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pandakraut

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Everything posted by pandakraut

  1. Changing the types and amounts of the rep buys can presumably be done in the assets file, though I have no idea where that information lives. Some of those changes are in the j&p mod but they were done by editing the dll using something like dnspy. Changing the amounts is much easier than changing the types, but both are going to require some programming knowledge to figure out.
  2. MG light is the only difficulty that has a definitive number here because it was created by basically just applying the size and xp modifiers. It is -17.5% size and xp compared to MG. All the other difficulties have a variety of factors so there isn't a set number that will get you the equivalent. BG has increased battle rewards, higher weapon recovery rates, cheaper officers and such compared to MG. Several people have tried to do what you're asking about though. You either want to pick MG light and further reduce size and xp using the configs. Perhaps another 10-20% and see how that goes? Any config changes you make will stack with the default difficulty modifications. Going up from BG is harder because the gap is so wide. Somewhere between 1.25-1.5 size and/or xp seems to be where people have ended up. But it may need some adjustment as you go.
  3. The shatter/surrender chances for when a unit is at 0 morale can be modified in the /Mod/Rebalance/ConfigFile //Base surrender and shatter chances when at 0 morale. zeroMoraleSurrenderChance zeroMoraleShatterChance You can turn it off entirely with updateShatterConditions Not sure how well things will play with it turned off as a lot of the current battles are tuned around not having to grind units down to 10% remaining hp to shatter them. You may want to try lowering the shatter/surrender chance a bit first. The system is designed so that when a unit is at 0 morale(broken) it starts making checks to see if it should shatter or surrender. There is morale damage resistance that applies as a unit gets closer to 0 morale to prevent it from being too easy to get units into that state. The better the units officer and stats the more damage the unit will have to take before it can start making checks. So for example a 0* unit can regularly shatter with quite a few men still alive, while a 3* unit will have to take a lot more casualties first. Being in melee also increases the chances as well.
  4. Chancellorsville scales badly because the player has 4-5 corps and the ai has 2. Adjusting the max ai infantry size is the approach I would recommend. You should be able to edit the file, save, then start the battle again(go through the corps deploy screen) to see the changes.
  5. You have the veteran box checked, that means that you get charged to convert the stats of the recruits added to the stats of the unit. For units with high stats that can get very expensive. Especially if you haven't invested in training.
  6. https://www.dropbox.com/s/bdhrdcok4vd60ow/RebalanceModV1.26.1GoG.zip?dl=0 https://www.dropbox.com/s/qvrzz5bhp65fhbf/RebalanceModV1.26.1.zip?dl=0
  7. In the mod, adding more men always results in more total damage, though there are diminishing returns. How large you decide to build in the mod is more determined by how many weapons you have available and personal preference on unit sizes. The mod let's you make very large units, but this is more about choosing the size tier you want to play in. You could go through the entire campaign with 1.5k units for example.
  8. No option to escape these currently. Just have to wait out the timer(on the global map) and hope you survive. This is something that will likely be updated in the future.
  9. Not sure if the half point has any effect by itself
  10. The custom bonuses that I added probably aren't checking that the perk is still active. The normal bonuses don't apply to the unit if the perk is grayed out. Thanks for reporting this.
  11. If enemy units run out of ammunition they reload at 1/3 the normal rate just like the player, so depriving them of wagons can be very effective. I don't understand what you mean about using supplies during a battle. If you capture their wagons you can use them to resupply your units like any other wagon.
  12. This isn't something that is configurable currently. Points in politics, economy, logistics, and army organization will all reduce the amount you have to pay back though. If you can capture enemy wagons, using that supply first will also always be more efficient than using your own.
  13. Need two of them to give a full +1 factory
  14. The mod can take a while to learn, I would suggest taking a look at this youtube channel for a great overview and walkthroughs of both campaigns https://www.youtube.com/@gonzogamer8710/playlists This document is also a good overview of the mods features and has some tips https://docs.google.com/document/d/1lvM9uwewxANmSoBXCKGPJSUKcpmM7IJJiv8plS8XMTg/edit?usp=sharing There are also a variety of options available to adjust the difficulty in the mod. In the /mod/rebalance/AIConfigFile you can adjust the size and xp of all enemy units. Limit their maximum sizes, turn off or limit their ability to detach skirmishers, reduce the chance for enemy units to split in half, and turn off their advanced charge logic. Lowering the enemy experience is usually a good first starting point. The mod makes the difference in performance between 0 and higher star units much larger. Additionally, low condition applies much larger penalties so if you are exhausting your units they will perform very badly. In terms of editing weapon and perk values a basic overview is available here https://forum.game-labs.net/topic/26225-weapon-and-perk-modding-guide/ Some values are handled through the dll so you won't be able to change everything without making programming changes. There is a test version available on the discord which allows you to adjust all the perks in a text file, but that isn't ready for a full release yet.
  15. a) Retreating surrendered or weak units off the map so they aren't recaptured or destroyed. You can also select the unit again and issue any other order to stop it from routing. b) You can rebind the keys as desired
  16. A system to generate extra taxes is not currently implemented. Your settlements do generate passive income based on their workforce. As of now, this system is rather unfinished but there are still a few ways to make money. The first is through financing: Financing comes from settlements and the amount received is tied to your government structure and the population of a settlement. Be warned, the ai can and will sabotage you which will drastically reduce your income from financing. Maintaining a high budget for the intelligence department will help negate these events. The second is through sea trade: This value seems somewhat random but is tied to how many merchant vessels can get through to your ports. Having more ports will increase this value but overall, this number will swing wildly. If you are contest the British on the seas, sea trade can become incredibly lucrative. Naval can be very frustrating as there are lots of things missing from it, so I don't really recommend dealing with it unless you're very determined. The third is through selling items: There are a variety of buildings which can net you a fair amount of money in the early game (fur trader and textile mill) however, just about anything can be sold. Captured weapons, mined resources, building materials, captured ships (highly valuable), and produced goods. It is worth nothing that the price of goods are dynamic, the more you sell, the less you can sell each additional item for and vice versa, the more you buy, the more expensive it is to continue buying. With time, these values will reset back to their median price so selling in small batches throughout the campaign will net you more funding than only selling in large quantities when you are near bankrupt. It is important to remember, that the economy is a majorly limiting factor! If you build too many regiments or produce goods at an unstainable rate, you will run out of funding very, very quickly. The best way to preserve your money is to not overstretch yourself
  17. That isn't a configurable value in the base mod. I'd have to go digging through the submod values to try to find where that was changed, but I don't have much spare time at the moment unfortunately.
  18. It can get a bit chaotic, but there are a variety of different topics to keep things semi-organized and questions get answered relatively quickly in general.
  19. The devs have shifted their focus to discord instead of these forums. Doesn't have anything to do with xsolla, just limited time to interact on multiple platforms.
  20. It might be a union only thing. But I'm pretty sure this is intentional. You're intended to merge units by dragging them on top of each other as historically those brigades didn't get topped up.
  21. I don't know how to add the zones that expand the map based on unit presence. I can only modify the ones that the game already provides. So in this case you are stuck with waiting for the timer to countdown.
  22. That sounds like you enabled the tutorial options from the base game at the start of the campaign. I don't think those can be turned off once selected. Either have to restart or wait them out.
  23. 1.28.4 should have moved those union units further right at CSA Gaines Mill. I don't have a way to check for the position of units already in the battle unfortunately.
  24. Here are the links to the last major release Steam: https://www.dropbox.com/s/w0neimnw0et3ebv/RebalanceModV1.27.4.3.zip?dl=0 GoG: https://www.dropbox.com/s/690b1qv2k2v56wj/RebalanceModGoGV1.27.4.3.zip?dl=0 With all the changes we had made, it had gotten to the point that the mod was easier than we wanted to be. 1.28 returned the difficulties closer to where we wanted them, so basically bump them all up one level from where they were in 1.27. There are a bunch of options to keep the improvements in 1.28 while reducing the difficulty down to something that is more fun for you though. In the /mod/rebalance/AIConfigFile you can reduce the size and experience of enemy brigades, AIscalingSizeMultiplier and AIscalingExperienceMultiplier. You can reduce the chance that AI units charge as a group with AdvancedChargeLogic. You can turn off ai detached skirmishers with aiCanDetachSkirmishers, there are also options to reduce how many they can have at one time if preferred. For Shiloh are you bringing a full 40 units? Have you seen Gonzo's videos? He has a lot of good advice on how to get an army built up in the new version https://www.youtube.com/playlist?list=PLzAEAwFpGOR9BmxNONTWVgJ4GTXhQjrns
  25. There is a sound when that message displays for me. Kind of sounds like a drum being banged on, there are a couple different sounds that play if you spam the command repeatedly. The unit is trying to follow the orders you are giving it. Any unit when given an order to fire at another unit that is out of range will try to move to the point where it can hit the target and then fire. Changing the behavior like was done with blocked skirmishers or infantry units is a lot more work, so the notification was added instead. It's been too long so I don't remember why anymore, but there was some technical issue with using the blocked popup which is why I ended up with the notification option. Yes, the union units that show up in that phase take part in later phases of the battle. So the more damage you can do, the better off you'll be. Not much I can really do about this. Those units are way outside of the expected locations of the union line of attack. The only option would be to move the player spawns much further back which puts them at a larger disadvantage to solve an edge case. Looks like it's determined in an earlier phase, I thought it was at phase start.
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