Jump to content
Game-Labs Forum

JonnyH13

Civil War Tester
  • Posts

    270
  • Joined

  • Last visited

Posts posted by JonnyH13

  1. On 5/6/2018 at 7:49 PM, Zenneh said:

    My impressions with the mod:-

    Love the extra information about guns.

    Love the extra brigade size.

    Love how career points are important - those bonuses are yum.

     

    Downsides

    CSA Shiloh Took the flag with 2 hours to spare:- told me I had failed and started day 2. Possibly a bug - a real shame since I wanted to kill them all.

    Horse artillery speed perk may need to be touched on - Saw it outrunning charging infantry.

    Selling weaponry gives zilch - Since I don't use Rifle Cav/Skirms I found that most of the captured weapons just sit there doing nothing. (Unless you've tied this down to economy since i Haven't leveled it yet)

    Unsure of over sized artillery is worth it? Don't think it's increased the damage that much.

     

    Overall:-

    You've improved a good game:- pat yourselves on the back it mustn't of been easy with the lack of modding tools.

     

    Suggestion:-

    Saw another mod recently where if you capture more than 1000 troops you aren't penalized as much - they raised the cap to 10000 - (a tad much) but they introduced a mechanic were you get 5 dollars per excess head - and that might be worth implementing.

    We have not touched how the campaign works besides increasing the timer.  I have not encountered that before.

    Horse artillery can definitely outrun charging infantry when they build up enough speed.  

    0 Economy is essentially selling for nil and at 10 Economy you will sell for 33% of the base price while also buying at -66% base price.  

    Oversized arty are definitely worth it if you can give them the right perks and surpass 50 guns.  

  2. 39 minutes ago, Jamesk2 said:

    I'm kinda interested, but I have to ask: how do you deal with the negative scaling for artillery and reduced margin returns, if not also negative scaling for infantry/skirmishers? Because if I make a 2k brigade to face with a 5k brigade with not much improved firepower over the 3k brigade the AI currently have then I'm not seeing a lot of reasons to install the mod.

    The short answer is perks, increased unit size limits, and that firepower is not everything in this mod.

    Since damage is so low for 0 star brigades, the damage is so low that the damage degradation is minuscule and eventually the damage drop stops after a certain size, meaning that with large enough numbers, you can outshoot smaller more elite brigades with sufficiently sized brigades.  This is impractical though as the firepower brought to bear in one brigade could have been used in multiple more efficient brigades and the fact that larger brigades are better at melee than firepower.  

    The real kicker though is that it is the perks that dictate damage.  If you specialize your brigades in accuracy, you will  outperform most brigade not specialized in accuracy.  Yes it is possible for a 1k 3 star accuracy specialized brigade to be outshot by a 10k 0 star brigade but if you increase the 1k to 2k, you will not be outshot by rookies any longer.  Same thing with elite brigades specialized in areas other than accuracy.  What matters more here is not the damage degradation but more so on how you specialize your brigades. 

    Unlike base game, firepower is not everything.  It is completely possible for a 3 star melee brigade to beat a 3 star accuracy brigade but be willing to take heavy casualties and the vulnerability to a counterattack due to exhaustion.   Large sized brigades, while not as efficient in firepower as a smaller brigade, has a major advantage in melee over that small unit.  

    Also speed matters too, a brigade with some speed perks can get into a favorable position of heavy cover or a flanking position faster or charge the accuracy brigade before it has a chance to reload and fire again.  

    The expert use of cavalry, both carbine and shock, can also bypass the accuracy brigade by quickly attacking its flanks or even charging it.  

    Damage degradation still exists but it is less impactful and there are many ways to bypass it, all with their advantages and disadvantages.  

  3. Gameplay Rebalance and Customizations created by JonnyH13 and Pandakraut. Thanks to TheSoldier, Adishee, Kristoph42, FiascoGames,  HiBob WarBob, and ArtemK for their contributions.

     

    Discord Link: https://discord.gg/NmHUGvq

    Get the Mod here: https://www.dropbox.com/s/i0ebljmwqhppb8v/RebalanceModV1.28.4.zip?dl=0

    GOG Version: https://www.dropbox.com/s/7umb8gf8o8c1u6d/RebalanceModGoGV1.28.4.zip?dl=0

    Install Instructions: 

    Download RebalanceModV1.28.4 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

    Mac Install Instructions: 

    1) In Steam, right click UGCW and select Properties. 

    2) Click local files, then select browse local files

    3) right click 'Ultimate General Civil War' and select 'show package contents'

    4) navigate (relative path) to /Contents/

        a) Place the 'Mod' folder in Contents/

    5) navigate (relative path) to /Contents/Resources/Data/

        a) Copy the resources.assets file into /Data/

        b) Copy the /Managed/Assembly-CSharp.dll file from the mod release into the /Managed/ folder, overwriting the existing file

     

    05/06/2023 Updated to 1.28.4

    Changelog Highlights

    - A Major General Light difficulty is now available. When starting a new campaign and selecting MG difficulty, a prompt will show up prior to entering your name. 
    This difficulty is the same as MG except the AI units will be smaller and less experienced. This should be closer to playing MG in the base game or in earlier versions of the mod.
    - AI weapons quality throughout the campaign has been standardized to be closer to what is used on legendary.
    - All config files have been reorganized and comments have been added in the files to indicate what values do.

    - Bugfixes and minor balance changes.

    -Save game compatible.

    Full changelog is in the /Mod/Rebalance/Change logs folder

     

     

     

    6/30/2022 Updated to 1.28 

    Added many bug fixes, balance adjustments, and UI improvements as well as the following major features. A full changelog is included in the install package under /Mod/Rebalance

    Battle Rework: All battles through Antietam have had their timers, scaling, and deployment positions updated. This should reduce the ability to spawn camp and standardize timers for more consistently challenging battles. Some grand battles now have alternative deployment locations for some AI units to provide some more variety and encourage the player to have to scout rather than relying on prior knowledge.

    Casualty System: Casualties taken during battles are now divided into killed, missing, badly wounded, and wounded.

    Veterans: Adding veterans is now limited to the number of men in the player's veteran pool. This pool is filled by disbanding units that have participated in a battle or by taking casualties. The veteran pool tracks its own stats instead of veterans taking on the stat of the unit they are added to.

    Digging in: Units will now automatically start to dig in when not moving.

    Detached skirmishers: The AI Can now use them.

    Overview of Mod Features:

    The intention of the mod is to expand and improve the original game while also providing a more challenging experience on MG and Legendary difficulties. A variety of configuration options are also provided to allow the player to customize difficulty to their liking.

    • All weapons, perks, and career points have been rebalanced and expanded upon with an emphasis on enabling specialization and trade offs. 

    • Battles are now much more condition and morale focused. Units that are exhausted will be nearly helpless. Units will take fewer casualties, but morale damage has been increased to compensate. Units can also be destroyed sooner if reduced to 0 morale which reduces total casualties and speeds up end of battle cleanup.

    • Unit size caps have been increased for the player and the AI. This allows the AI to scale to larger sizes in certain battles and for players to play with massive armies if they want to. Players can continue to use normal sized units while continuing to face roughly equivalently sized units in most cases.

    • A variety of quality of life and UI improvements have been added along with changes to increase replayability of the campaign.

    More details can be found here: https://docs.google.com/document/d/1lvM9uwewxANmSoBXCKGPJSUKcpmM7IJJiv8plS8XMTg/edit?usp=sharing

    Some general tips to get started.

    • Tactics that work in the base game may no longer work or will be less effective.

    • Do not overuse your units.  Let them rest and recover their condition, otherwise they will suffer major combat debuffs.

    • 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. Cavalry can also get into flanking positions to hit charging units before they reach your line.

    • 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. 

    • Detached skirmishers are weaker than in the base game. They cannot be deployed near enemy units and have a cooldown period before they can be reattached. They will also regenerate morale much slower if not near a normal unit.

    • Merging units in battle removes any bonus they get from perks. Since shattered units return in camp now, it’s almost never worth merging anything but 0* units.

    • Legendary can be extremely punishing, especially for the Union early on. When playing on this difficulty, and to a lesser extent on Major General, you may need to restart battles or the entire campaign multiple times before getting a good result.

    • Combined arms and keeping your units within supporting range will help with managing AI charges. If you have 3-4 units backed up by artillery and with skirmishers or cavalry to fire at the flanks you can generally waver a unit before its charge lands even if outclassed in size and experience.

    • Throwing multiple weaker units into melee is unlikely to overwhelm a larger more experienced unit until it gets tired. 

    Over time there will be periodic updates to remaining battles in the campaign that have not yet been reworked. Keep checking back here for updates.

    Feedback will be appreciated.  Have fun!

     

    • Like 20
    • Thanks 1
  4. The perks and the weapons are right now mutually exclusive as I need to combine both of them together.  And even then it is very unbalanced and I cannot guarantee a good experience.  

    Also the Perk UI doesnt show and changes but the in game effects are there.  You need to read the OP to know what perk does what.  

  5. One of the main issues with modding right now is my inability to read or edit Unity AnimationCurves.  Or more specifically how damage falls off with range for each weapon.  All weapons have different Damage Degradation as it is called and I need to test every, single, weapon, in order to ensure they are all properly balanced.  

    Perks will of course be readjusted as we (pandakraut and I, I need to credit him on the OP), discovered how to edit a whole lot more stuff than what I originally had in mind.  

    Here is a Teaser.  Enjoy:Teaser.thumb.png.66306a3e972117cb4fd00a557bfcc4e0.png

    Teaser2.thumb.png.327da2001fa3acb68d095f3349e6cdb0.png

    There will of course be more reasonable limits later but this is meant to show what we can do.

     

    On 4/9/2018 at 7:05 AM, saintpietro said:

    Very well done, Sir. 

    Could you please kindly enlighten us how you mod the skill perks, I'm keen to find out the parameter to control each skills 

    I would recommend this guide to understanding how hex editing works.  I do not really have a lot of time to explain how to do it in detail though.  

     

  6. Charge damage only affects the unit if it is charging.  Once when the charge runs out they will have normal melee. You could charge from far away but you’ll have less charge time. Or you can charge from close range but you will be taking more fire. There are give or takes for each perk when compared with other perks. 

    It is fully intended for the AI to have the same perks as you. 

  7. Thanks for the feedback.  Currently I am working on adding the modded perks into the game as well as rebalancing the fortifications throughout the campaign.  I am also slowly working my way through the entire campaign for both sides and writing down some possible changes regarding base troop size and quality.

    • Like 1
  8. I have discovered how to edit perks of all units, fortifications, and max unit sizes (for player infantry only right now).  Expect some rebalancing of a bunch of things to come soon.  

    One of the problems I have with weapons so far is that I have not yet found a way to edit their damage degradation graph which affects how damage drops off with range.  I have to adjust damage values based on that and it is not 100% balanced yet.  

    The Tredgar and the Whitworth might be a little underpowered at the moment but they do best when massed together.  

    Skirmishers can currently run everywhere and not be exhausted, this is something I cannot change yet hence their somewhat weaker weapons.  Normally the AI is supposed to charge them to get rid of them but I have yet to adjust the AI behavior.  Since I can edit perks now Ill rebalance the weapons a bit.

    I currently plan on making condition effects much more impactful but it is taking some time to find out where it is in all the code.  

    • Like 1
  9. I’m too lazy to make an electronic spreadsheet myself (I prefer paper) but I can try to teach how to read the Hex code. I’m busy today but I’ll be available for some time tomorrow and definitely on Friday. 

    Edit:  @Aetius I’ll comment on your videos when I get home from work. Been busy the entire week. 

    • Like 1
  10. Just to clarify, the accuracy listed in the shop and UI is the minimum damage multiplier (random low) times 10 so an accuracy of 50 means .5 random low. What is not listed in game is the maximum damage multiplier (random high). 

     

    Also Aetius disregard the edit that was here if you saw it. 

  11. Part of the aim of this mod is to show the transition from shock to firepower.  Muskets are too inefficient and lack range, hence the effectiveness of charges. Also since I cannot add individual wounded or captured troops other than brigade scale, assume kills are a mix of everything. 

    I will probably tone down cavalry melee a bit in the next update. 

    Ammunition should definitely last at least 2 whole hours of continuous fighting before it becomes depleted. This does not take into account supply wagons. You might run out of ammo in later battles.

    The troops getting stuck at the river is something I cannot fix. It only happens notably at bull run though and Newport News   

    Battles may seem easier in the beginning but do not let hubris get to you. later in the war you will start to notice changes in the enemy weapons that will force you to adapt.  

    Another focus of the mod (mainly for the CSA) is to have the player win against superior technology with superior doctrine like the Prussians at the Franco-Prussian war of 1871.  The French had the superior rifle (the Union has the Spencer)  but they were defeated by the Prussians more effective use of their artillery and smaller more maneuverable units.  The French focused on shock rather than fire and did not use their weapons effectively.  Here in UGCW he Union AI  might still be focused on shock and not use their troops effectively.  It is up to the CSA player to defeat this.  

    EDIT:  No I did not edit the weapon capture rates.  Ill probably lower the Cavalry Damage somewhat.  I might have miscalculated the damage per man ratio.  

    The AI might also be a bit too timid to charge as well so there might be a chance that you will be forced into a firefight against troops with superior weapons.

    I am of the opinion that any weapon, no matter how old or inefficient, can be effective in the right situation.  It is up to the commander to find that situation or make it happen.  It matters not if you have machine guns but if you are caught off guard by charging horsemen or are ambushed in a narrow valley by buck and ball muskets, you will suffer badly.  

    EDIT EDIT: With some testing the AI seems more confident in the late war.  I may be wrong though. 

    More Edits!  (I am watching the Bull Run video as I am editing).  Any brigade larger than 1800 or so (more like 1650 to be more precise but you can always detach skirmishers from 1800 down to 1600ish) will suffer efficiency penalties and not do its maximum damage.  In fact without high efficiency and command as well a brigade will be seriously handicapped.  Also if routing off the map were a thing in UGCW I am sure the casualties would have been lower somewhat.  

    Final EDIT:  the weapon names have not been changed yet but they are different.  Try to understand the guns via their visual rather than their names.  The 1853 Enfields are actually the Lorenz and the 1855 Springfield is the 1853 Enfield.  

  12. One of my strategies for the 2nd phase is to position my troops so that if they do charge they can be flanked.  Also I have not currently fixed the multiple engaged melee penalty and I am not sure if it is fixable.  You might need to detach skirmishers in the middle of a melee against multiple brigades to even the odds a bit. 

    I know the AI and how it thinks really well so I know certain positioning of troops can affect its decision making.  Make it worry about its flanks and it will not attack too often.  

     

  13. 17 hours ago, Aetius said:

    Here's two attempts as the Confederates on Legendary to win Potomac Fort.

    Pros:

    • Melee cavalry works well - probably too well. They are extremely deadly chasing down routed units, but will take a lot of damage hanging out in front infantry or skirmishers, and moderate damage on charges. I suspect that with some experience and at full size, they will be too powerful, along the lines of three brigades of cavalry being able to charge and completely destroy a 2,950-man brigade in one go.
    • Condition seems to last longer and recover quicker. I'm not sure if that's the mod or not.
    • Melee combat is indeed deadly, but causes routs so quickly that it doesn't really get a chance to do damage.

    Cons:

    • The reduced range on the artillery means you can't target the gunboats in Potomac Fort, which means you are constantly taking artillery fire from the rear with no way to reduce or suppress it.
    • Platoon fire from fortifications is almost entirely ineffective, I believe because it is happening at the old speed and not the new speed.
    • Volley fire against fortifications seems way too strong, though it might because the return fire is ineffective.
    • 6 pounder fire even at close range is ineffective at pushing back attackers - it does quite a bit of damage, but seems to have little to no morale impact.
    • Shell fire from 6 pounders does very little damage (maybe normal?).
    • Melee cavalry, when told to attack, acts like mounted infantry - they close, fire, and then wheel away. They will only close to melee if told to charge. (Should it work this way?)
    • The rapid volleys interfere with movement. Not sure this is a bad thing.
    • Fire from the rear and the flanks seems to have a much lower morale effect, perhaps due to lower damage.
    • Skirmishers are almost invulnerable if they are in cover.

    What this battle ends up becoming is a slaughter - your units surrounded by enemies, taking volleys at point-blank range, and eventually succumbing to a charge once their morale has been wiped out. I think it might be possible to eke out a win on Potomac Fort by using skirmishers to delay and distract the attacking units, because the skirmishers are so strong. I think the biggest problem is the complete ineffectiveness of fire from the fortifications - you can't hold them off if you can't damage them, but you have to remain in the fortifications to have a chance in melee against their vastly superior forces.

     

    Melee cavalry are meant to

    be potent and the early war units are too poorly equipped and trained to handle them early on. However as the war progresses, charging from the front against decently trained and equipped troops should end badly (or at least I intend for that to happen, they may need some adjustment). 

    With the melee cavalry range set to 100, yes they will stop, fire, and retreat unless you charge.  I allowed this because I am thinking of the 30 years war pistol cavalry doctrine of riding nearly point blank, firing, the retreating. I personally prefer this method over galloping at everything (even though it could work). You can still drag arrows through the enemy. 

    I did not yet touch condition and personally I am trying to emulate the UGG condition-morale system as it is much more harsh than base UGCW.  

    It is intended for melee to take a position rather than kill enemies. Yes you could keep charging forth and keep pursuing the enemy but with how I intend condition to affect morale this shouldn’t be feasible later on. 

    The power arty range is intended and I cannot edit the positions of the ships. So I have tried (and most likely failed) to make them have 0 range. I need to figure out how to fix that. I haven’t really had a problem with the shops doing too much damage imo  

    I haven’t edited the fortifications yet and I’m not sure if I can. I have won this battle both using them and not using them though so it should be possible to win though with great difficulty.

    The cover and damage reduction of the fortifications needs to be updated. If I could I’d change it to what it is in the custom battle. 

    I have gotten 6lb to do 40 or so kills per volley but I had to position them relatively close to the enemy. Height plays a role here so put them on top of the fort walls. Canister also helps as well.  You need to move the arty from it’s fortification slot though as it makes them useless. 

    Muskets need to be used at close range in order to get the most damage out of them. They also have less range than rifles too. The rifles later work better.  

    Firing while moving personally is not a problem. One can use the hold fire button when you need the brigade to move somewhere quickly. 

    Skirmishers are meant to be more effective than line infantry in shooting but not melee. They are meant to be very hard to dislodge by fire when in cover so you have to charge them or avoid them or send your own skirmishers as was historically done. Also think about the real world difference in efficiency between line infantry who wait for orders for moving and firing and are rather large targets and harder to coordinate while skirmishers have free fire and can take cover.  Had one side or the other had adopted loose order formations early the they would have had a large advantage. 

    Ill try to change the fortifications when I can as well as try to adjust some thing listed.  

    EDIT: Another thing I can do is change the unit sizes for that battle as well as the other changes.  It is a static battle anyways so I can make it somewhat easier than the rest of the campaign.  If I could switch this battle with the Custom battle I would do it though. 

×
×
  • Create New...