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JonnyH13

Civil War Tester
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Posts posted by JonnyH13

  1. 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.

  2. On 3/17/2018 at 2:48 PM, ariete said:

     

    that enanched version is aviable if you install the enached files here

    http://cwg2enhanced.com/index.html

    but when i tried to implement my copy of the game, i lost the sound effects.

     

    here a link for the last patch CW29514H32 which should work on 64bit systems too

    http://www.sierrahelp.com/Patches-Updates/Patches-Updates-Games/CivilWarGeneralsSeriesUpdates.html

     

    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:CWG2Wash1.png.46ca7daa0509a72163ae72b016e8c942.png

     

  3. 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.  

    • Like 1
  4. 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.  😋

    • Like 1
  5. 11 hours ago, RToy said:

    I'd like to add my appreciation for the work you've done here.  It's really made the game a lot more enjoyable.

    A couple of personal observations.  When I first bought the game and started it I was pleasantly surprised that the town directly in the center of the map (at the tip of NC) is the one I lived in most of my life.  Don't know why the map has it on it, but it was the location of one of the last skirmishes of the war in the Eastern theater.

    The other is Henry Hill in the 1st and 2nd Manassas battles.  I'm obliquely related to the family that owned that property at the time (one of my grandmothers was a Henry)

    And I have one question that may have been asked before.  Were any of the sound effects, particularly the voices you hear while in "Camp", taken from the Sid Meier civil war games?

    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.  

     

    3 hours ago, Kristoph420 said:

    Ok guys. I tried to restart the battle and it did the same thing. I only played day 1 and it went through the set up for day 2 and it just jumped me into the camp (at the end of day 2 which it skipped) to start day 3. Try to load the files again and see if you get the same results. IF you don't get the same results that I did, I will continue to go back to previous saves even if it means going back to Stones River or earlier because, it would seem that this must be an issue on my end. Somewhere prior to Chancellorsville, something must have happened or got corrupted

    "9d whatever" is the save prior to battle.

    "auto" is the autosave when start battle.

    "ec whatever" is my going into battle (making sure all people have orders after the game deploys them.

    "cb whatever" is the end of day 1, starting day 2 but skipped and a save in camp and begining of day 3.

    eciahxyo.yeqcbruh4bq.rm7autosavesb9dzjcrki.jnr

    Will try this in a bit.  

  6. 2 hours ago, pandakraut said:

    I just tried both saves with the 1.23a dlls and couldn't recreate. Also tried restarting the entire battle from one of the saves and again didn't get the bug. Did not get the endOfDay bug with Salem Church with your saves or an old save of my own.

    It's not entirely clear to me from your other comments if you've tried restarting the entire battle yet. That is normally the best chance to resolve issues like this. If you've already tried that I'm not sure what else to attempt.

    I'm going to check with Jonny and see if the bug happens for him.

    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.

  7. 38 minutes ago, poopflingr1 said:

    Just started a CSA game to test this mod vs my  many vanilla campaigns.

    Why do all of my fellow CSA units only have percussion muskets vs the union who have proper rifles?

    I understand the CSA wasn't swimming in guns, but every single unit so far having the most basic firearm? My corp has to do all the fighting and my reinforcements are useless because they have to advance so much closer to the enemy in order to get a shot off. And all the CSA artillery is 6lb smooth-bores.

    I'm currently punishing them at the first bull run, but only because of my corp. my allies are totally useless with them averaging 100 kills and 400+ losses.

    I like that battles are much more drawn out and slower, but I there are some downsides I am seeing. Rifles were incredibly accurate, and I find it weird that 1700 men should to shoulder can only tag 30-50 men at point blank range while being charged. Cannons only shoot less than twice as far as a rifle bearing infantry regiment, so my ordinance guns are half as effective as in vanilla, and even up close they aren't doing nearly as much work, what with the insane delay between reloads and firing. Infantry can clear my entire field of fire in the time I can get a shot off and bring the battery back up.

     

    Maybe the mod didn't install right?

    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.  

  8. Just now, BCH said:

    What file type are the maps and where are they located?

     

     

    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.

    • Like 1
  9. 7 hours ago, lightningg said:

    Playing MG Campaign as CSA.  Twice in a row now on start-up map I have captured the fort and several infantry/skirmisher units.  I have also captured all artillery and as a result of doing this I fail 2 out of the 3 initial objectives and end in a quick defeat  All other Union units destroyed

    i'm sure this didn't happen before when I captured Battery A or B but that was before last update

    pic below is from 3rd try to start CSA Campaign.  I deliberately attacked artillery from range but still ended up capturing both.  getting frustrated now lol

    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...)  

  10. 8 hours ago, Dauntless07 said:

    I see there is already discussion about the scaling, and I don't want to be rude, but it really is too much. What I want to know is how you guys got to even Shiloh on MG as Union. This is mission 1 of my MG campaign... and it's over. A real shame. I managed to assault the river and take the town, only to immediately find Rebel reinforcements the size of the army I'd just defeated. when they all charged in, there was nothing my exhausted guys could do, and 2 Brigades immediately surrendered.

     

    I was excited for the better designed campaign I read about in the OP, but something I can't stand is artificial difficulty by being outnumbered more than 2:1 from the start. It is not historical, (especially in a Union campaign,) or fun. I hope the scaling is less pronounced on lower difficulties, but I'm out of gaming time ATM, and wanted to get my first impressions out there. If it's as ridiculous as this, I don't think the mod will be for me.scaling.thumb.png.191c6d67dd5617794a66be6e2d70b2ab.png

    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.   

  11. 18 hours ago, BCH said:

    Cavalry on the move at 80 to 100% starting condition should never be caught by charging infantry (i.e. resulting in Melee) unless they were starting in close proximity, and I doubt many humans are going to catch a horse in the short term. There is a horse vs. man race in Wales.. over 22 miles it is extremely rare that any of the horses lose.

    Limbered Artillery batteries given a 'gallop' button (similar to infantry quick march); with a huge recovery penalty (condition) for subsequent movement  (you might be firing your guns but the horses need time to recover).

    Match total number of guns in a battery to movement rate; all other things being equal a 4 gun battery should be able to move faster than an 8 gun battery due to less congestion.

    Slight up-tweak to melee values on standard issue firearms; an 1861 Springfield was not inferior to earlier muskets in regards to hand to hand combat.

    I am currently cleaning and preserving (not restoring) a CSA Fayetteville Rile/Musket that is an example of beating swords into plowshares, or in this case turning an instrument of war into a shotgun. The barrel all by itself would make an excellent cudgel for braining some poor soul. (Cautionary note here: never assume antique weapons are unloaded; this barrel had in it some sort of gun powder, wadded paper and deteriorated lead shot which had turned to lead oxide; all unbeknownst to the family which had owned it for the last 80-90 years).

    Improve the ability of small units (300 or less) to remain hidden if they are in 100% cover and have not moved, up to the point an enemy unit comes within half their firing range.

    Introduce Coehorn mortars for skirmisher units. This would reduce movement speed.

    Create the ability of Cavalry to detach scouts, 2% of total not to exceed 20.

     

     

    10 hours ago, BCH said:

    Perhaps it becomes another artillery battery; it was a true indirect fire piece; the smaller ones carried around by 2-4 men (which is why I was thinking small infantry units such as skirmishers).  It would have zero canister ability, excellent mid-range, and limited extreme range. They were mostly used against true fortifications and breastworks.

     

    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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