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J & P Rebalance Mod by JonnyH13 and Pandakraut 8/31/18

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Gameplay Rebalance and Customizations created by JonnyH13 and Pandakraut 

9/8/18:  Updated to 1.23a

Summary of changes:
Fixed Potomac Fort Artillery Surrender Bug
Get the Mod here (Requires Forum Login): RebalanceModV1.23a.zip
 

All perks, weapons, career points, and combat elements have been rebalanced and expanded upon.  

Some examples include:

  • Some Career traits now give additional bonuses.
  • Weapons deal less damage than the base game but skilled troops with the right perks will make them significantly more effective.
  • Unit size caps have been increased for the player and the AI. The early game is now much harder on MG and Legendary.
  • Starting units and some rewards have been buffed and game timers increased.
  • A variety of UI updates have been made to display hidden stats and make firing arcs more visible.
  • Player Skirmisher AI has been updated so that they will no longer charge forward when they are blocked while under a direct attack order.

More details can be found in the changelog included in the zip folder.

Install Instructions: 

Download RebalanceModV1.21 and extract the zip folder into your Ultimate General Civil War_Data directory.  You will be prompted to overwrite Assembly-CSharp.dll and resources.assets

Uninstall Instructions:

Verify game files to restore the Assembly-CSharp.dll and resources.assets and delete Ultimate General Civil War_Data/Mod folder

 

Some general tips to get started.

  • Tactics that work in the base game may no longer work or will be less effective.
  • Do not over use your units.  Let them rest and recover condition otherwise they will suffer major combat debuffs and will be destroyed in short order.  
  • Perks are much more valuable now, get them as soon as you can.
  • Get a Major General to lead your corps as soon as you can.  
  • Melee is very important and deadly early on but do not rely on it.  Melee becomes less effective as you progress through the campaign.
  • Melee cavalry is good at cleaning up routing units, but charging units at full strength will result in high losses.
  • Early fortifications can provide decent cover bonuses, but their melee bonuses are worse than charging.
  • Muskets must get very close to deal decent damage, long range fire will be ineffective.
  • Artillery and skirmishers will be less effective until they have 1-2 stars. - Make sure to let your units rest, they will not perform well when tired.
  • Consider playing a difficulty lower than you normally would until you are used to how the mod works. Legendary, especially for the Union is currently extremely punishing.

Known issues:

  • Loss percentage on General's status panels display incorrectly in the intro missions.

Over the next few weeks (and maybe months) there will be periodic updates to the campaign.  These changes will drastically change how the battles play out such as the addition of more AI brigades and Player brigade limits.  Keep checking back here for updates.

Feedback will be appreciated.  Have fun!

 

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Current List of mod features:

UI Changes
- Weapon tooltips updated in camp and in battle to to display Accuracy high value. Simplified, the starting point of the damage calculation is a random value between Accuracy Low and Accuracy High * Weapon Damage.
- Weapon tooltips updated to display collateral radius and ammunition cost.
- Weapon range arc color changed to white to increase visibility
- Replaced corps name with hp display on the General Units stats panel. Value only updates on reselecting the general.
- Career point tooltips updated to display new bonuses when upgrading.
- Artillery will now display additional arcs for canister and shot range cutoffs.
- Number of soldiers and guns will now display on corps deploy screen regardless of recon level. This value will be more accurate than the intelligence reported size.
- Fast forward x3 speed has been changed to x8.
- Artillery descriptions updated with some context on how effective cannons are at various ranges to provide insight into how the damageDegradation curve affects the base stats.

AI Changes
- Player Skirmisher and Infantry AI has been updated. If their target is blocked by a friendly unit they will not move and wait for their target to clear and then resume firing. If their target is blocked by an enemy unit they will not move and attempt to lock onto a new target. This is intended to prevent snipers from charging enemy units when their sight line is blocked after a direct attack order. Skirmishers will still sometimes acquire a target and not fire as before. If skirmishers with a direct attack order are charged they will not attempt to retreat so excessive attention is still needed. Hopefully this will make skirmishers slightly less frustrating to use.
- AI charge range reduced to around 500. This should prevent the AI from charging long distances and tiring themselves out. AI appears to charge as a group more now as a side effect.
- Player's Idle skirmishers will now fire at units in range even if they are hidden.
- Infantry units advancing through rivers or streams where they have very low cover should now finish crossing before opening fire in most cases.
- Larger units may appear to ignore the previous change if they are not completely in an area of low cover.
- AI can now scale to have a larger variety of weapons.

Career Point Changes
- Every point in training will increase rewarded recruits stats by 2. Max training discount is now 65%
- Every point in logistics will increase the stock of weapons by 25% after a major battle. Base amount of weapons is now 50% less with 0 points in Logistics.
- Logistics stock modifier is only half as effective for artillery. This is to reduce the ability of the player to stockpile heavy artillery early on in the campaign.
- Every point in reconnaissance will increase units spotting stat by 50. Generals and Supply units are excluded.
- Politics and Economy now give increasing bonuses for each point. At 1 it is 3%, 2 is 7%, 3 is 12%, up to a max of 75%.
- Medicine now has a max of 33%
- Army Organization values changed. Max divisions is now 8. Max brigades per division is 5. Max corps is 4.

Officer Changes
- Promotion thresholds changed to reduce the availability of high level officers early on
    Captains 0-5xp
    Majors 5-10xp
    Lt Colonels 10-20xp
    Colonels 20-80xp
    BG 80-90xp
    MG 90-95xp
    LTG +95xp 
- Captains can now be assigned to any unit type
- Lt Colonels can now lead divisions
- Officers scale to be considerably more expensive now. These prices are affected by points in economy.
- Colonel and BG costs reduced on Colonel and BG difficulties.

Battle Mechanics Changes
- Base game speed has been reduced and other values adjusted to match.
- All timers increased by 30% to account for speed and fatigue changes.
- Fatigue and Stamina effects have been rebalanced. Units will be much less effective at lower levels of either.
- Maximum Morale is now tied to Condition with a maximum of 50% morale when exhausted.
- All unit stat gain experience rates decreased.
- Enabled recovery of weapons from captured units. Rates vary by difficulty. Colonel: .5 BG: .375 MG/Leg: .25
- General Units no longer ignore collateral damage.
- Artillery can now be captured in melee. Turning the captured cannon on the enemy is not possible however.
- Detached Skirmishers disabled. This was done to remove access to a lot of AI glitches that are allowed by using detached skirmishers. All player deployment sizes have been increased slightly to allow the player to bring their own dedicated skirmishers.
- Artillery now have slower speeds based on a weight system. 
- 6p and 12p howitzer are classified as light. 20p and Siege guns are classified as heavy. All others are classified as medium.
- Special modifiers have been rebalanced. 
    Run Rotation bonus decreased        
    Speed bonuses when in column increased
    Reload rates greatly decreased while falling back
    Routing units melee damage greatly reduced
    Artillery will use canister and shell shot at longer ranges
    Reload speeds for all cannon shot types has been standardized
    Shell Shot damage slightly increased
    Canister damage increased
    Melee Damage Increased significantly
    Units involved in melee with multiple enemy units will now have less of a penalty
    Collateral damage increased slightly
    Skirmisher speed increased slightly
    Front, Flank and Side damage bonuses re factored.    
    Charge Duration Increased for Infantry and Cavalry to account for speed changes.
    Morale Damage of shell and shot decreased.    
    When a unit is wavering it will no longer stand in place firing sporadically. It will now attempt to retreat while firing. This displays as volley fire while retreating but the unit is under significant efficiency penalties so the fire will be less effective.

Army Size changes    
- Player units max size increased. Efficiency penalties still exist but eventually adding more men overcomes the penalties.
- AI max unit sizes increased. Depending on difficulty, player army composition, and the battle it will be possible to encounter significantly larger AI units due to scaling. The early major battles and at least two later minor battles are now substantially more difficult on MG and Legendary.
- Supply cap increased to 50,000.

Weapon Changes
- All weapons have been rebalanced and in many cases renamed. Updated descriptions and stats are viewable in game. Character limits are an issue so some names will be condensed.
- Rifle damage has been reduced, artillery damage has been increased.
- Damage starts off lower than in the base game. Perks have a very large impact on damage now.
- Weapon prices have increased.
- Muskets have shorter range, higher damage variance, and higher collateral radius than rifles. They experience considerably higher damage drop off at longer ranges.
- Cannon ranges have generally decreased.
- Cavalry need to be specialized for melee to be effective in that role.
- Skirmishers can now equip infantry weapons

Perks
- All perks have been reworked. These apply to both the player and the AI.     
    
Battle Changes
- Potomac Fort and Phillipi units have been modified.
- Fortifications at Shiloh have been improved.
- Union Gunboats damage improved.
- Size of CSA units on the Union right flank reduced somewhat.
    
Officer Replacement System
- When an officer is killed or wounded they will now be replaced by a new lower level officer. 
- If both officers survive the battle they will split experience gain for the battle. 
- If the replacement officer is killed or wounded they will be replaced by an officer of even lower rank.
- If a captain is killed no replacement will be generated.
- Replacement officers are not taken from the officer pool but will remain in command if they survive the battle.    

Variance Mode
- varianceMode config option added in Mod/AIConfigFile. This mode adds additional randomness to the AI and allied units attributes, size, equipped weapon. 
This can result in units gaining or losing a star. AI and allied units also have a chance to split into two units. 
Split units start at half the size of the original unit though on higher difficulties they can can grow larger. 
Depending on chance this mode can end up adding considerable difficulty to battles. 
It is intended to try and add some variety to battles so that the same old strategies can become more difficult or impossible to execute. 
Anytime the corps deployment screen is viewed or a battle is restarted everything is randomized again. 
Size changes but not unit splitting will be shown in the number of men/guns so they are less reliable for scaling manipulation with this mode enabled.

Edited by pandakraut

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Excellent! Great job and thanks for your hard work. One question, would you suggest starting a new campaign? Currently at Gettysburg as the CSA.

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Well this is great timing now that I`m just about done with my exams.

8 hours ago, JonnyH13 said:

Unit size caps have been increased for the player and the AI. The early game is now much harder on MG and Legendary. 

How does this work for AI scaling? Does this change the number of brigades the AI will bring to battle?

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@aileycc The number of AI brigades has not been changed, though we will be doing that in a future campaign rework. In the base game the AI units can only scale to a max size of 2950 for infantry. In the mod that max size has been increased so scaling is effectively not capped. This change mostly just impacts MG and Legendary currently, though if the player makes their army large enough it should also be possible to see units larger than 2950 on Brigadier General.

Our current expectation is that this will increase the difficulty but that a reasonable size(not minimum scaling) army can still get through the campaign on Legendary. There are 1-2 battles that are extreme edge cases which may have to be changed going forward.

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Since you made it possible to modify things in csv's pandakraut, would it be possible to export the unit cap value to a file as well? (csv, json, xml, yaml all is fine) I personally prefer playing smaller battles with smaller armies. I'm also under the impression the AI also performs better when it gets smaller brigades (but with more brigades) instead of larger ones.

Edited by limith

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Excited to try this (tho won't have much time for the next couple of months). Do you know where I would find the appropriate folder in which to install this on a Mac?  I know I've installed one of your mods before but I can't find the folder this time.

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@limith While technically possible, I'm currently overriding the unit size overrides in a method that get called very frequently. Putting a file read in there would likely cause performance issues. The good news is with a few exceptions you should be able to play without even noticing the increased sizes. If you keep your unit sizes small or even average you shouldn't even see over capped units before MG. On MG you will see a few slightly larger units on Shiloh and Bull Run because of the size of your allied units. Legendary will definitely have over capped units on those battles, but otherwise as long as you sustain a high enough kill ratio and keep your units small the scaling should still keep the AI units in your size range. 

Regarding Bull Run and Shiloh you can definitely get through though with 1k -1.5k units even on Legendary(maybe not union Shiloh Legendary still working on that myself). While your units will be much smaller than the over capped brigades (3.5k - 5k) with good positioning you can deal with them. The Legendary starts can be very punishing currently so if you are playing on that difficulty expect restarts. 

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@quicksabre Do these steps work for you?

1) In your Steam games list, right click Ultimate General: Civil War and select properties
2) Click on the Local Files tab in the window that opened updated
3) Then select the Browse Local Files option, this will open a window to the location the game is installed at
4) Extract the mod zip in the Ultimate General Civil War_Data directory

Otherwise I think this is the path? I don't have a mac to test on. /Users/(YOUR USERNAME HERE)/Library/Application Support/Steam/SteamApps/common/(NAME OF YOUR GAME FOLDER)/Ultimate General Civil War_data

Edited by pandakraut
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36 minutes ago, pandakraut said:

@quicksabre Do these steps work for you?

1) In your Steam games list, right click Ultimate General: Civil War and select properties
2) Click on the Local Files tab in the window that opened updated
3) Then select the Browse Local Files option, this will open a window to the location the game is installed at
4) Extract the mod zip in the Ultimate General Civil War_Data directory

Otherwise I think this is the path? I don't have a mac to test on. /Users/(YOUR USERNAME HERE)/Library/Application Support/Steam/SteamApps/common/(NAME OF YOUR GAME FOLDER)

Hey Pandakraut, do you have to follow the steps you listed above, or if you know where the files are store you can manually go there and replace the files by copy/paste? Because that is what I did.... although I have not tried a new campaign yet.

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1 hour ago, pandakraut said:

@quicksabre Do these steps work for you?

1) In your Steam games list, right click Ultimate General: Civil War and select properties
2) Click on the Local Files tab in the window that opened updated
3) Then select the Browse Local Files option, this will open a window to the location the game is installed at
4) Extract the mod zip in the Ultimate General Civil War_Data directory

Otherwise I think this is the path? I don't have a mac to test on. /Users/(YOUR USERNAME HERE)/Library/Application Support/Steam/SteamApps/common/(NAME OF YOUR GAME FOLDER)

I used those steps when I installed an earlier version of the mod and I remember it being pretty easy. That path is the one I tried first, but the only thing inside my UGCW folder is a folder called browser assets and the application itself. There is no directory called any variation of "data".

I also tried the save game location: /Users/(YOUR USERNAME HERE)/Library/Application Support/unity.Game Labs.Ultimate General Civil War but all that is in that folder are my save games and the game log.

I wasn't sure where else to look, and I don't remember how I did it last time.

Thanks!

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@i64man As long as the files end up in the right spot in the game install directory it should work. Extracting the zip in the data folder should put everything in the right place but if you prefer to move things manually it should work. Just make sure the Mod folder goes into the data directory. If you start the battle of phillipi check the tooltips, unit composition, and if units move noticeably faster in column to verify if everything is working.

@quicksabre You could try searching for resources.assets or Assembly-CSharp.dll and see if that leads you to the installation folder. Can you PM me a screenshot of the UGCW folder that you described?

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Thanks for the advice - I think I got it working. The data files are hidden within the app, that was the step I was forgetting. Back click on the app and select 'show package contents'.

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Thanks! Debating whether to finish my campaign (just to the peninsular campaign, but I don't have too much time to play so it represents a couple of weeks of play time for me), start a new one with the mod, or trying to port my game with the mod.

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You will probably find that some of your weapon and perk choices aren't what you might want with the mod, but there are no technical limitations preventing you from continuing your current campaign. You'll probably find that you have some advantages and some disadvantages from a new campaign, so I would go with whatever you feel is a better use of time.

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So when I try to play the mod, the battles won't start. If I click the "start" button on a custom battle, nothing happens. If I hit escape and try to return to the main menu, it gives me the quitting prompt but then nothing happens. If I try to start a new campaign, the briefing won't run. It seems to be related to the Assembly-CSharp.dll file. When I only replace the resources.assets file, the game runs fine and seems to exhibit some of the listed features (deadly melee, for one).

 

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I should clarify - All of the mod features seems to be working when I have the Assembly-CSharp.dll file installed. I can see the new tooltips for weapons, officers are more expensive, etc. It's just that the battles don't seem to run.

Should I maybe have replaced the whole "Managed" folder rather than just the one file?

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Only the Assembly-CSharp.dll should be changing in the managed folder. In the Ultimate General Civil War_data folder you only want to overwrite the resources.assets file and add the Mod folder. My best guess is that it can't find the unitModifers.csv and that is what is breaking the battle loads. Can you double check on that folder's location? You should probably see it right next to the Managed folder. 

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Hm... So my problem might be that there are two Managed folders and two Data folders. One of the data folders is UGCW/Data, the other is UGCW/Resources/Data. Both have a folder called "Managed" within them. In the first, this is the only item, so the second seems to be the one where I need to install it.

edit: removed screenshots to keep thread clean.

 

 

Edited by quicksabre

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The contents of the data folder in your first screenshot matches what I have in my data folder. The managed folder displayed in that screenshot right above the Mod folder would be were I would expect the dll to go. Sorry I'm not more help here, without a mac to test on I'm mostly just guessing.

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That's ok, thanks for your help! I'll play around with it a bit more and if I can make it work, I'll post here so other Mac users can learn from my mistakes.

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