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pandakraut

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Posts 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.

    • Like 1
  2. On 2/25/2024 at 1:19 PM, Visitor1234 said:

    I have a question: Could you please post the force size AI multiplier and the AI veterancy multiplier used in the balance settings. Lets say Major general Light is 1 and major general is 1.15 (if I understand correctly the patch notes), so what would be the multiplier for both of the stats at the brigadier general difficulty ?

    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. On 2/22/2024 at 2:12 PM, sol_ilya said:

    Excellent mod ! Thank you for your work! This mod make this game interesting for me again . Bought this game on release and now i have 900 + hours played on this game. 
    I d like to have old mechanics of disbanding units after melee or fire. Sometimes it makes  too easy and not so realistic when a strong enemy unit after failed charge disbands having more than 1000 soldiers, sometimes it hurts me when my unit under heavy fire also disbands.  As I understand it is possible to change this back to vanilla. What variable is it and what value I need  need to set in config file so disbanding and surrendering units worked as in original game?

    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. 16 hours ago, Fenian98 said:

    I've conceded defeat,I cant get beyond Day 3 of Chancellorsville,MG light,as my units are tired and undermanned. The CS have 3k,4k and one 5k attacking me,they just charge and rout everyone on their own. I'm facing 144K CS to my 120K across the whole battle,huge numbers,anyone else see that?. Anyhoo,I went into the config files (dont know what Im doing) to reduce the AI max infantry from 6K down to 3K/4K,clicked save but nothing happened. Do I have to start a new game for this change to take effect? Thanking you.

    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.

    • Like 1
  5. On 2/6/2024 at 3:58 PM, hcoopa said:

    Hello Panda. I really enjoy your mod playing years ago. I haven't played the game in a long time and tried the new version out. It's just not for me as I'm very casual playing. Is it possible you have the latest 1.26V available to download? Thanks!

    https://www.dropbox.com/s/bdhrdcok4vd60ow/RebalanceModV1.26.1GoG.zip?dl=0
    https://www.dropbox.com/s/qvrzz5bhp65fhbf/RebalanceModV1.26.1.zip?dl=0

    • Like 1
  6. On 1/10/2024 at 5:49 AM, Cobramys said:

    Hi Pandakraut.

    Excellent job. Thank you very much for providing this mod.

    I have just one question:

    With the possible larger units are still optimal sizes for certain units regarding shooting ?

    Previously it was ca. 300 -350 men for Arty, 350 skirmishers and horse infantry, 1800 infantry.

    What are current values ?

     

    Regards

    Cobramys

    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. 

  7. 14 hours ago, LennyFroggins said:

    If Tasselhoff wants to lessen the impact of the supply re-supply being automatic he could come up with a fair value and adjust the Logi skill accordingly.

    Q: I never really thought about this but it seems like your brigades still get the bonus from skills that are greyed out because of the addition of rookies or commander change.  I had one of my 2nd tier maneuver Inf units with that skill greyed out still deployed a larger skirmisher component.  Is there any way to change that?  Or I'll just RP consider those to be "unit doctrines" and try not to recruit all rookie units with a LG before dropping a Colonel on em.

    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.

    • Like 1
  8. On 12/22/2023 at 12:17 PM, dixiePig said:

    PK> If you can capture enemy wagons, using that supply first will also always be more efficient than using your own.

    I try to capture enemy supply whenever possible:

    1. to distract them
    2. to deprive them
    3. to strengthen myself

    PK: Can you comment on the effect of each and the effectiveness of raiding enemy supply overall?

    • BTW:  Why can I NOT use captured supplies during the battle?

    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.

  9. On 12/19/2023 at 11:43 PM, Tasslehoff said:

    Is there a way to disable the refilling supply wagon cost percentage thing at the end of mission

    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.

  10. On 12/17/2023 at 4:49 PM, william1993 said:

    is there anyway that we, players, can update some of the statistics in this mod because as it stands the game is nonfunctional.  Enemy troops stay heroic and eager forever while mine just walk in a forest and they're exhausted and dead. This is unplayable in its current form

    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.

  11. 1 hour ago, dixiePig said:

    Just encountered one of those not-so-smart aspects of the UGCW interface: While attempting to press [f] to order a unit to Fallback, I accidentally hit [g] ... and the unit routed.

    a) Is there really a good reason to order a unit to Rout?

    b) Why in the world would you want that keyboard command to be next to the [f] key, which is probably the most-used keyboard entry in UGCW.

    Please fix.  

    • PS.  Is there any way to counter the Rout command gracefully?

    But seriously:  Fix this bug.

     

    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

    image.thumb.png.6ac6f45e3862348ce37d549f394c0d2d.png

  12. 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 
     

  13. On 11/26/2023 at 8:35 PM, LennyFroggins said:

    Hi, tried this real quick and I'm happy with the J+P mod as it is...

    But I would love to be able to zoom in really far with base J+P.  Is there a value somewhere I can tweak to allow the camera to zoom to the ground?

    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.

    • Like 1
  14. 8 hours ago, LAVA said:

    What troubles me is the complete absence of any support here on the forums by the development team.

    I can't for the life of me buy a game without support from the dev team, no matter how badly I would like to play the game.

    Mind you, I understand that Xsolla may actually be prohibiting dev support here... who knows? And some of these folks are in Ukraine, which must make development a real bitch.

    Still...

    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.

  15. On 11/7/2023 at 7:38 PM, Gettysburg said:

    @adishee,

    I don't know if this is part of the mod or not, but the regiments cannot be reinforced after the battle. I have not changed anything, and have downloaded everything correctly. Is this intentional? I understand that you've ended further updates the mod, but I just want to clarify.

    Thanks

    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.

  16. On 11/1/2023 at 2:32 PM, dixiePig said:

    PK>  Just  loaded most recent update 1.11-J&P 1.28.4 onto my new Win 11 desktop and am now bombarded with annoyingly helpful 'info popups' during the battle which I must close.  

    • How do I make these go away?  I see no controls in [OPTIONS]

    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.

  17. 18 minutes ago, dixiePig said:

    No biggie.  I will simply take the hardwired positioning of the spawns into account going forward.  Ditto with the arrival of USA reinforcements at Gaines Mill which step on my troops if I've advanced too far or am raiding with CAV. Just wondering if there was any logic which said "don't spawn too close to enemy units on the map".

    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.

    • Like 1
  18. 8 hours ago, Rolow said:

    Hey Panda.  I've always been a huge fan of your mods..until now...sort of.  I just started to get back into UGCW and saw that since I last played the mod was updated to 1.28.4.  I started a new campaign as the Union on BG difficulty and was having a pretty tough time. 

    I switched to Colonel difficulty(yeah I know), and restarted.  The beginning battles weren't too bad but when I got to Shiloh, no matter what I did, I would just get steam rolled over and over again.  The Confederates outnumbered me 3 to 1.  It was just a grey tide of charges over and over by a seemingly fatigueless foe and being surrounded on all sides from detached skirmishers like angry gnats.  My brigades would just get too tired and weren't able to recover or were just overwhelmed by sheer numbers.  The several times I've tried the battle I was just annihilated every time.

    I don't remember the previous versions of your mod this difficult.  They mainly just added new features and quality of life improvements as far as I can remember.  I don't want to say that it's "unplayable" in its current state for me, but it's just frustrating. 

    P.S.  Are the old versions of your mod available anywhere?

    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

    • Like 1
  19. 13 hours ago, dixiePig said:

    Anything you can easily do re this poor interface behavior? When I'm focused on the battle in the middle of the map, I'm not likely to notice text at the upper corner. I don't believe there is a sound cue when this message alert happens. Perhaps hover the system warning message over the offending ARTY unit (so its's Right There In Your Face). Or change the color on the "fire-at" arrow when firing is compromised.  At the very least provide a noticeable warning sound.

    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.

    14 hours ago, dixiePig said:

    We all know that legacy UGCW doesn't handle terrain or roads gracefully, but this is really a problem.  For me, at least. PS:  It makes no logical sense that an ARTY unit which is blocked from firing at an enemy unit will then move on top of it...

    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.

    14 hours ago, dixiePig said:

    In terms of continuity (and common sense) INF units that can't fire at an enemy will popup a "BLOCKED" message - right on the unit itself (i.e "Exactly where you're looking").  The warning appears in the right place.  Makes sense to me. I realize that many UGCW legacy behaviors are 'baked in', but it would be nice to have a good, sensible, consistent behavior - especially for when-you-can-shoot and when-you're-blocked..

    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.

    14 hours ago, dixiePig said:

    I've often wondered - Why bother with the Skirmish at the Bridge in Fredericksburg?  In so many ways, It just doesn't seem to matter.  Does "the amount of damage the player can deal in that phase" actually affect the game dynamics?  i.e "so what?"

    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.

    14 hours ago, dixiePig said:

    I had trapped 2 USA infantry units to the south of Sunken Road and Taliaferro INF and skirmishers were holding them there.  As you can see, 2 of my ARTY reinforcements spawned right on top of the USA troops. 

    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.

    2 hours ago, dixiePig said:

    I've just re-loaded a 'save' of Antietam at 0:09 before the Burnside's Bridge phase several times.  Same result each time:  No union troops in the south. It appears that the diceroll occurs before Burnside's Bridge phase.

    Looks like it's determined in an earlier phase, I thought it was at phase start. 

    • Like 1
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