Jump to content
Game-Labs Forum

Zenneh

Ensign
  • Posts

    11
  • Joined

  • Last visited

Zenneh's Achievements

Landsmen

Landsmen (1/13)

3

Reputation

  1. Hi there, Latest patch has introduced a new bug on the English Starting Campaign mission - once you win you are forced to redo the mission. - Haven't played America yet so I can't say whether or not that mission is bugged too - or all of them.
  2. You can't detach skirmishers from line infantry anymore. You've been given extra deployment slots on each battle to compensate for this and bring in real skirmishers.
  3. So If I'm reading this correctly it means that 14 cannons won't be the best but simply more cannons - at least if they can be commanded efficiently. If that's the case Huzzar! Sick of the damage drop off from having more cannons. Should make a very heavy artillery run of the union be very interesting indeed. I also guess that makes large infantry divisions pack more of punch at range since they were already effective at melee.
  4. Oddly confused could be from the base game could be from the mod. Does the Army intelligence screen even matter? On a painful run of CSA (fuck arty) on MG and got to Shiloh. Army Intelligence says they have 40-45k Men - normal. Click into The Battle screen for Shiloh - They have 75K where did the AI somehow pull 30K out of its ass? May have to put a Major general run on hold. Speaking of generals - Jesus the artillery just minces men and thus officers are flying off their horses - I wouldn't mind buying more colonels if there were any left ._.
  5. Okay as Union on BG: Have got up to Antietam my impressions again so far:- From the changes you've made I deduce that Artillery isn't OP but the perks are. My Main battery only 14guns- it has done some work. 14 battles 36,000 kills. And from those battles the 5 major battles they got 22,000 kills (5500 in Shiloh :O) The issue is I've switched the guns from Napoleons to 20pdrs and it isn't the cannons it's the accuracy and the perks that make them into beasts - I would recommend making the 50% shot/shell damage to the last perk to at least delay the ultimate cannon brigade as that's when I noticed the spike in kills rising. That said it could also be how the 150% accuracy from the commander+150% accuracy from the perks work out. Don't get me wrong they aren't as OP as the old Whitworth's - but they are still too good in my eyes. Enjoying the fact that skirmishers have infantry weapons - still only use 1 per corp but it's an improvement from 0 Have noticed that it certainly is harder to "wipe out" their manpower pool - I hope to see if this effects anything later on in the campaign.
  6. On the par, No I'm the one outnumbering the CSA by a massive margin but this is on BG I'm naughty in the fact that I cleanse the entire field of enemies though instead of finishing so the max they can field is 50K so my first corp actually out numbers them heavily. Then i have 240 Napoleons, 70 20 PDRS, 60 30 Siege and 30 Whits - this is the reason you play Union I guess - most of them are sent running before they even get a chance to fire back xD Regarding Salem:- I think the only way is to do it like supply run - take the point then lure them all away from it or do it last second a cheesy tactic though On a balance side of things I admit every battle after Shiloh was pretty trivial but on the other hand everything before and including Shiloh was quite the nasty nightmare. When I tried the MG run of Phillipi the battle timer was a lie - It ended with 2 hours to go - which left me rather red faced failing the first mission X_X For both sides I've played on BG and both times after Shiloh my army simply begins to out number the opposing forces - this usually happened in vanilla but since I actually now can take a far larger majority in it benefits me far more. Side note: After playing some MG i can see why you don't make your brigades so large. started with a 4000 1star and 1800 2star and went against 6 x 1700's won it but wanted to see how bad I had scaled it so I restarted and split the 4000 into 2 2000's and became vs 6 x 1300's. so 2400 less infantry. Probably best to have Recon 2 so you can play the scaling game in MG I guess :x
  7. Union Salem Church BG. As the Union Salem church is a battle where you get to use AI troops. From what I remember:- For infantry its 9-10 1600 0 star raw recruits with Lorenz vs 10-12 3000 2 star brigades. Did not see their artillery sadly. You get 3 artillery brigades for yourself though. Added sadly on top of that Union is suppose to be on offense - which I doubt is possible against the quantity/quality disparity. My own fault for the enemies high scaling but since I can't send any men from my corp its a sad story. its the forced battle after Chancellorsville. My 1st corp is over 90K infantry and over 400 cannons ._.
  8. Is the battle for Salem Church scaled? I was 16k vs 36k So I'm assuming I'm screwed on this one.
  9. My impressions with the mod:- Love the extra information about guns. Love the extra brigade size. Love how career points are important - those bonuses are yum. Downsides CSA Shiloh Took the flag with 2 hours to spare:- told me I had failed and started day 2. Possibly a bug - a real shame since I wanted to kill them all. Horse artillery speed perk may need to be touched on - Saw it outrunning charging infantry. Selling weaponry gives zilch - Since I don't use Rifle Cav/Skirms I found that most of the captured weapons just sit there doing nothing. (Unless you've tied this down to economy since i Haven't leveled it yet) Unsure of over sized artillery is worth it? Don't think it's increased the damage that much. Overall:- You've improved a good game:- pat yourselves on the back it mustn't of been easy with the lack of modding tools. Suggestion:- Saw another mod recently where if you capture more than 1000 troops you aren't penalized as much - they raised the cap to 10000 - (a tad much) but they introduced a mechanic were you get 5 dollars per excess head - and that might be worth implementing.
  10. Just finished my CSA run through with the perks. Admittedly I feel that speed will need a nerf - my linemen were running faster than some cavalry at the end. However it did make for some amazing charges in the end I had 200k Men lost for 750K kills and 160K Captured. Not bad at all. I have to admit that I prefer your perks to the originals - as a heavy user of line infantry I felt that it buffed them tremendously. That said for the Artillery admittedly I really loved the 100% speed increase - it felt so much more useful than the extra damage as I found that they could at least follow my troops. I felt artillery had the most balanced perk choices. Corp Commander. 1st promotion bonuses were pretty good and balanced, 2nd promotion - always took cav for the 50% speed on all units and then 3rd perk choices was balanced again I admit I shied away from cav and skirmishers since Line charges were broken. So I can't really comment on the balance of their perks. If I've learned one thing the CSA could of won if they had Usain Bolt's in their line infantry.
  11. This is looking to be good:- Loving some of the perk changes, some make your men almost like f1 cars. For the weapon changes it feels a tad weird that they will perform the same-ish P.s Is it possible to mod career point modifiers like politics/economics? Could be worth buffing some of the less useful ones (looking at you logistics) and making politics less of the epic standard it is.
×
×
  • Create New...