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About pandakraut

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  1. If disbanding units in your second and third corps reduces scaling in that side battle then they were probably smaller infantry units than what is in your 1st corps and were lowering your average unit size. Scaling in the final battles is hard to affect. There might also be a size cap in the algorithm around 250k that is imposing the 300k limit. I'll look into this one.
  2. Can you provide more details on what your setup was that resulted in low scaling despite larger units?
  3. Blackwater River: Another relatively easy battle due to having a lot of extra time. I bring half a corps of artillery and snipers and let them clear the bridge defenses and then just encircle from there. Even get lucky and get a few surrenders. Losses: 1381 (276 returned from medicine): Kills: 14881 Also, a brief post battle analysis of fighting Rio Hill against scoped rifle units with the modded damage curves.
  4. pandakraut

    Battle of Salem Church

    Did you also meet the other goals? You have to inflict 5% more casualties on the enemy than they inflict on you in the battle.
  5. pandakraut

    CSA Campaign Chanclorville

    Which difficulty are you on? How large is your army currently? General advice is to only advance into defensive positions on day 1. Try to get the Union units to charge you so you can fight them while they are in the open. If you can start picking off any of their artillery with counter battery or snipers it will help you out later. On day 2 return to your defensive positions with your first corps and continue to pick off anything you can with them. With your flanking corps you want to approach to the edge of the camp and inflict as much damage as you can while in cover and limiting your own casualties. Don't try to actually take the VP. Day 3, more of the same, setup on the edges of the camp in the west and slowly advance your southern force to push back the union until you can take the camp. If the timer gets tight save up 5-6 brigades in decent shape, rest them to full condition and then charge the point. Here are two examples of how it can be played: https://www.youtube.com/watch?v=8YKe2jIdPlE&t=3s&list=PL6-2WZCqywMWNyI4imucF1tSJjyaqs2qx&index=28 https://www.youtube.com/watch?v=FFpbexOOCTY
  6. The downsides of having to work on this on the side Rework of weapons, perks, and size damage curves are the main changes. Possibly some other additions depending on how they work out. Once we get a testable version going I'll see who is active and interested in helping out with testing.
  7. Rio Hill: Brief camp with discussion on training vs politics, shotguns vs cook & brother, scaling at Rio Hill, and the impact of the AI weapons value on the battle. I play this battle out of order to avoid the chance that a reinforcement roll significantly upgrades the AI's weapons. I use a pair of cavalry units and a unit of snipers to clear out the enemy artillery quickly while my main force serves as a distraction on the wooded island. The artillery cleanup goes nearly perfectly, but I get overconfident and recross the river to early and take nearly a thousand extra casualties. Still get the full clear and break even with recruits though. Losses: 2911 (582 returned from medicine): Kills: 10185 1st Franklin: Very straightforward battle. Flank through the gap in the line push the enemy out of the fort and get units out of vision and let artillery and snipers clean up. I misjudge when the cavalry arrives and take more casualties than I should while waiting and miss a supply wagon, but otherwise a fairly clean win. Losses: 1670 (334 returned from medicine): Kills: 11955
  8. Unless something else small comes up 1.3 would be next. It's in progress at the moment, might be ready within the next few months but it depends on how things go.
  9. pandakraut

    Unit size

    Thanks, glad you're enjoying the mod. The basic version is an average is used in side battles and total army size is used in grand battles. If you want a more detailed summary see the scaling section in this post:
  10. pandakraut

    Unit size

    In general AI units will be a bit smaller in side battles than if all your units were 2k. This will be more noticeable if you are playing on MG or Legendary.
  11. pandakraut

    UI and AI Customizations Mod V1.6

    Good to hear that you were able to get it working. Enjoy!
  12. pandakraut

    UI and AI Customizations Mod V1.6

    Path for the extraction should be C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data Specific locations after extraction should be: Ultimate General Civil War\Ultimate General Civil War_Data\Managed\Assembly-CSharp.dll Ultimate General Civil War\Ultimate General Civil War_Data\Mod\UIAICustomizations\ConfigFile.csv Ultimate General Civil War\Ultimate General Civil War_Data\resources.assets Were you prompted to overwrite the assembly and resources files? Do they show an updated timestamp?
  13. pandakraut

    UI and AI Customizations Mod V1.6

    That usually means the config files aren't being found. Are you on a mac or pc? What product did you use to install the game(steam, gog, apple store, etc)?
  14. The main post for the mod has install instructions just above the links. Basically just find your ultimate general civil war_data folder and extract the files there. If you're not on windows or steam/gog it gets trickier though and not all versions of the game are supported unfortunately. No issues with installing mid campaign.
  15. 1. It does still exist. There is a mod that fixes it along with some other issues if you want to go that route https://forum.game-labs.net/topic/25750-ui-and-ai-customizations-mod-v16/ 2. The experience isn't going to make up for the penalties for a unit that size. The damage penalty on a unit that size makes it worse than a 6 gun unit. I would just disband them and make a new smaller unit. If you use an experienced colonel or BG the unit should start with the first star though it's stats will be lower than the original unit. Your other option for disbanding is dependent on how many weapons and recruits you have. If you can use up your entire recruit pool and then disband your current units the men in the recruit pool will have the exact stats of the disbanded unit. You would then disband all of the extra units you created to clear the pool. This allows you to make new units without losing stats, but can be difficult to accomplish without spending a lot of money depending on your current situation.