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All Forums >> [Current Games From Matrix.] >> [Age of Muskets] >> Birth of America 2: Wars in America >> all units disbanded Page: [1]
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all units disbanded - 9/3/2008 6:35:24 AM   
bardosy


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Joined: 4/12/2005
From: Budapest, Hungary
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Hey, I just started the big (104 turns) campaign yesterday. And after I captured Boston and Quebec, in the next turn (almost) all of my units were disbanded (more than 30). After it happened, I have only generals (without troops) and a few fixed units in the eastern ports. Well, the redcoats started to go up and down freely in the country... So I gave it up.

What I did wrong? Why all units disbanded?
Post #: 1
RE: all units disbanded - 9/3/2008 6:53:53 AM   
Arsan

 

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Hi!

They are volunteer milita and go back to their homes in winter. Indians do the same.
On spring, a lot of new units will pop-up around the map. It is a chore, but it's how it worked back then.
No regular units they hava a somewhat high % of disbanding.
To keep them with you, use leaders like Washington, which hava an speciall ability to make militias stacked with him stay with him in winter in a high %. Also, as you militis gather experience they will transform into continentals that have much little chance of demobilising and trained continentals that never go home /like regulars (i think).

Regards! 

(in reply to bardosy)
Post #: 2
RE: all units disbanded - 9/3/2008 7:13:22 AM   
bardosy


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From: Budapest, Hungary
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Thank you for your answer!!!

And what represent the randomly locked generals?
In AACW units (and generals) were locked in the beginning, but if it unlocked, it remain unlocked. In BoA2 the generals sometimes locked again. (I read in the manual, how it works - from the strategic point) but I don't understand why?
The generals (as the militias at winter) go to home to his wives? ;) Or what?

It's just my first impressions, but AACW was better for me.
But I will not give up, I will try again.... (I have to, because I have to write a review about it...)

(in reply to Arsan)
Post #: 3
RE: all units disbanded - 9/3/2008 7:36:27 AM   
HobbesACW


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Taken from a post by Lod on the AGEOD forum :-

Take a look at your Main Menu Options, and set your Activation rule [under Options - Game] to the second {middle} choice. It appears that somehow the default ended up as the third choice, which will often lock a leader that fails his activaton role.

Can you check if this is the case?
Thanks, Chris

(in reply to bardosy)
Post #: 4
RE: all units disbanded - 9/3/2008 7:56:31 AM   
bardosy


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From: Budapest, Hungary
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Thanks, I will check it... and if possible I will disable this "randomly lock generals". But I don't understand what is it represent?

I downloaded the 1.01f patch now, and I will check this "Activation rule" and restart the big campaign.... Thanks!


Ugh, one more thing! In AACW there was some money-like-things... I could spend this for build factories or naval vessels or units.  It's not here, am I right?

(in reply to HobbesACW)
Post #: 5
RE: all units disbanded - 9/3/2008 7:58:54 AM   
Arsan

 

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Yep, as Hobbes explains.
The first version of WIA default to the hardest of the activations option, the one that locks unactive generals.
To play normally, as in AACW, juts select the middle activation option in teh opctions menu.
AACW also have this "locked when inactive" option but it's not chosed by default at agme installation.
I think the current downloadable and retail versions of the WIA game have already corrected this quirk and default to the standard activation option.
Cheers!


(in reply to HobbesACW)
Post #: 6
RE: all units disbanded - 9/3/2008 9:25:33 AM   
Arsan

 

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From: Madrid, Spain
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quote:

ORIGINAL: bardosy

Thanks, I will check it... and if possible I will disable this "randomly lock generals". But I don't understand what is it represent?

I downloaded the 1.01f patch now, and I will check this "Activation rule" and restart the big campaign.... Thanks!


Ugh, one more thing! In AACW there was some money-like-things... I could spend this for build factories or naval vessels or units.  It's not here, am I right?




Hi again!


The idea behind the activation system is to represent passive leaders, bad coordination etc. Something very common in real history but that on wargames, where a single player controls everything, is rarely seen. The player can move and attack all the time and coordinate things perfectly and the development of the campaigns are very different from the historic ones.
With the standard leader activation the player can still avoid the limitation of the inactive leaders by unstacking units and active leaders to act independently.
With the “lock when inactive” system AGEOD gives players the opportunity to use a more difficult, restrictive and historical system. Because in real wars, if the senior commander is inactive (not decided to attack for example) other leaders under him should not be free to act by themselves as they are under orders of the passive/inactive commander.
But as this ultra realistic system can be frustrating to some players , AGEOD gives the option to use it or use one of the more permissive activation system (even with no activation check. Leaders are always active).
About the money, production, industry thing, in WIA there is not any of this. The era represented in WIA is different form the AACW and neither Americans nor British had the control to actually buy/construct things.
The British commander on America depended on what the parliament or the king send them as reinforcements. And this most of the times depended of political issues on Europe. It was something out of hand for the colonial commander.
The American where still too disorganised, just being born as a nation, and mostly depended on the volunteer patriot militias.
So a centralised economic/production system would not be very realistic on WIA.
The game uses a more simple system where you accumulate points thorough victories and successes on the war that you can spend on requesting some things from the king or the colonies: reinforcements, supplies, ships, replacements, some guns.
These option give the player choices and an interesting way of getting some reinforcements, but most of the troops you get arrive by event as historical reinforcements or through the militia raising system that depends of loyalty and control of strategic towns (mostly for the Americans).

Hope it helps!



< Message edited by Arsan -- 9/3/2008 9:26:03 AM >

(in reply to bardosy)
Post #: 7
RE: all units disbanded - 9/3/2008 12:12:19 PM   
GShock


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I think most of the problems with comprehending initiative in AACW/WIA lies in the fact that generals are the only ones who seem to suffer from its penalties and limitations. So the higher the initiative rule setting, the more dangerous the independent forces become, especially against inactive generals. Better no general at all than a poor general...which is basically the contrary of how war works.

Independent forces have no limitations, just CP penalty, while generals have movement limitations (up to total lock in place), CP penalty (when exceeding the CP limits) and, add to it, posture limitations.

This is one of the greatest limitations in the AGE engine and one that the AI doesnt cope with, while the gamey human mind always finds the exploit. Perhaps one day we will see some improvement in these rules.

(in reply to Arsan)
Post #: 8
RE: all units disbanded - 9/3/2008 1:23:40 PM   
bardosy


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@Arsan:

Thank you! I understood now...

I just ask about "the money-system", because I tried to spend "EP" for artillery and elite troops and I just afraid, I "overspent" my "money" and units disbanded, because of lack of EP. But now I know, they were militias.

I really understand the age of WiA and AACW is very different, but when I heard about WiA (as BoA2), I thought it's a new BoA with AACW (improved) engine. But - of course - it was stupidity... my fault.

I very like the historical TBSs, but AACW was a very good shock in my gamer life. His mood/feeling was fantastic for me. Usually I don't care American history (I from Europe), but it was a very impressive game, and I read a lot of book about ACW. (Now I start to read about Independent War too... Morning I read about Paul Revere and his famous "The British are coming"-shout... ;) )

(in reply to Arsan)
Post #: 9
RE: all units disbanded - 9/3/2008 1:58:41 PM   
Arsan

 

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quote:


I very like the historical TBSs, but AACW was a very good shock in my gamer life. His mood/feeling was fantastic for me. Usually I don't care American history (I from Europe), but it was a very impressive game, and I read a lot of book about ACW. (Now I start to read about Independent War too... Morning I read about Paul Revere and his famous "The British are coming"-shout... ;) )


Hi

We are on the same boat.
Since i discovered AACW i must have bought about a dozen ACW books. And i mean BIG books: Shelby Foote trilogy, Leaders and Battles of the Civil war four books, McPherson Battle Cry of Freedom...
Thansk god we have Internet and Amazon!
As an European at start i was absolutely lost on the huge AACW map and could not tell Arknasas form Indiana.
Of course now its very different. I know Viginia and Tennesse theatres by heart!

Cheers!

< Message edited by Arsan -- 9/3/2008 2:08:59 PM >

(in reply to bardosy)
Post #: 10
RE: all units disbanded - 9/3/2008 2:23:33 PM   
bardosy


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From: Budapest, Hungary
Status: offline
My only pre-study was a very exciting adventure/historic book about a raid behind the enemy lines by Northern cavalry. It was fantastic to meet with the hero of this raid (Garrison) in the game (of course with special ability to raid)...
And I have an internet-friend from Tennessee and it was a shame when I ask him (before to know AACW) "...and were there some battles of ACW?". And he answered: yes. :D
But I interested your CW too, because we study in the school only about hungarian commies in the international brigades... Summer I was in Seville an I bought a very light "historical DVD" about SCW, and it contains news for me... :((( Well, lot of things are very-very interesting, and I have so little time... :(

Hasta luego!

(in reply to Arsan)
Post #: 11
RE: all units disbanded - 9/3/2008 10:58:04 PM   
KG Erwin


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To bardosy: I am grateful that you came aboard. As an American, I hold much admiration for the Hungarians and their Independence War of 1848-49. Matrix has a game which includes a simulation of those events. It is very enjoyable. The more we study the history of others' countries, the better we can understand each other.

(in reply to bardosy)
Post #: 12
RE: all units disbanded - 9/4/2008 8:32:38 AM   
bardosy


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From: Budapest, Hungary
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A little bit OFF-topic question...
Now - when I started to read about AIW - I read about John Hancock... he was a general in the very beginning of war.
But a few weeks ago I saw a little, stupid, Will Smith-movie 'Hancock' and in this movie is clear that name "Hancock" is the synonym for "signature".
How it's happened? How could be a national hero's name transform to a synonym for "signature"? It's very interesting.

(in reply to KG Erwin)
Post #: 13
RE: all units disbanded - 9/4/2008 9:00:13 AM   
Arsan

 

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quote:

Hancock


http://en.wikipedia.org/wiki/Signature

The Wiki know all (or most at least! )
Cheers!

(in reply to bardosy)
Post #: 14
RE: all units disbanded - 9/4/2008 9:43:22 AM   
bardosy


Posts: 29
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From: Budapest, Hungary
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Funny! :)))

Wiki (and Will Smith) know everything!

(in reply to Arsan)
Post #: 15
RE: all units disbanded - 9/5/2008 8:21:21 PM   
madgamer2

 

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I wish it were the same for me but my mind just does not except that map. No matter how much I play it I have never been comfortable with it and after about 4 hrs. I got headaches, but I would keep on but to no use.
The inter face to me is just...to clicky and I can't make the production/unit build rules work. In the latest patch I would run out of something (money, war supplies, men)and it got so bad in the current game I could not even have enough replacements for a turn with a fair amount of combat. It seems to me that the game as published had better rules for the production/manpower sub systems but needing patching for other reasons.
So sadly I have stopped playing the game. No matter how much I like this game I just can't seem to make it work.

Madgamer

(in reply to Arsan)
Post #: 16
RE: all units disbanded - 9/6/2008 12:05:58 AM   
KG Erwin


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quote:

ORIGINAL: madgamer

I wish it were the same for me but my mind just does not except that map. No matter how much I play it I have never been comfortable with it and after about 4 hrs. I got headaches, but I would keep on but to no use.
The inter face to me is just...to clicky and I can't make the production/unit build rules work. In the latest patch I would run out of something (money, war supplies, men)and it got so bad in the current game I could not even have enough replacements for a turn with a fair amount of combat. It seems to me that the game as published had better rules for the production/manpower sub systems but needing patching for other reasons.
So sadly I have stopped playing the game. No matter how much I like this game I just can't seem to make it work.

Madgamer


Which game are you referring to? WIA or ACW?

(in reply to madgamer2)
Post #: 17
RE: all units disbanded - 9/6/2008 12:05:58 AM   
Arsan

 

Posts: 409
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From: Madrid, Spain
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quote:

ORIGINAL: madgamer

I wish it were the same for me but my mind just does not except that map. No matter how much I play it I have never been comfortable with it and after about 4 hrs. I got headaches, but I would keep on but to no use.
The inter face to me is just...to clicky and I can't make the production/unit build rules work. In the latest patch I would run out of something (money, war supplies, men)and it got so bad in the current game I could not even have enough replacements for a turn with a fair amount of combat. It seems to me that the game as published had better rules for the production/manpower sub systems but needing patching for other reasons.
So sadly I have stopped playing the game. No matter how much I like this game I just can't seem to make it work.

Madgamer


You are talking about AACW i suppose, not WIA...

(in reply to madgamer2)
Post #: 18
RE: all units disbanded - 9/6/2008 11:04:17 AM   
GShock


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I managed to learn a lot with the scenarios, in fact in WiA am still playing the scenarios. Map filters help a lot, especially objective and state-by-state...for us europeans that's a must. It's easy to recap your financial situation, just hit the financial page (F5) and u ll see red and green...hard to make such a mistake but of course...it's much easier to forget to do important things and then the price must always be paid.

Don't give up...it's a very complex game that takes a lot to master and when u get to the PBEM u ll see your opponents doing mistakes too

(in reply to madgamer2)
Post #: 19
RE: all units disbanded - 9/6/2008 9:22:04 PM   
madgamer2

 

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I have used the stuff you mention and that is not the problem. I think it has something to do with me and the game system for AACW. I just do not seem to be able to play the game. I find it hard to use the map, and be able to get the production and unit building to function properly, and have no clue how certain parts od the game like the navy works. The game juist requires to much micro management for me.
The fault is not so much the game but is me. It is more work than fun and I am not enjoying it very much so I am going to put it on the baqck burner for awhile and play it again after some time passes.

Madgamer

(in reply to GShock)
Post #: 20
RE: all units disbanded - 9/8/2008 1:49:00 PM   
bardosy


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BoA2 has no this micromanagement. (...and I miss it...) Well, maybe it's your game. The map is same (but smaller, only Estern Coast), but you cannot manage production of supply and troops. You get or not units and supplies... (from the game, machine, God...)

(in reply to madgamer2)
Post #: 21
RE: all units disbanded - 9/8/2008 1:50:27 PM   
GShock


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Mad, concretely, what is it that u would like to do and don't know how to do? If u don't say, we can't help 

(in reply to bardosy)
Post #: 22
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