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Titan Uranus

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  1. I didn’t notice this before, but I meant infantry breach-loaders (sharps and trapdoor SF), not repeaters. My issue was with not having enough tactical units to effectively flank enemy units, and not having detached skirmishers to slow them down before reinforcements arrive. I think I’ve gotten used to it now, probably should have started on medium, since I haven’t played in over a year, but I remember medium being far too easy by the half-way mark of my first campaign. Probably the quarter-way mark, actually. ¯\_(ツ)_/¯
  2. That wasn’t really the issue, from Vanilla, I was used to being able to throw up detached skirmish lines to slow the enemy down. Also, on hard the AI army is more than twice the size of your trickle of reinforcements. Their brigades are on the order of 4K while the reinforcements are 1k or smaller.
  3. So, are the breechloading infantry rifles better than the muzzleloaders in any significant way? Because the stats don’t look too wildly divergent.
  4. Ok, is there a guide on how to increase deployment size? For 1st Bull Run in particular, it’s impossible to cover everything you need to cover with only five units.
  5. Were the curves similar for the 1.2+surrender build? Also, on that build, is it WAD for the Henry to be kinda underwhelming? I haven’t been able to try it much yet, but I’ve had Cav ford a river directly in front of a large unit of Henry-equiped infantry, and escape out the other side.
  6. Hey, could someone who knows tell me what the efficiency curve is for the units? I know that artillery, for example, started to decline in damage output after 12 guns in vanilla, but what does the curve look like in this mod? Also, I haven’t played since this game came out, does this mod come with the surrender mod? And if not, is it possible to update the 1.20+surrender mod to 1.24?
  7. Hey Johnny, do you mind if I use some of your weapons changes as the starting basis for my own mod? Also, did you figure out exactly how damage, ROF, accuracy, and melee are calculated?
  8. Yes, I'm not sure where to look for the answer to that. In my tests, I took 50 "Fire Rate" to mean 3 rounds/minute and altered repeaters/breach-loaders from that baseline. Animation definitely becomes the limiting factor by "20 rounds/minute" (~330) and in certain scenarios the animation hick-ups and is a problem at ~150 "Fire Rate." I will have to look to make sure, but I think that mounted cav might not have animations for reloading/aiming. If we cannot figure out how to speed up animations we might be able to replace them. Of course, we have to find them first. Good job on figuring out the equations behind some of the variables, I would never have considered that they might involve calculus. Also, I really hope I didn't just get a brace of viruses from that weird Japanese website you put your download on.
  9. Thanks. Yeah, I agree that melee buts up against accuracy. I haven't fully tested it, but I think that accuracy might be determined by either the characters/data directly after the melee stat, or those at the very end of the string. Yeah, I agree. I think the main problem is how difficult it is to shatter a unit/blow it off the field. A great many of my battles end with a hemispherical (against a corner/terrain) or circular firing squad pouring lead into enemy units who can neither reform themselves nor retreat. For all of the Total War series's faults, this particular absurdity does not occur in CA's works. I think that increasing the melee stats of saber cavalry partially fixed this problem (though it did create others) now I can actually run down and force the surrender of enemy units before they are utterly wiped out (40%-50% losses as opposed to 80%-90%) it's still pretty bad though. The game would be seriously improved by the addition of chain routs. I'm pretty sure that as of now routing units do not damage the morale of nearby allies. That plus allowing routing units to retreat off the map, as they do when the "withdraw" button is pressed would eliminate most of my major gripes with the game. Well, that and the bug/gameplay decision that makes grand batteries as harmless as a stiff breeze. I fully expect that some of the changes will harm gameplay, especially if I cannot figure out how to alter costs or availability of weapons. That is part of why I am considering a gameplay/balance mod alongside the pure realism mod. I honestly very much doubt that the developers began with realistic stats for the weapons, that would make them a rare breed indeed among war game developers. I especially doubt it on the basis of some of the engine decisions, such as simplifying the ranges of case/shrapnel/round shot to being 1/3rds, 2/3rds, and full range.
  10. Yes, though I haven't started modding them, they appear to use the same basic layout.
  11. I've never been outnumbered quite that badly except temporarily or in a minor battle. However, I would say that there are some basic maxims that you should follow: 1. Always keep your infantry in cover, if at all possible. Cover, especially forests is essential. By the way, the hierarchy of resilience to fire is cavalry<<<artillery<infantry<<<skirmishers 2. Always make sure that your units are not individually outflanked. 3. Always attempt to keep a local reserve, infantry to hold/charge and skirmishers/carbine cav to plug gaps/shoot flanks (snipers are especially good at this.) Very often this role can be filled by routed and recovering units. 4. Always attempt to locally outflank enemies if at all possible, if you cannot, then all you can do is stave off the inevitable. 5. Keep your artillery at or very close to the front if at all possible. 6. Use detached skirmishers. 7. Always dismount carbine cav before fighting, this can be only seconds before if you are certain of the enemy's location. 8. Keep putting pressure on a defeated unit, don't expose yourself too much, but a recently defeated unit fights poorly and as long as you can start shooting again before they get their morale up, you will have an easier time of defeating them. This is how you cause a morale cascade that ends in the enemy army running around in a corner with several thousand men pouring lead into them from every possible angle. If you have some good melee troops, this is a good time to use them. I could give you better specifics if I knew your army composition. I looked at the initial map, and my immediate reaction is as follows: Key: Arrows = possible advances, Sprayed color = skirmishers, Lines = main deployment, X = decent artillery positions, Boxes = reserves Red denotes initial deployment (the center probably is too far forwards, but that's fine, just fall back as needed to pull the enemy as much as possible into the kill box.) The left flank should be relatively weak, it is mainly there to stave off enemy advances. The rightmost artillery position may well end up as being to exposed (or too difficult to get to), though in my experience the AI doesn't attack as broadly as it ought to. Blue and yellow obviously denote fallback positions. The Orange arrows denote skirmisher advances, moved up temporarily to get flanking shots, then most likely retreated. Though feel free to advance in the center if you think it worthwhile. The pink arrows denote the advance of the left infantry/skirmishers. Always feel free to fall back from exposed positions if you need to, though you need to have cover to run to and you should tie it to the enemy's reload cycle. Try not to get trapped on the defensive, always look for openings for a flank shot, so you can begin rolling up the enemy, or cover a retreat if you are forced to make one. This is how I would deal with the opening battle. As for the rest, keep relatively light forces at the bridges and fords. Just tie up the enemy while you deal with the northern force, get a flank on it, and crush it. The AI (or a player, for that matter) can be greatly slowed by skirmishers in forests/cover, especially those who are performing occasional flanking shots. Once you defeat the northern force, just swing around and crush the corps attempting to cross the bridges.
  12. As far as I can tell, many of the weapons in Ultimate General: Civil War have stats wildly divergent from their real-life counterparts. In particular, the rate-of-fire differential between muzzle-loaders and breech-loaders/repeating rifles is muted when compared to real life. The differences between the various marks of rifled musket are also rather silly. Fortunately, I believe that I have figured out how to change enough of the weapon code to make a start on a weapon mod. I have been able to successfully alter the rate of fire, melee, damage, and range of various weapons (as well as other stuff, like what image is used) and I believe that I can figure out how to alter accuracy with some effort. Would anyone be interested in such a realism mod? I was considering two different versions, one which sticks staunchly to real life values and another which treats the preexisting weapons as ciphers and changes them wildly to open up new tactical options (for instance, a line infantry regiment armed solely with long-range breech-loading rifles, difficult and expensive though that may be) if the player desires it. What follows is a short guide to what I have discovered for certain thus far. Referring to the attached image, yellow denotes range (which is simply additive between the two first values in each pair [i.e. 96 and 96] for rifles/carbines, I have not attempted to alter the pistols yet, but they cannot be so simply additive, I do not understand the second value, but I do know that it is 43 for every rifle and 42 for the pistols, possibly alters behavior), light blue denotes damage (though it is not the only value which alters damage), It increases as either value is decreased, with the first making minor alterations and the second making large changes (something like half an order of magnitude per integer increase, I don't really understand the calculation yet), the third and fourth boxes/underlines denote rate of fire and melee ability respectively and are apparently calculated similarly. The various weapon types have minor variations, but all stats are written in fairly similar ways. All of this is hex-based by the way, I've been using HxD at 32 width for the changes. In addition, here is a Dropbox link for my own personal file: Titan's Mod Be warned, repeating rifles/carbines, Sharps rifles/carbines, and Fayettevilles/M1863's have their rates of fire sharply increased. In addition, saber cavalry have far greater melee ability, to an unbalanced degree. This short guide/mod does owe a good bit to maojoejoe's Tentative Guide.
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