Strategic Command - American Civil War Improvements Needed

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BruceAZ
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Strategic Command - American Civil War Improvements Needed

Post by BruceAZ »

Regardless of the issues dealing with map size, here are the things that should be addressed by the developer when the next version or update is released...

1. Redo the impact of Generals in the game as you do a disservice to the CSA. It was not technology that saved the CSA in the first two and a half years, it was generals. Update the game that brings back Generalship into the game.
2. Eliminate the CSA seagoing ironclads and monitors as they never had them and eliminate the USN from submarines or at least make this decision as part of a script to include or exclude in the game.
3. Eliminate Armored Trains, Buoyancy Tanks, and Ships of the Line. What were you guys thinking?
4. Improve the defensive firepower of forts against ships/boats as this is what impacted them more than the artillery fire from a ground unit. In addition, a maneuver unit such as a Brigade etc does little to impact an ironclad riverboat but should have impact on timber-based boats.
5. You need to change the basis of Engineers to something more realistic such as building a fort or fortifications such as those around Petersburg. I cannot get the USA engineers to do anything and its August 1863 while the CSA engineers were building like crazy. This makes no sense and does the game a disservice.
6. Finally, you need a simple way of eliminating the impact of Allies to either side while you are learning the game without pushing 300 script buttons. I bought the game as a WAR GAME and care not for the diplomacy until I mastered the game mechanics.

On a more positive note, I have really enjoyed playing this game. I am one of Matrix's oldest members and have a lot of their games. This one I like. Others not so much.
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Shellshock
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Re: Strategic Command - American Civil War Improvements Needed

Post by Shellshock »

BruceAZ wrote: Fri Jan 27, 2023 11:58 pm
2. Eliminate the CSA seagoing ironclads and monitors as they never had them and eliminate the USN from submarines or at least make this decision as part of a script to include or exclude in the game.
The Confederacy has monitors in this game? Those Rebs are more innovative than I thought.
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BiteNibbleChomp
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Re: Strategic Command - American Civil War Improvements Needed

Post by BiteNibbleChomp »

G'day Bruce,

Glad to hear you're enjoying the game :)

Generals in ACW are already the most influential they've ever been in the SC series, with a much wider range of skill levels (2 for McDowell all the way up to 10 for a fully upgraded Sherman), and the particularly skilled HQs extend a stronger prepared attack bonus to units under their command.

Armoured Trains are in the game because they've been a popular part of previous SC games, and seeing as they saw some use in the ACW, I thought it would be a shame to leave them out altogether. Confederate ironclads, Union submarines, and ships of the line were all quite realistic possibilities had different people been in charge of the US or CS navy departments (or had the war lasted a bit longer so CSS Stonewall could be delivered), so they're worthy of inclusion as an interesting alternate history option that players can try out.

Engineers can be used to build fortifications - move them to a hex that does not have a town or other resource in it, then right click on the unit and choose Fortify. As the game progresses, you will see the Confederate AI order its engineers to build fortifications around Richmond and Petersburg in this manner. :)

If you want to play without Europe having any influence on the game, when you set up your game go to Advanced -> Scripts -> Decisions and turn off DE 1000 (it will be at the top of the list). This will disable every event relating to Europe, giving you a pure battle between the Blue and the Gray.

- BNC
Ryan O'Shea - Designer - Strategic Command: American Civil War & Wars in the Americas
https://www.youtube.com/@bitenibblechomp
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BruceAZ
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Re: Strategic Command - American Civil War Improvements Needed

Post by BruceAZ »

Shellshock wrote: Sat Jan 28, 2023 10:34 am
BruceAZ wrote: Fri Jan 27, 2023 11:58 pm
2. Eliminate the CSA seagoing ironclads and monitors as they never had them and eliminate the USN from submarines or at least make this decision as part of a script to include or exclude in the game.
The Confederacy has monitors in this game? Those Rebs are more innovative than I thought.
LOL. Well, mine does. Iron clad riverboats etc but no ocean going "Monitors or Ironclads." Is there another update or something I missed? The obvious stuff is generally fixed by this time. USA Engineers and the sea jump spaces going north from the bottom of Florida end up never arriving near New York. I assume there is a function, right? Well thanks for the great game! :D
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BruceAZ
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Re: Strategic Command - American Civil War Improvements Needed

Post by BruceAZ »

BiteNibbleChomp wrote: Sat Jan 28, 2023 12:30 pm G'day Bruce,

Glad to hear you're enjoying the game :)

Generals in ACW are already the most influential they've ever been in the SC series, with a much wider range of skill levels (2 for McDowell all the way up to 10 for a fully upgraded Sherman), and the particularly skilled HQs extend a stronger prepared attack bonus to units under their command.

Armoured Trains are in the game because they've been a popular part of previous SC games, and seeing as they saw some use in the ACW, I thought it would be a shame to leave them out altogether. Confederate ironclads, Union submarines, and ships of the line were all quite realistic possibilities had different people been in charge of the US or CS navy departments (or had the war lasted a bit longer so CSS Stonewall could be delivered), so they're worthy of inclusion as an interesting alternate history option that players can try out.

Engineers can be used to build fortifications - move them to a hex that does not have a town or other resource in it, then right click on the unit and choose Fortify. As the game progresses, you will see the Confederate AI order its engineers to build fortifications around Richmond and Petersburg in this manner. :)

If you want to play without Europe having any influence on the game, when you set up your game go to Advanced -> Scripts -> Decisions and turn off DE 1000 (it will be at the top of the list). This will disable every event relating to Europe, giving you a pure battle between the Blue and the Gray.

- BNC
Thanks for responding.
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Platoonist
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Re: Strategic Command - American Civil War Improvements Needed

Post by Platoonist »

BruceAZ wrote: Mon Jan 30, 2023 2:38 am USA Engineers and the sea jump spaces going north from the bottom of Florida end up never arriving near New York.
There are two sets of naval loops due south of Florida. The ones on the left will deposit units in the Atlantic off Jacksonville. The ones on the right take you further up north to New Jersey.

loops.jpg
loops.jpg (155.44 KiB) Viewed 161 times
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