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lightningg

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Landsmen

Landsmen (1/13)

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  1. I know that some of the firearms have been changed in terms of names, models etc Is there a list of which ones are CSA, which Union and which both? I believe that the mod also allows for weapon upgrade on a random basis? Does this override any restrictions normally in place? I am seeing what I believed to be rare Union only cannon used by CSA in greater numbers than I am able to deploy (14pdjames) first at Shiloh, then at Antietam and wondered if this was due to the mod or something else? Thanks
  2. It seems to happen with/without points in recon and this appears to happen with all 4 of my unit types against all AI unit types - if its not happening to other people then maybe I just need to invest some career points in free eye tests for my troops I was only looking at AI units that shatter - hadn't thought about my own tbh, as mine don't shatter too often so I hadn't even considered that side of things - I assumed that the 'rescued' equipment took care of that
  3. Just wondering... one of the things I notice a lot is how routed AI units vanish from sight very quickly after running away even when in range of my brigades that caused the route. This seems to happen even when the non routed unit was visible in the same area Is it possible in the mod to reduce the 'cover' value of a routed unit so that they remain available to 'spotting' for a longer range? As these troops are not sneaking away but basically are running for their lives they would not have the same 'cover' ability vs troops/artillery that are firing at them or cavalry trying to run them down another thought/question - I know that the mod gives a % return of arms from captured units. Is there a way that this can be duplicated for units that shatter during a battle? (guide comment on subject) When units sustain losses exceeding 70% they may completely shatter and vanish from the battlefield. A shattered unit is recognized from the remaining group of soldiers who flee off the map with their flag absent. The shattered unit is considered completely destroyed and will be no longer available in the campaign. It would seem to me that a fair % of these troops would be dropping their weapons and running Thanks again for your thoughts, comments and ongoing work on the mod
  4. After I overran the Union forces I managed to position my Shiloh Church CSA Corps in such a way that 5 infantry and 2 artillery units have been transferred across to the Hornets Nest stage to support the AI generated CSA troops rather than having to wait until the map expands for the Landing stage Edit needless to say I won the battle, although I m guessing that having troops that far up the map triggers the game to go to next phase as Hornets Nest ended very quickly, so wasn't as good as I'd hoped lol
  5. Can you confirm that you were playing on 1.23a? I have definitely completed the battle with both artillery captured on that version. Assuming you are on 1.23a do you recall if you captured brigade 1 or brigade 2 of the split? I never got a spit on my tests so that could be the root cause. Yesterday I captured 3 artillery batteries including a split one and the game progressed okay to CSA defending the fort.
  6. Ok thanks. Wasn't sure if it could be changed or not, thanks for clarifying
  7. For Battle of 1st Bull Run, when playing as either Union or CSA, would it be possible to add a Division to the army' structure for the player's AI force. I don't mean more Brigades, just divide up the forces a bit more? When played as Union, there are 2 AI Divisions, so its not so bad. Just feels like it's a little unbalance, particularly with variable. 1st Division 3 Infantry and 2 Artillery, followed by 1 Cavalry, then 2 Infantry & 2 Artillery = 10 minimum. 2nd Division 3 Infantry and 1 Artillery. Last Battle I played the initial deployment was 5 inf + 3 art, then 1 cav, then 3 inf +3 art = 15 units in Div 1, with just 3 inf and 1 art in Div 2. I know the variable was lopsided but even if all of Div 2 brigades split and none of Div 1 did it would still be 8 to 10 in Div 1 favour. When played as CSA, I cant remember the numbers of the AI units but I think it's something like 3 inf + 2 art, then 5 inf + 2 art and a cav and in final phase another 5 inf brigades = 18 all under the Army hierarchy (even without variable split) with no sub-divisions. When playing all the AI units appear to be under an Army heading with no Divisional split. You end up with 3 distinct AI forces each with a General but no Division/Army split of the AI forces Not sure what others think.....
  8. CSA MG Shiloh A tale of two battles Shiloh Church - trap & destroy the union army To do this I maximise the available time by bypassing the church left and right until less than 30 minutes left The CSA left flank takes a holding position, crossing the stream and staying south of the muddy area. The right flank is more aggressive crossing the stream and forcing the Union brigades to give ground, with extreme right flank advancing the furthest to cut off Union access to rest of battle map Union forces seem agreeable to this, do not counter attack so my losses are minimal and willingly fall back into the muddy area until they can barely move in slow terrain and will take fire from my forces outside of the bad ground, as shown below, while seeing to be in constant rout state. The Union supply wagon is captured My cavalry are kept in reserve to the south of the church which is still held by Union although no troops are there. At 30 minutes on the clock I take the objective and then use my cavalry to attack across the muddy ground against the remnants of the Union force. No Union troops will escape from this side of the battle if I can help it The map swaps CSA Right Flank - hold ground, advance slowly, do not force Union to withdraw too early, while preserving my force and rotating forces. CSA supply wagon is set for artillery supply only On the other side of the map I have a great deal of luck with the Mod. All 3 divisions have a split infantry brigade (and not the smallest) and the 1st and 2nd divisions also get split artillery batteries - so 5 'bonus' brigades I deploy 1st and 2nd on my left flank, wait for my Reserve division to arrive and link them up across the map. 1st and 2nd will advance in turn with the larger Reserve division support on the right I advance slowly engaging any Union brigade/battery as I head north but stay below both objectives allowing time to run out The battle swaps back briefly to Shiloh Church where I advance 2 divisions further north, continue to attack the last Union troops with cavalry and then set up the manoeuvre to move my remaining brigades close to the muddy area away and then north before the map swaps again. My 3 divisions now advance at a quicker pace in this phase (in previous battles the Union has been very aggressive launching major attacks south but this time they withdraw to Hornets Nest leaving behind several batteries for me to destroy I attack the forces south of HN exchanging musket and cannon fire, Rotating brigades but taking casualties. The Union hold fast and still have a major force south of the objective with even more at the HN itself as the clock runs down The map expands to full view My flanking attack can now take place I have a major force north of the majority of the Union Army and I am close to the Final Objective. The cavalry destroy the last troops from Shiloh Church area so my entire left flank is clear. I can move troops to support my right flank and also push towards the objective I see two choices I can try to deploy my northern force across the map take the objective and try to hold it against any Union force that moves against me from HN. My forces would be split and the northern troops would also be open to attack in the rear as more Union reserves arrive I choose the more conservative route advancing left to right across the map, keeping my two forces in contact, with a safe north/south corridor to move troops up/down if necessary, engaging union brigades that come too close as they withdraw to the Landing. I can still take the objective and moving my southern forces north can run down and destroy Union artillery There is sill a major battle to fight as thousands more Union troops arrive (I am deeply suspicious that AI always deploys more troops in the major battles than the battle results table shows they had available) I attack any Union forces as they arrive, drive the union troops into the two northern corners and more muddy ground. I move infantry and artillery against the gunboats. Artillery alone would be quickly destroyed, so I have to sacrifice infantry while the artillery fire from behind them I destroy/capture all Union forces I can find, hold the VP and win the battle
  9. Just a thought I want to throw out there and see what people think I know there are perks that boost speed, cover, etc but my thought is a more basic across the board option Artillery move as they should Infantry have 3 movement options - walking (normal), running and charging Cavalry & Skirmishers can do their 'normal' movement speed or can charge Now I know that the default speed for Cav and Skirmishers is higher than infantry but it seems strange to me that the fastest/lightest troop types don't have a third movement speed button option As light infantry, the skirmishers could have a slower option that allows faster condition/morale recovery or one that costs more conditioning by makes them harder to spot or is maybe just a different speed to normal/charge Now I don't ride horses but I'm sure that in the movies there are various 'gaits' used by mounted troops/horses - walk, trot, canter, gallop guess I am asking if it is possible and a popular idea to have an 3rd speed added in the mod?
  10. if you have set false in the AIConfig file in the mod folder but you also have a rebalance folder in the mod folder then try setting false in the AIConfig file in the rebalance folder (hope that makes sense) see if that does it
  11. downloaded, thanks both is there a rough % decrease at Shiloh we should look for?
  12. I was afraid if they got killed by CSA that even though I won the battle then AI would get a bigger chunk of the cannons than I would with their super duper career skills lol neither of them went to camp I just ended up with 12 recovered/rescued cannon. I tried routing one myself and routing both myself but still ended with 12 guns
  13. BCH - Do you make a save during the battle if things are going well? Looking at the video pandakraut posted there were some good examples of battle management but it only takes 30 secs for things to go wrong at Shiloh. If I'm faced by something extreme like 6 CSA brigades totalling +10k infantry appearing together as a group on one flank and charging 3 brigades at a time with a 400+ unit of cavalry thrown in as the icing on the cake (as happened last time), or if i'm taking too many casualties without returning fire I pause the battle and make a quick decision on tactics It always seems to me that AI is very good at hiding especially the artillery but can see all of my units as well as I can, so consider my tactical pause as only fair I know the AI may have a better spotting figure than my troops but we are talking extreme ranges at times or I am on higher ground and they are just below me and can fire up at me but I cant see them, just the shells hitting my units and me following the trail back to the hidden (in open) guns. I don't think that the game is as sophisticated that AI can claim the sun was in my eyes. Taking out their generals doesn't change much Anyhow I am trying a different career path general and have got the Philippi Bug for the first time Currently sitting on 70 napoleon cannons ,28 in Wood's brigade and a split unit with 21 guns in each brigade. Not sure at the moment how many of the spit unit cannon would be 'recovered' by me at battle end if I don't loose any in the battle itself Any ideas anybody?
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