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pandakraut

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  1. Usually this means that the mod files didn't end up in the right place. The default steam install path is C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data There is also an Ultimate General Civil War\UGCWReporter_Data folder that tends to trip people up as it contains similar files as what would be overwritten in the correct install directory. In case you're having issues with zip extraction here are the paths to all the files used by the mod C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ulti
  2. I usually don't defend Matthew's Hill at all. I keep all of my starting units at the bridge and the reinforcing AI units usually stay along the bend in the river. Try not to get too spread out when defending. You want multiple units within range to support each other in case a unit charges. Unit xp, condition, and perks are all very important. Investing in training and/or in better officers so that all your fielded units start with a perk can help a lot. Difficulty can be adjusted for each battle using the following. In the /Mod/Rebalance/AIConfigFile there is an AIScalingSizeMultipl
  3. Damage Range: shows the base damage variance of the weapon. Every time it fires the base damage is randomly chosen within the range. Range Damage Multiplier: How effective the weapon is against a target at a given range. Fire Rate: how fast a given weapon reloads after a volley. Higher is better. Note that repeaters and revolvers have a slower fire rate because they are able to volley multiple times before reoloading. Ammuntion: how many times a weapon can fire before the unit needs to be resupplied. Ammunition Cost: how much supply is removed from the supply wagon for each count of am
  4. Either can work. I prefer econ since I tend to play with smaller units and prefer the configuration of other stats I end up with when taking econ.
  5. Did you accidentally click on the link to the mod's discord channel instead of one of the download links? These are the links for the mod download Steam version: https://www.dropbox.com/s/ftza045c4j652fj/RebalanceModV1.27.1a.zip?dl=0 GOG Version: https://www.dropbox.com/s/h4lwv9tm40ms4uc/RebalanceModGoGV1.27.1a.zip?dl=0
  6. They are pretty similar. The Richmond has slightly better melee but the HF 1855 has a faster fire rate and is cheaper.
  7. You should have received an email from xsolla with a code for the steam version. If you can't find that email contact @Ink to get it sorted out. Barbary DLC will be included.
  8. 100 fire rate is approximately one volley per in game minute. 50 fire rate is approximately one volley per 2 in game minutes. In practice the exact results will vary as reloading, aiming, and volley lengths all have an element of randomness built in. You can put two units next to each other with the same stats and weapons and you'll notice that they will get more and more out of sync on their volleys the longer they continue firing.
  9. The higher the fire rate number the shorter the time it takes for the reloading bar to fill. The henry, and other magazine weapons, have their own custom system in the mod. They reload almost instantly between volleys as they have not fired more rounds than are in their magazine. Once that limit is reached the longer reload time shown by the fire rate takes affect. This allows a unit to fire effectively continuous volleys until their magazine is expended, and then the unit will be vulnerable during the longer reload cycle.
  10. Ammunition is the number of times the weapon can be reloaded and fired without the unit being resupplied. The cost is how much supply will be removed from the wagon per round reloaded. So resupplying a 6pdr will be much cheaper than a whitworth.
  11. I forgot to update the version number from 1.8 to 1.8.1 so you're set there. What should happen with the general is that they get promoted to BG after the first battle. This allows the player to select their starting perk. +ammo perks for artillery and generals still does not work. I've tried fixing it, but the issue is tied up with the save system and I haven't been able to figure it out. The +ammo from the career point does work however.
  12. Starting point of how scaling works can be found here https://forum.game-labs.net/topic/26142-hidden-mechanics-and-weapon-damage-degradation/. There are some additional changes made by the mod to account for the larger unit sizes and to adjust specific battles, but these mostly either limit the random range(1.0 - 1.5 multiplier) that is applied to a battle or are average unit size related. This does mean that average unit size matters more in both side and grand battles than it does in the base game. I would recommend just using the AIScalingSizeMultiplier. The historical size multiplier
  13. Can you let me know what difficulty you are playing on, how far you have progressed in the campaign, and what size of cav units you are using? Or is your issue with the strength of the AI melee cav? What we've found is that on MG and Legendary the melee cavalry is very strong early on, but also very fragile and micro intensive. If the player messes up they will take a lot of very expensive losses very quickly. As the campaign progresses the battles tend to clutter up more and it gets harder to make use of melee cav if you can't manage to isolate units. In terms of adjusting them, it
  14. I would also recommend to try increasing AIscalingExperienceMultiplier. When units have more perks there is a larger chance for the enemy army to be better at melee or at ranged which leads to different behavior from the AI. It's not quite the same as the general AI behavior you are describing, but allowing the player to change that isn't something that is possible currently. The AI does use different general settings for different battles/phases. A good example of this is Brock Road where in the first phase the AI is fairly passive, but in the second phase it'll come find you no matter
  15. Were you able to extract the files into this path? C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data You should be prompted to overwrite 2 files. A common mistake is that the files end up in this path instead Ultimate General Civil War\UGCWReporter_Data. If you have the files in the right place, the version number on the main menu should update. Let me know if you continue to have issues and we'll get it figured out.
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