Ormand -> RE: Combat log? (3/1/2019 4:35:49 AM)
It has been so long that I forgot my password! I look, but have been busy as heck. Too much work.
Anyway, you can learn more about the combat mechanics http://www.vrdesigns.net/atwiki/doku.php?id=combat_calculations#determine_stacking. It describes it to some degree, but I will say that it is pretty complicated. However, I need to thank you for pointing out the simulator, I just never noticed it, and it is helping me to understand how it works and how to mold my to try and fix issues I find with the AI.
Yes, there is a "FirstRoundPenalty" for round 1 and 2 (so much for First). It is meant to reflect the disorganization of the attacker.
It seems that there is no combat log, but I suspect that this is similar to the results with the "Switch View" button. And, from the previous posts, it was lastcombat.txt in the log directory (perhaps more interesting is the file Allog_N, which I only just noticed). You can get more info from the "Details" button (and you should turn Fog of War off so you can see the opponent). It shows all the bonuses.
What is amazing is that overall infantry units have very little chance to hit anything, yet they do, after some 10 rounds or so.
Some quick observations, entrenchment REALLY matters, the entrenchment is added directly to the hit points. So, an entrenchment of 200 gives an infantry unit 300 hit points. Given that infantry have ~10 ATT points, it will be hard to make headway.
Unless you use concentric attacks. These bonuses can be huge! probably too much.
What you want to do is an interesting challenge, and should be doable. As for modeling early warfare with large massed formations, the first two things is to ask are why this was and hat drives this in a game. Why would this work better for a player.
As for the first, it is actually probably for a fe reasons:
1. weapons had low firepower and one needed a fair amount of troops to throw lead down field. They were slow to reload and they didn't have much range.
2. infrastructure. There wasn't a good road network so it was harder to supply troops away from a strong communication network.
There first can probably be summed up there being no machineguns. Meaning that with machineguns one could cover larger territory with fewer men. Having the firepower to stop attacks. In addition,since early machineguns were unwieldy, they were ineffective on attack. But, they could sure stop one.
I am not sure how to deal with #1 as there isn't a way to give a bonus for more stacking. Just the opposite. But, given the low ATT factors and high hit points, it is better to have more units as they can eventually hit things with more SFTs. Perhaps you should increase MaxAttacks as you want "he who has more troops" to win. Thus, a penalty for exceeding max attacks is not what you want.
You don't want everything in a single stack, but to maneuver and utilize the concentric bonuses, which should probably be higher since facing was more important in this era. Infantry should also have a higher initiative on defense. Although perhaps the FristRoundPenalty covers this well.
The second is easy by not having too many roads and increasing supply movement off roads. Thus, it is hard to move off the road networks, which was probably pretty much the case. In this regard, cavalry would be important as a means harass, and break supply lines.
As for cavalry and initiative, I am not sure I totally agree with you. Against early infantry with musket without much range, cavalry was intimidating, and the would likely reach the lines before the the infantry could really reload. That said, a charge into a mass of muskets wasn't a good idea. Instead, they were more useful to maneuver and outflank troops. They actually the troops that you should use to get the concentric bonus. Note that you can easily get a 40% bonus for every unit in the attack by having a unit attack from the back. (in ATG, they concentric bonus is how you should widen a breakthrough).
Also, the infantry should have almost no recon, just cavalry.
In this type of scenario, both training and morale REALLY matter. Essentially, combat should be a crap shoot, 50-50 in combat, with an edge towards well disciplined and highly motivated troops. So, you want this as a capability for the leaders.
Artillery, or perhaps more accurately field guns are also important. An issue is with range. Two hexes is probably way unrealistic. But, with one hex, they affect stacking on defense.
It is an interesting concept and the engine should be capable. Whether the AI can or not, I doubt. I suspect that it prefers to cover the map. Also, I am not sure the AI will handle artillery with a one hex range well.