Jump to content
Game-Labs Forum
JonnyH13

J & P Rebalance Mod by JonnyH13 and Pandakraut 6/14/18

Recommended Posts

11 minutes ago, The Soldier said:

I don't use Horse Artillery, but I definitely notice that ammunition for artillery is pretty scarce.  Fire discipline is a thing, yeah.

I've run 2k brigades for nearly my whole time playing the game, albeit with a short dip down to 1,500 as payment for winning at Gaines' Mill - boy did I get a pasting from the dozens of 3k rebel brigades.  Not by choice of scaling, but because I'm most comfortable with that brigade size - good firepower and reasonable mobility.

Yeah, it's absolutely worth starting smaller and increasing your average brigade size over time. I had a couple 900-man brigades for MG Shiloh because I was using every weapon in the armory. :D

My issue is always officers; I can never have enough until I've gotten through Fredericksburg, and I'll generally buy them all as well as use PPs to get them through Antietam.

Share this post


Link to post
Share on other sites

This mod is a very big surprise to me. I thought there would be no mod on the game. Congratulations !

 

I'm going to test it as soon as I can !

 

Thank you for your time and efforts !

Share this post


Link to post
Share on other sites

What about having a trait that would cancel or lessen the morale decline for being tired? I feel like as a unit becomes more and more seasoned it would fight on through the fatigue?

Share this post


Link to post
Share on other sites

That's somewhat represented by the stamina stat increasing already. Custom perks are possible but it results in more hidden mechanics for the user and is more complicated to implement so we haven't taken that step yet.

Share this post


Link to post
Share on other sites
On 6/30/2018 at 2:32 PM, JonnyH13 said:

Melee cavalry should not dismount.  I will fix it when I have the time.  Been Busy.

My experimentation with it indicates not much of an issue in regards to balance; it does seem to mean that when dismounted, they  stay put. Quite able to defend when dismounted; one can imagine a round of pistol shot at close range, and then sabre and pistol butts to drive back attackers.

Share this post


Link to post
Share on other sites

Question: is there a certain threshold I have to meet in order to detach skirms from my line infantry? I'm only a few battles in and so perhaps I need more bodies. 

Share this post


Link to post
Share on other sites

 

On 7/10/2018 at 7:48 AM, jjj said:

Question: is there a certain threshold I have to meet in order to detach skirms from my line infantry? I'm only a few battles in and so perhaps I need more bodies. 

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.

  • Like 1

Share this post


Link to post
Share on other sites

..and with the ability now to give those skirmisher units higher end rifles.. you essentially have created a unit like the period British Rifle Battalion (60th Rifles, etc.) Give them perks that allow them to move quickly and fire accurately and even a 500 man unit can significantly impact your battles.

  • Like 1

Share this post


Link to post
Share on other sites
25 minutes ago, Hister said:

How far away are we approx. from the update of the mod? 

No timeline at this point for when another major version will be ready. A minor release might happen in a few weeks.

Share this post


Link to post
Share on other sites
5 hours ago, pandakraut said:

No timeline at this point for when another major version will be ready. A minor release might happen in a few weeks.

OK, thanx. 

What is planned for the new major version after the hotfixing will be done?

Share this post


Link to post
Share on other sites

The main set of changes in 1.3 will be replacing the damage curves that are limiting the usefulness of larger units. Along with this the weapons and perks will be getting a rework. Past that it depends what we get to.

  • Like 2

Share this post


Link to post
Share on other sites

{Melee cavalry is good at cleaning up routing units, but charging units at full strength will result in high losses. }

 

Looks like AI did not get the memo when playing on the MG mode.

Share this post


Link to post
Share on other sites

2 or 3 star cav with the right perks can be very dangerous even from the front if they scale large enough. In my experience the losses from this are to high for the player to sustain, but the free AI troops can certainly get away with it.

Given that this occasionally makes the AI dangerous my initial thought would be that it is ok. We are experimenting with some melee and morale changes though so it will probably get another look.

  • Like 1

Share this post


Link to post
Share on other sites

Just started trying to play through MG..  in regards to AI cavalry, I watched a one star AI Cav unit charge and break a 2 star brigade in heavy cover flanked by two supporting brigades. The AI cav was outnumbered at least 3:1, should have been cut to pieces.

 

It looks like MG level gives less morale to the player... is that correct?

Share this post


Link to post
Share on other sites
2 hours ago, BCH said:

It looks like MG level gives less morale to the player... is that correct

While the AI units have better stats on MG there is no change to the players stats on the harder difficulties.

Depending on the scenario that could be reasonable. Relying on nearby brigades to fire into melee is not a good idea in the mod. Friendly fire does more damage so you are more likely to rout your own unit. If the cav unit was melee specialized and fresh and the infantry wasn't the infantry will lose even with larger numbers. This is because there are severe penalties for low condition and morale so units can very quickly become combat ineffective if they take a lot of damage from a charge.

Also, depending on the weapons and perk selections of those infantry units their weapon fire might not do much damage early on as the cav charges in. Rifle damage starts off considerably lower than in the base game. All of this can take some adjusting to until you get a feel for it.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×