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JonnyH13

Civil War Tester
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Everything posted by JonnyH13

  1. I use HxD to open up the resource assets and use some information found here http://forum.game-labs.net/topic/20327-tentative-guide-to-modding-this-game/ as well as information I found on my own. HxD does not automatically decrypt the file though but there are other tools that can do it. Also I use dnSpy to edit the actual Assembly.CSharp file that houses the game mechanics itself though I have not touched this yet.
  2. I cannot add MP to this game without much help. I have no knowledge how to do so nor do I have the resources to sustain MP.
  3. My infantry elites (Elites to me are High firepower infantry) are always on the flanks or follow up a melee push to form a line while the melee troops rest. With how the game treats unit limits I never stick around with a static corps and always switch around brigades or even the troops in the brigades (IE disband and create new units with those troops.) to suit the battle and its limits. Usually though I have 3 elites per battle with the rest being melee rookies. I rarely if ever bring cannon unless I am defending and I only bring high firepower heavy artillery. I only bring cavalry on open maps and always in groups of 3s. Usually these cav are melee cavalry and are created from when the rookies get a high melee stat after charging into the enemy multiple times. I do not use sharpshooters often but in battles where I can flank the enemy easily I can have a use for one or two of them with JFB or Whitworths.
  4. Right now I aim for a more realistic style of game as well as making it more challenging for the player in the right way. Players should be using more tactics and strategy rather than simply perfect the blob charge and win all the time. However due to some restraints on my knowledge on how to mod as well as lacking some tools necessary to mod extensively, I have to make some compromises right now. Here is what I can do for sure with what I have right now: Mod weapons Mod the Campaign rewards (the money, the manpower, the Reputation) Mod the Rep Shop Mod static (IE scenario or AI) Brigade sizes and their stats before scaling Here is what I think (but am not sure) I can do: Mod Condition and Morale effects Mod Size Efficiency effects Mod Collateral Damage Here is what I cannot do currently: Mod how battles work (IE the map, starting locations, phases, etc) Mod in new battles Mod User Interface Mod the Shop and the weapon availability Mod in New Units Mod the AI (I have the tools but not the knowledge how) Mod whatever else that is not listed above I currently have the weapons where I want them to be. Yes Melee is much higher than in base game and is more devastating but it is up to the player to either retreat like historically done or stand and fight. With the changes to the weapons, the AI can either be more timid or more aggressive depending on what weapons they have. Overall Casualties will be lower and some battles might be won with little casualties for either side but in the major battles it may be much more difficult. I am currently in need of feedback on the campaign. I do not believe my experience is a good way to build a campaign off of as I might make it too hard for everyone else.
  5. I've posted it in the Steam forums yet while some people know, there are not enough. Perhaps I should ask Darth if he could pin my mod onto the front page of the forums.
  6. The lack of interest is very disheartening...
  7. I am currently more thoroughly testing and rebalancing the weapons since the previous version is rather excessive in terms of damage (the artillery is way too powerful and each weapon has a damage scale which I cannot edit as of right now so I have to adapt to it). Once I am finished with this, (won't take too long) I would need to go through the campaign to be able to figure something out. It would be nice if people also played through the campaign and game me feedback. I do not have all the time in the world after all. The unfortunate thing is I have yet to find where the efficiency effects on unit sizes are so that has not changed. I will say though that anything approximately over 2/3 max size or so will suffer noticeable reductions in fire damage. The AI is timid (and rightly so in some situations, it might change though) and it might lead to easy early victories but with the lack of casualties, the AI army grows and it will one battle down the line surprise you.
  8. Go here to get the latest release. Here is the Alpha 2 Version (Outdated) of the Mod: resources.assets
  9. In the game code there are bonuses(or penalties) to accuracy, damage, and efficiency though they are minor unless the height distance and angle difference is large.
  10. Ye I think you had too much artillery and not enough infantry Brigades. You need mass volume of fire here and many overlapping brigades. Focus fire on enemy brigades also helps. Counter Charging with your reserves (which are quite necessary), advancing as far as you can with skirmishers to buy times. Canister on the flank is quite effective as well but should not be counted on. Also flanking the enemy attack by advancing on the left is an option but is risky. Cavalry also is an option as well as they can advance quite far and dismount and might be able to pick off the CSA arty before their infantry catch up. Also melee cavalry against lone enemy brigades can work. Flanking with carbine cavalry at the critical moment can turn the tide of battle. Another thing is to throw off the game's prescripting by doing something very weird. It may not apply to this battle but in others it might work to your advantage.
  11. This imo was an unnecessary loss of both the battle and the manpower (Yes I know it was a draw but I still consider it a loss). Like I said in my comment on the video, falling back is not what you should do, especially if the ground to the south is wide open. Even if holding the twin forests and wheatfield to the north would result in casualties, it would not have been as costly as the open plains and you would have held the objective. You might need less artillery and more infantry here. The smaller early game cannon are not powerful enough to beat back that assault.
  12. This is a WIP mod that I have been working on for some time. It is not finished and I might be going start from scratch again after discovering some interesting things in the game files. To install simply extract this into the steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data folder. Replace everything when prompted. Let me know what you think of it and any questions you may have. The Mod changes the following: Weapons have been rebalanced and were planned to be renamed to the following. Farmer -> Musket Rebored -> Rebored 1842 -> 1842 Palmetto -> 1855 1841 -> 1841 MG+J -> Fayetteville Lorenz -> RM 1841 Ty Tx -> Ty TX 1853 -> Lorenz 1855 -> 1853 HF 1855 -> 1861 CSR -> CSR 1861 -> 1863 1863 -> Spencer Fayetteville -> Whitworth Colt 1855 -> Sharps Henry -> Henry Spencer -> 1873 Trapdoor (ahistorical) The aim of the later weapons is to provide some interesting late game challenges (the CSA has longer range and accuracy, the Union has rapid fire (shown here as higher damage per volley). Also the weapon stats regarding accuracy are not entirely accurate. Also rate of fire and ammo has been increased. Melee now is a high risk, high reward weapon. Range has also been standardized for most of the early weapons. Other changes include some minor changes to the effects of fatigue on speed and efficiency. There are some other changes but I have yet to remember them. Current things that have yet to be finalized are the cavalry weapons and the artillery damage. I need to adjust those. Keep in mind these features may change as I work on this more. JonnyH13 WIP Mod.zip
  13. There are plenty of problems this feature has that have not been currently fixed. There are plenty of gamey usage of this mechanic as well. Of course you do not need to use these exploits but if you are a min-max player like me here are some tips. First this feature allows the player to go over the 2500 limit on brigade sizes. Simply detach skirmishers, combine divisions, then reattach skirmishers. This tactic, while making the brigade a larger target, skews the AI local strength Calculations, which may discourage the AI from attacking that brigade. There is a stark difference in AI aggressiveness between facing separate smaller brigades or one large brigade that is larger than the AIs own brigades. This is especially effective when the AI brigade sizes is less than 1500. Second is that all brigade commanders are protected from being wounded or dying while combined together. As a side note combining brigades does not take away the division commander from the rest of the division. It just makes the division commander more likely to be killed/wounded. Third is that you can level up more brigade commanders at once while still only using a single brigade. Since officer experience is based on brigade stat increase (the Corps and Division officers level up via morale increase only, hence their slow promotions.) having a single brigade obtain large amounts of kills/ stat increases of any kind means all the brigades currently combined receive those stat growths which means all the commanders level up. Of course this deprives your army of several brigades but when this is done right, you can easily get many high ranking officers quickly. And of course there is the weapon exploit which has been explained already... There also other exploits which benefits from this feature but those are situational and Ill leave you to find those out yourself... While divisions are rather cumbersome, using them effectively can give major benefits. High Risk equals High Reward and all that...
  14. I believe if you wait too long the CSA gets a brigade or 2 as reinforcements in the first phase. My strategy is to focus fire on the left most bridge with everything as the enemy cannon by the right bridge is too far away to do much damage as compared with attacking the southern bridge. Also use Zook to charge across the bridge first and have him soak up the fire. Once you make it into the town and at least 1 enemy brigade is routed (and the enemy skirmishers neutralized by your cav or they retreating too far) you will have an easy time capturing the place. Most early fortifications are utterly useless (at least in their damage output) and provide little cover so close range cannon combined with fire from everything will make the brigade rout in short order.
  15. Ah this might be an overlooked, unintended result. I believe it is expected that the Player take the objective before the scenario timer hit 0 and the 10 min Objective timer would auto go to the next day. The problem is that you took the objective 5 minutes before the end of the scenario and the objective timer was 10 minutes so therefore the end of the scenario result took precedence over the objective timer result. I believe no one thought this would happen since no one had ever did this before.
  16. Quicksabre is right. An extreme example of this is to bring down the enemy army reserve to 0. The enemy still has an army, just the minimum size.
  17. In this game (and most strategy games in general), fear, insubordination, hesitation on the individual level (mostly), and anything that would make ordinary people fear to do are done away with. The soldiers are the best sort of soldiers, willing to do whatever the commander (you or the AI) orders with no hesitation on the individual part (besides morale but that is simply a simplification of the complexity of morale itself). This allows you to do things historically people would fear to do (within in game morale limits) such as charging and engaging in melee, eating canister fire for nothing (mostly), and other deadly actions. Now apply this logic to real life where people would do whatever the commander ordered. Think of tens of thousands of people going into a close melee and how many would die to not only bayonets but to rifle butts, blunt impact force, swords, teeth, choking, broken necks, and others. That would be a lot of people indeed.
  18. Ye Tokiedian's mod is currently broken. I am working on my own mod right now but it is taking some time to get it how I want. I am thinking of making 2 versions. One similar to Tokiedians where I reduce accuracy and damage and increase rate of fire, ammo, and some others while the other will make the game more ruthless and heavily punishing mistakes. If Tokiedian comes back to continue his mod Ill work solely on the ruthless version.
  19. The scaling is there so that you will not have to face armies of extremely small sizes all the time as that would not be fun. Also enemy brigades have a minimum size in every battle independent of the army reserve (the size is determined by difficulty). Anyways PegLegFattys has suffer major casualties without killing much of the enemy to invoke the emergency enemy army reserves. Basically the more you kill the more reserves they get to an extent. It is quite possible to utterly demolish the enemy reserve completely down to 0 but you need to destroy +80% of the enemy army in every battle to overcome the influx of reinforcements. The enemy army you destroy also must be very large in order for you to break even. EDIT: I am working on a mod (thank Tokiedian for the valuable modding info) and I might be able to change scaling if I find the right places to edit.
  20. 56k going into Cold Harbor is not that much. I forsee immense difficulty in the later battles. You might not have enough men to successfully take Richmond as you need 3 relatively powerful Corps there minimum to even have a chance. Even then I wish you luck.
  21. The new version of UGCW has ruined the mod but I think one has to simply copy paste the weapon data into the new resourse.asset file to fix it. Also here are some more suggestions. To compensate for the lack of damage these weapons have while in reality are very devastating, I believe the repeater weapons should have higher damage values to represent how many bullets were sent down range in a short time. The constant volleys that do nothing are irking me much. More suggestions to come. EDIT: Also if you want to find out the formulas for damage calculation, morale calculation, and other formulas it is in the Steamapps\common\Ultimate General Civil War\ Ultimate General Civil War_data\Managed You need a unity asset browser program of some sort in order to look into the files however.
  22. To start I like the direction the mod is going and I wish you luck in finding out how to edit the supplies of both wagons and infantry. However after playing the mod for a bit, I have a few things to point out. I believe a better balance for damage and accuracy should be set to 1/3 instead of 1/4 of the original values. Too often I found 2500 man brigades volley doing nothing at point blank range. Same thing with canister but that was less of an issue. I find that I can simply ignore the volleys and simply melee the enemy to death in any situation, firepower be damned.
  23. Not to discourage you but I fear that, with the amount of losses you are taking, that your campaign will not end well, especially in the later battles. At the rate you are losing troops, if it continues at the same rate, you will not be able to sustain your army for the battles yet to come. EDIT: Also many of the tactics and overall strategy for some of the battles will not work on harder difficulties. At least that is my opinion.
  24. First off congratulations for beating the game. Second I disagree with the proposed changes. The forward positions are perimeter defenses only and its loss should not cause a plummet of CSA morale. The CSA army was still ready to fight even after the loss of major positions at Petersburg and even the abandonment of Richmond. In fact I believe the CSA would fight their hardest as this battle determines the fate of their nation. The forts are the last line of defense for the CSA and are meant to be strong. The only way to force the enemy to surrender would be to win an overwhelming victory via taking strategic positions (the forts) like Grant did except instead of forts he did it with cutting off the CSA from reinforcements and their supplies and/or crush the enemy army completely. All in all, the battle of Richmond is fine as it is IMO
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