Antietam

Agent Potato

Chieftain
Joined
Jul 24, 2004
Messages
40
Location
Sun Valley, CA
Well this is my first scenario, I've tried to recreate The battle of Antietam. The confeds get the infantry which has 8.8.1 and the union gets rifleman 5.5.1, however they have 2 more hitpoints than musketman (militia or otherwise untrained troops) as well as the confederate standard infantry. No units can be built. Reinforcements will come in the form of autoproducing wonders which have already been placed so be wary of what cities you lose, youmay lose out on needed reinforcements. Ive given each side i believe 100000 because since theres so little shields its very easy to become impoverished and lose your army. I placed barracks only in the capitals for some realism. That means that you can't blitz your opponent because any injured units will be made peicemeal by fresh troops. Remember, you only have a certain amount of troops for the time being and as the confederacy your troops are very limited so use tactics and natural advantages. Plains, grassland, hills and forests all have much higher defensive bonuses, so it is imperitive that you don't just have a melee.Your allowed to play as either the confederates or the union. For an easy game pick the Union, for a much harder and strategically important game pick confederates. I'd appreciate some playtesting results, as I've got alot of work im supposed to be doing. One last thing, you shouldnt be able to build anything since ive set the terrain values to O shields. Tell me if that is not true. Enjoy, and write back

Ok here it is, Version 1.1, I've made many of the improvements that you guys told me about. For example I've made the roads more useful and all the soldiers slower. Ive also fixed all the auto producers so they should be working. Ive also added several armies so utilize them well since theres no making more. One thing i have not done yet which i hope to have done by the next version is write the names for all of the regiments.

Heres the revised version of 1.1. For details go down to post #14.
 

Attachments

Can anyone tell me how i would know that someone has downloaded it?
 
Being a civil war historian, I was intrieged by this scenario, as I have had simular ideas for recreating civil war battles. But I have to say negative to this and here are my ideas how you can make it better:
Keep Confederate and Union infantry the same, just tweek the Confederate numbers a little bit to illistrate their superiority. I would suggest maybe giving them just one higher attack rating as they were better than Union, but not that much better. Give the Union one higher heath bar to illustrate their better supply.
Make all units historically accurate(Confederate first corp Longstreet, Second corp Stonewall Jackson etc...). This requires a little research, but you can easily find this on the internet.
Were are the Cavalry units? No Jeb Stuart? I am pretty sure that cavalry units were there on the day of Antietam
Why make a make cities at all? Just make one headquarters each and put Lee in one, and McClelland in the other
Make Union artilliery better than Conderates eg. higher bombard and longer range. That makes it realistic in the fact that the Confederates loved to capture Union Artilliery because they were superior than the Confederates.
Give units the ability to fortify. This is significant, because you can "recreate" the battle for Bloody Lane.
How about giving units limited bombard. This recreates the somewhat longrange firing at each other, then the classic bayonet charge.
Well thats all I can think about. As you can see, I have given some thought to my own ideas and now I give them to you. See if this can work for you. I would love to see major Civil War battles recreated.
 
yes i see what you mean, I've already started on version 1.1, however keep in mind that this is my first scenario so as far as your problems with graphics are concerned(i.e. have both sides use the rifleman) that will have to wait until i get more experience or someone teaches me someone helps me. I put cities because the AI wont go after hills. Its just alot easier to control the AI that way. As far as cavalry goes it is autoproduced in lee's woods, I didnt want to allow cavalry right away. I wanted the game to last a long time. I will definately incorporate armys and divisions. I also like your idea for making them able to build fortifications so that i will also add. As far as artillery goes both sides have the same kind of artillery, however the union have a much larger supply of the longer range artillery, while the confederates have mostly cannons to make up their ranks so i believe that that makes up the difference. Thank you for your thoughts, they will be a big help
 
I thought the real name of this battle was the Battle of Mllers Cornfield. I may be mistaken.
 
millers cornfield is just one of the many engagements on that bloody day
 
28 downloads and only one response to gameplay?
 
Hi Potato -

I have played it for a while. It is an interesting concept and took me a while to get the idea. I am playing as Union just to get the hang of it. I have not seen any automatically generated units and have played for quite a while.

Checking the Editor I see that Hanging Gardens is supposed to generate a unit every three turns. I see, however, that you have left a required resource of horses, probably did not mean to do that?. Since we can't build roads we get no units.
Basically the same problem with the other Wonders. Suggest you want to review the resources required.

Another thing relates to movement and roads. I see that infantry/riflemen are using all terrains as roads. This does not feel correct to me. Shouldn't roads have some benefit? Maybe give units two movements and then roads? I have not played with it but there should be some benefit to roads.


Scenarois get better response if you post pics and give ideas about how it works. Anyway, this post will give it a bump.

That's all for now - great idea - keep working at it!
 
yeah i see that i messed up with the resources, i got a bit overzealous when putting all the buildings need resources. Yeah ill have that fixed in version 1.1 which should come out today or tomorrow. Ill also take care of the unit movements. Thank you for responding and please continue to do so more
 
Here's a comment, not bad but...
Map is way to big, and most units are really far from battle, I think to make nay maps like this you need a full mod that includes reworking game play, honestly its not bad considering the limit's of CivIII editor, personality I can't wait to CivIV it will be mainly open source.
 
The units are far from battle to simulate the different times in which reinforcements arrived. The map isnt that large considering its not supposed to be a massive all out battle, its supposed to be a very strategic scenario. As far as modding, this is my first scenario so I don't know a whole lot about that stuff. I was planning to ask somebody to be my partner on this or to ask if i could use units from another scenario. Well thank you for your comments
 
Heres the initial battle at Miller's Cornfield
antietam1.JPG
 
and heres Antietam version 1.1 revised. I fixed all the problems with autoproduction, added a unit bombard with a range of 3 tiles to simulate a volley. I made the cannon and artillery range longer. as well as several other things that i can't remember. Ok so enjoy this and please reply back. Oh yes and heres what you can expect from version 1.2: massive armies (capacity 9)
and many Brigades (capacity 3) as well as names for every unit. And if i can get permission to use units from another scenario, a completely re-worked game.
 
Agent Potato- Did not know about the new version until you posted asking for comments. Suggest you make a post each time you change the attachment. I will DL and get back to you later. Also be sure to get your new scenarios noted in the summary issued weekly. This will draw more traffic to your scenario.

More later
 
what summaries? I apologize for being a such a noob but I really don't know much about the site, I've been learning though. I did write about the new one but yes, from now on I will post it in a new message.
 
Thank you, Your help has been invaluable. I hope you enjoy my scenario.
 
By the way, note to everyone that comes here. I will be constantly reworking this scenario until it is as complex and fun as some of the other ones like AOI or TGW. However I will always be posting the new version on the first thread so look there for the new versions.
 
Agent Potato - I have tried version 1.1. By the way, you should rename the file with version numbers so people can tell you what version they are playing. The problem is that the AI either does not recognize or not use the bombard ability of the infantry (I tried Union and Confederates only bombarded with the artillery). Not sure why this is but you need to add some discipline to you scenario-making. You have lots of good ideas but if you want to use this Forum you have got to try and play the scenario before you post. Even the smallest changes in the Editor need to be checked and there is no more effective check than actual playing. I will be glad to help you with comments but I don't want to get involved in finding simple errors. Did you have a different experience with the AI use of the bombard?
 
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