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JonnyH13

Civil War Tester
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Everything posted by JonnyH13

  1. Probably going to be posting teasers here and there... Feel free to put thoughts on this...
  2. The Lorenz and Enfield are import weapons and thus cost far more than buying other home made weapons.
  3. Repeating weapons are assumed to fire all of their rounds in a volley, hence their high damage, and then they reload their full magazine. That reload usually takes just as long as reloading a muzzle loader.
  4. Small update. - Weapon tooltips have been updated to show a damage range instead of accuracy low, hi, and base damage. - All weapons now have a Range Damage Multiplier section which shows the modifier applied at short, medium, long, and max range. Cannon will also display the modifier at 100 range. These provide snapshots of how effective a given weapon is at various ranges. - The player's skirmishers on hold position will now fire at units in range when hidden without a direct fire order.
  5. @saintpietro Read through this guide to get started. Especially the posts by Tokiedian. It is what I did when I was first starting. Panda knows more about the Assembly stuff though.
  6. I think the enhanced version requires its own scenarios, the base game scenarios will not work with them. If anyone wants to play a play by email game let me know. Here is one of the custom maps:
  7. Due to some forum shenanigans that I know nothing about, I put the downloads to dropbox for now until the forum fixes itself
  8. In regards to officers demoting, I changed the officer rank experience requirements but did not change the reputation officer experience. Currently they will be displayed as whatever rank they are in vanilla. Brigadier and above will definitely demote as their experience requirements are higher than vanilla. It is safe to say that unless they are already colonels, they will be demoted by the game due to them not meeting the experience requirements. Again this only applies to reputation officers or if you load up a vanilla save game (you can do that by the way and nothing will break (I think)). This will be changed in the future but I plan on doing something other than officers for rewards.
  9. In regards to the H/F (Harpers Ferry and Fayetteville, I did not have enough weapon slots to make these two separate) 1855, instead of calculating the average accuracy, multiply the damage of the weapon by the ranlow to get the minimum damage possible, do the same with ranhigh for the highest damage possible. The lowest damage of the H/F1855 is 3.2, the lowest damage of the 1861 is 3.375, the highest damage of the HF is 4.4, the highest damage for the 1861 is 4.5. In regards to reload time the H/F1855 has maynard tape primer instead of percussion caps. You do not have to replace the percussion cap after each firing, thus saving some time. This is also represented in the SF1855 but in practice the Maynard tape primer fouled often due to humidity and other factors. The H/F1855 is a better quality SF1855 and thus these problems do not apply as much. In regards to melee, I needed a Union melee weapon and this was chosen. It is not every day you see this weapon anyways. To further expand on the accuracy difference, the difference between the Ranlow and Ranhigh of the 1861 is .125, the H/F1855 has a difference of .15. The range between the ranlow and ranhigh is greater in the H/F1855 and thus there is a higher chance to roll less damage with the H/F1855 compared with the 1861. You can also multiply the average accuracy times damage to get the average damage. 1861 is .4375X9 is 3.975, the H/F1855 is .475X8 is 3.8. This does not include the reload rate though so in theory you can do more damage with the H/F1855 but in regards to per volley or an ammo to damage ratio, the 1861 is more efficient. However with the right perks the H/F1855 can do more efficient damage than the 1861. In Short, it is complicated. 😋
  10. Make sure you delete the whole Ultimate General Civil War folder from the steamapps\common folder before you reinstall as the mod stuff is not removed by the verify game integrity or the standard steam uninstall.
  11. No we did not edit the sounds or have taken anything directly from other games. As much as I want to add it in, it would take a lot of work for something that is not high on our priority list. Will try this in a bit.
  12. I also could not recreate this bug using either saves. I will say to follow the above advice about restarting the battle again. It hopefully will clear it up.
  13. Perks are a key focus of this mod (at least until the unit stat system is reworked) and offer strong bonuses once your troops become more experienced. Rookies are much less reliable and tend to do poorly compared with veterans. The battles are not fully optimized for the mod as well as Allied troops do not really adjust in regards to stats and weapons.
  14. There is collateral damage but beside that there is no multi targeting. With the next full update changing how weapons work, I might work something out. Also updated again. Shiloh should be easier now.
  15. If you look on the battle report prior to starting the battle you can see what allied troops will be on the field that day.
  16. From my limited knowledge on Unity, you need a decompiler to even be able to read the maps, and you need to convert the entire game back into an editable project to be able to edit it which is nigh impossible without the actual development tools and resources. To further explain the maps, each map is divided into segments, each segment has its own position on an XYZ plane. You will need to create a contour map for each of these segments taking into account the XYZ positions regarding elevation as well as researching the actual heights of the terrain and translating them into the game. This is also not including the elevation problems already in some maps. Also the more segments in a map you add, the more code you need to program into battles in order for those contour lines to load, and therefore you might increase loading times. Also from what I saw in the code of UGG, the contour map lines seem to be several 3D images placed on each top of each other so you might have even more work to do. Long story short, if you want to edit the maps, you will need a lot of time, patience, and resources.
  17. Thou must send those captives back to the enemy so you can shoot them dead. It is your only hope (well I am not sure what happens when you retreat them off the map...)
  18. It is planned for the mod's lower difficulties to be the equivalent to Vanilla BG difficulty at the absolute minimum, with it occasionally straying into MG difficulty in the late game. It is suggested the player should be comfortable with Vanilla MG or at the very least finish a BG campaign before trying the mod's BG. All battles will be worked on and the intro battles will be revisited once we have all the base mod systems set in stone, which will take a while. The current Intro battles are not optimized for the new changes Panda added in in 1.22 so it can be less than ideal if you are unlucky and unprepared. One of the main reasons why the AI is given the larger army in Vanilla is because the AI is not that good. With a 1 to 1 ratio, any knowledgeable player can easily beat the AI every single battle. This applies to every single deep strategy game in existence and will continue to apply so long as the AI is worse than a person. We have found a way to edit the AI are making some progress modding it but it is slow business.
  19. Buell arrives at a random time sometime in the last day 1 phase. If you are unlucky he may not even arrive at all (I doubt this happens too much though, it definitely can happen at Antietam though).
  20. Yes it is possible for troops to cross normally uncrossable water. Yes this is in base game. Yes you the player can do it too. I call it the assault boat exploit. It is amusing.
  21. In regards to Limbered artillery "running" I think you can bypass the button and use the hotkey to get them to run. Not sure though. Would be nice if it were added though it might make the horse arty perk redundant. Speed by unit size would be good if it is possible. Adding it on top of the Gun Type speed penalty we have in the test bed might make the horse arty perk still viable. The weapon melee are set as they are due to balancing reasons and to try and emulate the overall performance of either side in regards to melee and general decisive action. I am currently working on line of sight overall. It is taking some time to figure out but I am sure you can eventually ambush the enemy (and they you if you are not careful). I would rather not have cavalry or any unit in fact be able to detach so long as any critical bugs remain with them. Also detached units will not get any perks which is not really good. Just get 3 star cav scouts. In regards to Coehorn Mortars. I am interested. Ill make something up in the near future.
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