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pandakraut last won the day on August 22 2021
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Changing the types and amounts of the rep buys can presumably be done in the assets file, though I have no idea where that information lives. Some of those changes are in the j&p mod but they were done by editing the dll using something like dnspy. Changing the amounts is much easier than changing the types, but both are going to require some programming knowledge to figure out.
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mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
MG light is the only difficulty that has a definitive number here because it was created by basically just applying the size and xp modifiers. It is -17.5% size and xp compared to MG. All the other difficulties have a variety of factors so there isn't a set number that will get you the equivalent. BG has increased battle rewards, higher weapon recovery rates, cheaper officers and such compared to MG. Several people have tried to do what you're asking about though. You either want to pick MG light and further reduce size and xp using the configs. Perhaps another 10-20% and see how that goes? Any config changes you make will stack with the default difficulty modifications. Going up from BG is harder because the gap is so wide. Somewhere between 1.25-1.5 size and/or xp seems to be where people have ended up. But it may need some adjustment as you go. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
The shatter/surrender chances for when a unit is at 0 morale can be modified in the /Mod/Rebalance/ConfigFile //Base surrender and shatter chances when at 0 morale. zeroMoraleSurrenderChance zeroMoraleShatterChance You can turn it off entirely with updateShatterConditions Not sure how well things will play with it turned off as a lot of the current battles are tuned around not having to grind units down to 10% remaining hp to shatter them. You may want to try lowering the shatter/surrender chance a bit first. The system is designed so that when a unit is at 0 morale(broken) it starts making checks to see if it should shatter or surrender. There is morale damage resistance that applies as a unit gets closer to 0 morale to prevent it from being too easy to get units into that state. The better the units officer and stats the more damage the unit will have to take before it can start making checks. So for example a 0* unit can regularly shatter with quite a few men still alive, while a 3* unit will have to take a lot more casualties first. Being in melee also increases the chances as well. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Chancellorsville scales badly because the player has 4-5 corps and the ai has 2. Adjusting the max ai infantry size is the approach I would recommend. You should be able to edit the file, save, then start the battle again(go through the corps deploy screen) to see the changes. -
The cost of replenishing brigade casualties
pandakraut replied to bud_viking's question in Civil war Q&A
You have the veteran box checked, that means that you get charged to convert the stats of the recruits added to the stats of the unit. For units with high stats that can get very expensive. Especially if you haven't invested in training. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
https://www.dropbox.com/s/bdhrdcok4vd60ow/RebalanceModV1.26.1GoG.zip?dl=0 https://www.dropbox.com/s/qvrzz5bhp65fhbf/RebalanceModV1.26.1.zip?dl=0 -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
In the mod, adding more men always results in more total damage, though there are diminishing returns. How large you decide to build in the mod is more determined by how many weapons you have available and personal preference on unit sizes. The mod let's you make very large units, but this is more about choosing the size tier you want to play in. You could go through the entire campaign with 1.5k units for example. -
No option to escape these currently. Just have to wait out the timer(on the global map) and hope you survive. This is something that will likely be updated in the future.
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Not sure if the half point has any effect by itself
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mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
The custom bonuses that I added probably aren't checking that the perk is still active. The normal bonuses don't apply to the unit if the perk is grayed out. Thanks for reporting this. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
If enemy units run out of ammunition they reload at 1/3 the normal rate just like the player, so depriving them of wagons can be very effective. I don't understand what you mean about using supplies during a battle. If you capture their wagons you can use them to resupply your units like any other wagon. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
This isn't something that is configurable currently. Points in politics, economy, logistics, and army organization will all reduce the amount you have to pay back though. If you can capture enemy wagons, using that supply first will also always be more efficient than using your own. -
Need two of them to give a full +1 factory
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mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
The mod can take a while to learn, I would suggest taking a look at this youtube channel for a great overview and walkthroughs of both campaigns https://www.youtube.com/@gonzogamer8710/playlists This document is also a good overview of the mods features and has some tips https://docs.google.com/document/d/1lvM9uwewxANmSoBXCKGPJSUKcpmM7IJJiv8plS8XMTg/edit?usp=sharing There are also a variety of options available to adjust the difficulty in the mod. In the /mod/rebalance/AIConfigFile you can adjust the size and xp of all enemy units. Limit their maximum sizes, turn off or limit their ability to detach skirmishers, reduce the chance for enemy units to split in half, and turn off their advanced charge logic. Lowering the enemy experience is usually a good first starting point. The mod makes the difference in performance between 0 and higher star units much larger. Additionally, low condition applies much larger penalties so if you are exhausting your units they will perform very badly. In terms of editing weapon and perk values a basic overview is available here https://forum.game-labs.net/topic/26225-weapon-and-perk-modding-guide/ Some values are handled through the dll so you won't be able to change everything without making programming changes. There is a test version available on the discord which allows you to adjust all the perks in a text file, but that isn't ready for a full release yet. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
a) Retreating surrendered or weak units off the map so they aren't recaptured or destroyed. You can also select the unit again and issue any other order to stop it from routing. b) You can rebind the keys as desired