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jamieva

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Landsmen

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  1. Installed the game, went through the opening part to pick my attributes and then it's stuck on the loading screen after that. Tried multiple times.
  2. Ok another dumb question. Is there a way to verify in the game that the mod was installed right?
  3. Ok I downloaded the mod but i'm not super computer savvy to figure out where my game is installed. Is there a default location that I should be looking in that Steam installs it?
  4. Apparently they are ripping off more than 1 game https://steamcommunity.com/app/10500/discussions/0/1471966894864382752/
  5. As the union i would stand back on day 1 and 2 and find good defensive positions and let the confederate army bleed himself out attacking you, especially on Day 2 with Jackson. So when you get to day 3 you are facing a decimated army and you can fairly easily get to both objectives.
  6. You were relieved because the cost of a loss was more reputation points than you had left pre battle. First day as the union you need to use your best troops because you're going to need them to hold off and delay forces coming at them from 2 directions, and then finally hold Cemetary Hill.
  7. Still got routed units getting stuck in water. Played as union on Kettle run. i pushed the rebs to the creek at the top left. They routed and then they got stuck as they routed. 2 confederates units went outside the map area, still routing.
  8. You don't need 4 corps, I just beat it with 2 1/2 as the union. First corps swing around from the bottom of the screen and then after the first timer runs out, all of your other troops will show up to reinforce your attack. Go all in then and you easily will win the battle on 1st day.
  9. I took about 5000 casualties but won on day 1 as CSA last night. I used all 2500 man infantry brigades. Storm the dismounted cav areas quickly to obtain control of the VP. The units that are not storming the VP go up to the woods at the top right to slow down the VI corps. The VI corps is very aggressive when they arrive. You're just trying to buy time/space by holding them up long enough for the scenario timer to run out.
  10. In addition to units chasing the routed units they have been told to target, they are also not releasing the lock. So they are still targeting a unit that is outside of their range, when there is an enemy unit right in front of them blasting them in the face.
  11. This has been discussed several times, there is in fact a fall back command. If you select the birgade and then draw the arrow backwards, they will turn their back to the enemy to march.
  12. I agree. It becomes a slog and the "fun" of the process of building your army is gone.
  13. If there was an attempt to fix units that are locked on a target from disengaging that lock, I think it's actually worse now. I have units locked on a target, and when the unit they are locked on routs, my unit starts chasing them all over the battlefield like a dog chasing a car. I have to stop them and usually by the time i see it, they are in big trouble.
  14. Stop canceling all movements/orders when a scenario moves along. For example at Antietam. When you introduce Burnside's bridge, all of my units that are moving/charing/etc all stop. Why?! No time passed. Now i have an infantry unit getting shredded by artillery because they were stopped mid charge, and the charge icon has to reload.
  15. Antietam is good but man it is tough to hold the Sunken road because there is really no cover etc to hold onto. That little fence rail doesnt do much and you got other union forces trying to flank it.
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