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JonnyH13

Civil War Tester
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Posts posted by JonnyH13

  1. 2 hours ago, BCH said:

    One strange thing in Distress Call

    One CSA battery advanced 'toward' the Union line and ends up basically muzzle to muzzle with the Union units; the battery did not fair too well.

    Occasionally the AI may have a battery "Charge" like an infantry brigade.  Usually it ends badly for the battery.  I find it cute and amusing.

  2. 3 hours ago, Gyrvendal said:

     

    I tried installing the mod but I am a bit confused, the archive contains no Assembly-CSharp.dll, only a Assembly-CSharpReleaseV1.1.tmp which doesn't overwrite anything. Are the installation instructions outdated?

    Also, why would you want a Second Bull's run with 10 times the historical number of troops? Especially since number of troops are just abstracted numbers in this game.

    You must extract the zip file to be able to access its contents...

    If you look at the mini map and the number of unit cards you should notice that there are a lot more brigades on the field than normal...  That also applies to the AI but I annihilated them already...

    To clarify there will be more brigades than base game and of different sizes, quality, and unit types.  Instead of the normal 21 or so brigades for the historical battle I can increase it up to a very large number.  It also applies to the campaign.  Also the picture above is the 1st Bull Run, not the 2nd Bull Run...

  3. You need some investment in economy to be able to sell weapons.

    Melee cavalry are expected to take casualties, but are very deadly if you used them right.  Artillery is very safe and potentially high damaging but lacks initiative.  

    Logistics increases shop weapon quantities by 25% each point.  

    The Intelligence screen has always been a joke...  I usually ignore it.  

    XP gain for troops and officers is much lower now.

    Cost does not necessarily mean better stats.  The Lorenz and the Enfield are import weapons and such are expensive.  The CS Richmond is better but it is a late (ish) weapon and not available in large quantities without sufficient investment in logistics.  You will have to supplement your army with captured enemy weapons or import weapons if you are lacking cheaper guns to buy.  

  4. The Whitworth will be nerfed into the ground...  People were complaining it was too weak in the previous iteration of the mod so I probably overcompensated here.  

    All Allied Troop only battles will have the troops buffed to a reasonable degree.  No more 10 to 1 odds like Brandy Station at gettysburg (that mission is impossible).  

    Also what are your opinions on the AI getting more brigades?  The player will be compensated of course.  

  5. 32 minutes ago, Louis_Davout said:

    image.thumb.png.493aa744f693135341a3f4bd1b0a9937.png

    Thanks pandakraut for the answer.

    So I ran a quick playthrough until Washington in BG yesterday/ today, and I found overall that the mod is very pleasant as it increases the quality of the game in many aspects (especially the changes in the career points and in the armory section, and also the strong importance of the fatigue management), but it seems that it accentuates (at least on the BG level) the fact that the game becomes relatively easy once the player has one or two corps with mostly 2 star brigades (which happens fairly fast, by 2nd Bull Run for me). One possible explanation for that is that, taking into account all the accuracy perks, the weapons are far deadlier than in the vanilla game.

    To back that up, I have run a quick analysis (see attached), and the result is that if you fully specialize a unit in accuracy (3 perks which each gives a +100% plus the MG perk "Fire specialist), you end up with an accuracy factor of +400%, i.e., a 5x multiplier of the basis accuracy. Using the formula from pandakraut, it means that all the weapons in this mod are all far deadlier than the Lafayette (which has a max damage of 13.1 per shot) in the vanilla game. Note that I use mid-point of the accuracy values and not a range.

    image.thumb.png.493aa744f693135341a3f4bd1b0a9937.png

    It's actually the same with artillery (even more if you include the damage bonus for level 1 perk "Long Range Focus"):

    image.png.ca11fe02dad7927812d26e6b097bebba.png

    Overall impression what that after 2nd Bull Run, I was on the WW1 battlefield with armies that get slaughtered very fast (especially the IA as in BG it doesn't have much experienced troops) and by super precise weapons. And I confirm that the Whitworth guns are just brutal (killed more than 15k Federals at Antietam with them).

    I am going through Legendary now, but there I have a hard time defeating 5k brigades at 1st Bull Run with my much smaller forces ...

    @pandakraut: Does this make sense to you or am I wrong somewhere?

    image.png

    When we made these changes, we tested this on legendary and we were crushed in some of the early battles in the beginning of the campaign (Distress call for the Union is very difficult).  Yes the damage is higher but you will have to sacrifice in other areas like move speed, melee, etc.  The intent of this was to make you value your 3 star brigades more and treat them like Napoleon treated his Imperial Guard.  They are not meant to be common at least early on in the campaign.  

    It will change though as we are learning how to change more of the game functions such as xp gain rate, time control (ie the ratio of Real Time to In Game time) and others.  The next version will also have bugfixes and general rebalance changes (again... when will it end!  😋).  It might have some differences from the current mod but the general gameplay should be the same.  Expect the Campaign to be much more difficult and different than what you expect. 

  6. 6 hours ago, chemical_art said:

    One feature that I will be keeping an eye out as I proceed through this is the cost of new recruits. Guns of a similar era have been somewhat more balanced so that there are less examples of having a superior guns available in significant quantities. As a result the impact of money in acquiring "better" Guns is reduced. In addition, due to buffed perks there is a lot more opportunity cost in not getting veterans.

     

    The result is that while money is still important to squire Guns, If there ever is a choice between guns and veterans veterans would seem to win out until the two star range at least. This is a less interesting choice then in vanilla were sometimes you would keep a group at one star rather then two so you could buy very expensive weapons for the crack units.

     

    This is theory so far, so as I play I may change my mind in mid campaign but for now that is what I'll be being a lot of attention to.

    Veterans should win out in almost all cases, especially so in the 2-3 star ranges.  3 star troops with early rifles will dominate 0-1 star troops with advanced weapons as no matter how advanced the weapon is, if the user is not skilled with it, they will not be very accurate or efficient with it.  

  7. 2 hours ago, chemical_art said:

    As someone who used skirmishers extensively in vanilla, what I would like to see most from skirmishers is to focus on their strengths: To harass the enemy. To this end, I feel like their condition should be top notch, able to run and fire for far longer then even specialized infantry battalions. They also need to be fast, which is entirely why they would use carbines over standard weapons. In deep forest there should not be anyone who can catch them sans other dedicated skirmishers. Other features would be cover boosts, since skirmishers would be able to take much greater advantage of small amounts of cover then standard lines.

    I am unsure how to approach their equipment. Using carbines has always made me feel like skirmishers were poor man's cavalry which had superior speed and could dismount when necessary for a more extended fighting anyway. Inevitably I would only use the carbine until they ranked up and then transitioned them to long range weaponry. Given the larger troop amounts standard infantry now have, trying to engage with the short ranges of carbines is just too risky, one volley can wreck them. With such fragility I would just stick to cavalry. I guess for a start I would make any carbine aside from the earliest model have a range of 350 so as to at least give them an opportunity to fire.

    With the right perks, you can increase your carbine range to 435 with both of the extended range perks for the skirmishers.  You need 2 or 3 star skirmishers for that.  0-1 star skirmishers are rather ineffective which is intended.

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