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Civil War Tester
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About JonnyH13

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  1. Make sure you delete the whole Ultimate General Civil War folder from the steamapps\common folder before you reinstall as the mod stuff is not removed by the verify game integrity or the standard steam uninstall.
  2. No we did not edit the sounds or have taken anything directly from other games. As much as I want to add it in, it would take a lot of work for something that is not high on our priority list. Will try this in a bit.
  3. I also could not recreate this bug using either saves. I will say to follow the above advice about restarting the battle again. It hopefully will clear it up.
  4. Updated to fix the Potomac Arty Bug...
  5. Perks are a key focus of this mod (at least until the unit stat system is reworked) and offer strong bonuses once your troops become more experienced. Rookies are much less reliable and tend to do poorly compared with veterans. The battles are not fully optimized for the mod as well as Allied troops do not really adjust in regards to stats and weapons.
  6. There is collateral damage but beside that there is no multi targeting. With the next full update changing how weapons work, I might work something out. Also updated again. Shiloh should be easier now.
  7. If you look on the battle report prior to starting the battle you can see what allied troops will be on the field that day.
  8. From my limited knowledge on Unity, you need a decompiler to even be able to read the maps, and you need to convert the entire game back into an editable project to be able to edit it which is nigh impossible without the actual development tools and resources. To further explain the maps, each map is divided into segments, each segment has its own position on an XYZ plane. You will need to create a contour map for each of these segments taking into account the XYZ positions regarding elevation as well as researching the actual heights of the terrain and translating them into the game. This is also not including the elevation problems already in some maps. Also the more segments in a map you add, the more code you need to program into battles in order for those contour lines to load, and therefore you might increase loading times. Also from what I saw in the code of UGG, the contour map lines seem to be several 3D images placed on each top of each other so you might have even more work to do. Long story short, if you want to edit the maps, you will need a lot of time, patience, and resources.
  9. Thou must send those captives back to the enemy so you can shoot them dead. It is your only hope (well I am not sure what happens when you retreat them off the map...)
  10. It is planned for the mod's lower difficulties to be the equivalent to Vanilla BG difficulty at the absolute minimum, with it occasionally straying into MG difficulty in the late game. It is suggested the player should be comfortable with Vanilla MG or at the very least finish a BG campaign before trying the mod's BG. All battles will be worked on and the intro battles will be revisited once we have all the base mod systems set in stone, which will take a while. The current Intro battles are not optimized for the new changes Panda added in in 1.22 so it can be less than ideal if you are unlucky and unprepared. One of the main reasons why the AI is given the larger army in Vanilla is because the AI is not that good. With a 1 to 1 ratio, any knowledgeable player can easily beat the AI every single battle. This applies to every single deep strategy game in existence and will continue to apply so long as the AI is worse than a person. We have found a way to edit the AI are making some progress modding it but it is slow business.
  11. Buell arrives at a random time sometime in the last day 1 phase. If you are unlucky he may not even arrive at all (I doubt this happens too much though, it definitely can happen at Antietam though).
  12. Yes it is possible for troops to cross normally uncrossable water. Yes this is in base game. Yes you the player can do it too. I call it the assault boat exploit. It is amusing.
  13. JonnyH13

    Features I would like to see modded

    In regards to Limbered artillery "running" I think you can bypass the button and use the hotkey to get them to run. Not sure though. Would be nice if it were added though it might make the horse arty perk redundant. Speed by unit size would be good if it is possible. Adding it on top of the Gun Type speed penalty we have in the test bed might make the horse arty perk still viable. The weapon melee are set as they are due to balancing reasons and to try and emulate the overall performance of either side in regards to melee and general decisive action. I am currently working on line of sight overall. It is taking some time to figure out but I am sure you can eventually ambush the enemy (and they you if you are not careful). I would rather not have cavalry or any unit in fact be able to detach so long as any critical bugs remain with them. Also detached units will not get any perks which is not really good. Just get 3 star cav scouts. In regards to Coehorn Mortars. I am interested. Ill make something up in the near future.
  14. Uploaded once again. Ugh... I give up complaining.
  15. I believe this happens normally in base game as well. I am quite sure that we did not upload the super aggressive AI test bed.