My problem is thus:
Artillery units take 3 or so casualties and one or two guns will be undercrewed and not fire, even with 4 crew left to the gun. Also they are unrealistically small and vulnerable to musket fire with these small crews.
Solution: Increase crew size. For a while it seemed that if you had too many crew, the excess would simply wait at the last place the cannon was positioned last until the guns were deployed again. Then I discovered you could have up to 11 crew per gun, if you gave them all guns 6 horse gun teams. 6 crew on top, 5 with the gun. Simple right?
Well no. Actually it seems like if you have more than 8 crew per horse artillery battery, the excess crew slow the whole team down to their infantry run speed. The 2 crew spinning the wheels will go like madmen but the rest get left behind. Additionally, guns in CA scale strangely. A standard battery will have 24 crew and 4 guns at huge scale. At large this scales to 18 crew and 3 guns. Simple enough. Here's the problem: You get one gun for approximately every 6 crew members, up to the maximum number of guns. So I can set the crew sizes to be EXACTLY right, for exactly one unit scale. If people choose a larger unit scale, they get too many crew members, and the guns are slowed down, and have crew half way around the map. If they choose a smaller unit scale, they get less crew members per gun.
So what I am wondering, is if there is a variable SOMEWHERE that sets how many crew per gun is used as a base. Ie. Is there a way for me to increase that base of 6 crew per gun to 11/8?
Every step forward seems to be a step backward
Fingers crossed someone from CA spots this thread and can give me an answer.




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