now automatically heal 1 strength per turn.


We only use Instant Combat so not sure how this will affect our game yet.

quote:


RULE CHANGE: National Will. The USA loses 1 additional point of NW if it loses a decisive battle in a US province (both currently and originally owned). The CSA gains 1 additional point of NW for winning a battle under these circumstances.


This is a tremendous change. This gives some credit where needed. The victories the CSA won were much more important than those won by the Union. Consider that for the first two years of the war the Union didn't win more than a couple.

quote:


Added 10 new special abilities.
o Thrifty (inf./art. only): Attacks use only 1 point of supply.
o Stalwart (inf./cav. only): While unit is Fresh it takes only 1/10th normal morale loss from fire attacks.
o Rangers (inf. only): Reduces cost to enter a hex by 1 if the terrain cost is 3 or more.
o Cautious (inf./art. only): Reduces damage this unit takes and causes in fire combat by 25%.
o Aggressive (inf./art. only): Increases damage this unit takes and causes in fire combat by 25%.
o Tenacious (inf. only): When in a pin-position with another unit, both units are automatically pinned.
o Hill Defenders (inf. only): Unit takes 10% fewer casualties and loses 33% less morale loss when defending from fire attacks on heights.
o Uphill Charger (inf. only): Unit suffers half the normal penalty for charging enemies located on heights.
o Efficient Fire (art. only): Unit may ignore the restriction that artillery units cannot fire after moving more than 4 hexes.
o Anti-Battery (art. only): Reduces penalty for artillery-vs-artillery fire attacks from -90% to -70%.


I'll have to take a look at these when they become available to choose. Most of them look like they are for detailed combat and we use Instant Combat in PBEM.

quote:


FIX: National Will bug for capture of empty city


Good to see this one fixed. This is the one that stopped our Uncivil War game.

quote:


FIX: gun problem in special unit file.


Sounds good.

quote:


FIX: Artillery strength now set properly from scenario start file.


Sounds good.


Overall, the patch has some very good fixes and additions. Now, we'll just see how it plays out.

Good Hunting.

MR




Gil R. -> RE: Comments on the Patch (3/29/2010 10:16:07 PM)

Glad to know you like it.

Yeah, that national will bug killed quite a few games. At least it's gone now.




steel god -> RE: Comments on the Patch (3/31/2010 3:26:13 PM)

Hi MR.

If you find you're interested in FoF again and would like a PBEM game, feel free to drop me a line. Be glad to be your foil.

regards; Paul




Mad Russian -> RE: Comments on the Patch (4/2/2010 3:45:34 AM)

How you doing Paul? Long time between shared posts.

I usually have about 2 projects going and a group of gamers that I play on a regular basis. When I was doing CM scenarios I used A LOT of playtesters. Right now I have a gaming project going and am trying to learn another game to teach my Grand Kids and raise another batch of gamers up before I get too old and bumfuzzled for them to want anything to do with.

I'll keep you in mind though.

Good Hunting.

MR




steel god -> RE: Comments on the Patch (4/6/2010 7:52:57 PM)

Been busier than a one legged man at an ass kickin' contest I'm afraid. But always try to find time to play a game and lately FoF and COGEE have me addicted like nothing else I've played recently. So when I see a familiar face talking about playing I usually offer my services. But no pressure to play, as I understand the demands of time and schedule. But if you're ever interested feel free to drop a line.





Mad Russian -> RE: Comments on the Patch (4/14/2010 4:53:23 AM)

The patch seems to have reduced the availability of Union garrisons early. That's a good thing. Before I could make the Union Army huge just by emptying garrisons I had all over the country.

Also, instant combat now is, well instant. I don't see the battle matrix any more now all I get is just the results. I like that. I wish the end of battle results were easier to figure out. Like one side took this many casualties and won. Simple. I don't need a rundown of every brigade and how it's done in the entire war. I'm interested in how I did in this battle. I've yet to figure that out by looking at the end of battle screen. It should be nowhere near that complicated.

As I run into other changes I see in the game I'll comment on them as well.

Good Hunting.

MR




Mad Russian -> RE: Comments on the Patch (4/14/2010 4:54:35 AM)


quote:

ORIGINAL: steel god

Been busier than a one legged man at an ass kickin' contest I'm afraid. But always try to find time to play a game and lately FoF and COGEE have me addicted like nothing else I've played recently. So when I see a familiar face talking about playing I usually offer my services. But no pressure to play, as I understand the demands of time and schedule. But if you're ever interested feel free to drop a line.




Have you played FoF against an opponent yet?

I've yet to play it vs the AI.

Good Hunting.

MR




Mad Russian -> RE: Comments on the Patch (4/26/2010 4:20:57 AM)

During our current PBEM I just got this email from my opponent. He is the CSA. Don't know if this is a bug or what?

MR

I can only see the replay if I get out of the game and come back in and choose the replay file.  Shouldn't the game automatically show me the replay either before or after my turn?




Gil R. -> RE: Comments on the Patch (4/26/2010 6:31:24 AM)

Please direct your friend to the patch documentation from when PBEM replay was added, which I think should answer his question:

PBEM Replay

In PBEM games, after the Movement Phase has been completed, a new replay file will be created in the PBEM directory with the following nomenclature:

<GAMENAME>_Replay_<TurnNumber>.<sve|rep>.

Note that the .rep extension stands for “reports” not “replay”; to load the replay file, load the .sve file that has “_Replay_” in the filename. Since the CSA player generates these two “_Replay_” files, he must send them to the USA player along with the two regular files after taking his turn.

The USA player may load this file, view the replay, and then take his turn in lieu of loading his normal turn file, if he wishes; the CSA player may view this file, but cannot take his turn immediately after viewing this file as the USA player can.

When the replay file is loaded, the player will be prompted to choose either the USA or the CSA as the "viewing" player – a password check will be initiated if players have chosen passwords.

Loading PBEM replay during a multiplayer game will fail with an error message.

In PBEM games, the AI now has to pick options for partisans and raiders in order
for the replay file to work properly.





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