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pandakraut

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Everything posted by pandakraut

  1. Mod has not changed those values. Legendary is larger, more experienced, and better equipped AI units. I don't have an exact number but it's probably in the 10-15% range. The reputation penalties for losing might also be a bit, higher but I don't recall for sure.
  2. In camp in the top left there is a rank badge with a tooltip that shows you. Though MG and Legendary will look the same unless you're using one of my mods.
  3. On higher difficulties the AI can have Spencers, Spencer carbines, and jf browns at that battle if I'm remembering right. None of these are purchasable by the CSA.
  4. In the unitModifiers file, set limberingSwitchDistance to 1. That might effectively do what you want. The limbering/mounting stuff is all kind of unreliable. Especially if you are paused when you issue the command. Presumably something along those lines is also what is affecting the AI.
  5. Roughly yes, though in practice there are enough other factors at play that you won't usually bsee anything that exact.
  6. The file is linked in the first post of the thread referenced above. Discord is free.
  7. Units in the base game do already display range arcs. They are just harder to see because the arc color is green. The mod is not a click once installer, but it's still pretty easy. 1) download the file 2) navigate to the game's install directory. 3) extract the zip into the ultimate general civil war_DATA folder in your game install folder. You'll be promoted to overwrite two files.
  8. Do you mean allowing skirmishers and cavalry to split off a detachment like infantry can? That's probably not impossible to mod in, but there would be several technical issues to figure out. It is not possible on the base game.
  9. I tend to prefer smaller units. 1k were doing well enough for me so I hadn't bothered increasing their size. With the artillery, the csa has trouble getting enough of the good cannon, so I use smaller units for a while until I have accumulated enough to expand to a larger size. While my army is still growing I would always prefer two 8 guns units to one 14 gun unit. Once I've maxed out at 4-5 corps then I'll increase beyond 8. This is only one way to play though, very possible to go about this differently.
  10. The short version: cavalry, anything with the longest possible range. Which really means enfields and spencer carbines and nothing else is really worth it. This doesn't include saber weapons where you just want the highest possible melee value. infantry, you can generally go by whatever costs the most. The spencer and the henry are usually not worth it though.
  11. I made a mod to make the range arcs easier to see https://forum.game-labs.net/topic/25750-ui-and-ai-customizations-mod-v192/
  12. Should still be there, it's further down in the bottom left than most other battles in case you're overlooking it.
  13. Unfortunately there really isn't a way to automate that part. Perhaps use a standard setup and fill in with whatever is available to limit how much thought needs to be put into the camp side? For example: every division gets 3x infantry, 1 artillery, 1 skirmisher. Each unit type always gets set to the same size after every battle. Equip with whatever happens to be available. Not sure if this actually helps since it's still a lot of clicking, but all I can think of at the moment.
  14. Depending on what you are looking for, if one value for the aiScalingsizeMultiplier doesn't do what you want there may be another option. You can also set the maximum sizes for AI units in the aiconfigfile. If you're trying to keep their units about the same size as yours setting these to around what you plan on using could work. A lot of the battles are fundamentally setup to be asymmetric in terms of force size, so there isn't an easy way to convert them all to have equally balanced forces. Hopefully one of those options helps.
  15. Do you mean best artillery weapon? That can vary a bit depending on what role you want them to perform. I'd recommend checking out the pinned artillerists guide above for more details.
  16. The recon report is in the top right of the campaign map. It shows you a value for the enemy army size, weapons, and training. No extra points in recon needed.
  17. Around weapons factory and Antietam you'll be able to start buying them if I'm remembering right. Weapons carried will vary by difficulty and battle so there is no firm rule on when you'll run into them.
  18. While not perfect, frequently checking the minimap may help with reinforcement arrivals as well. Another option is 4 points in recon, that adds a blue/red force bar at the top. That will usually jump significantly when reinforcements arrive. Once a career point is committed it cannot be undone. Highly recommend making a fresh save after each battle so you can back track if necessary.
  19. https://steamcommunity.com/sharedfiles/filedetails/?id=1398810316 https://steamcommunity.com/sharedfiles/filedetails/?id=1396453437 Those are your best sources for timings and such. There are also notifications in the top left when reinforcements arrive usually.
  20. You can finish the campaign with 1500 if you want, or go straight up to 2500 if you prefer. The AI will generally adapt to your size, so if you stay smaller they'll stay smaller and vice versa. This will be more noticeable on higher difficulties, but you can overpower them either way. Just tends to be different playstyles that get you there.
  21. One of the more recent patches added a feature so that any captured cavalry units do give the player the cost of their captured horses. We considered adding horses to the recruits list but ended up deciding against going that far at the time. Perhaps we'll consider it again in the future.
  22. If you've already got them enjoy the lematts. Still gives you the strongest possible melee cav. Henry is pretty bad unfortunately. Spencer is ok, but still not great. Spencer carbines are good though.
  23. No, this feature was not carried over from the previous game. Elevation was simplified greatly compared to it and since the lines are hand drawn on the maps it was a significant time saving to leave them out.
  24. Weapons quality can vary quite a bit depending on difficulty. The reinforcement events also impact this to a lesser extent. So compare your difficulty and recon report weapons value to those in the video.
  25. DeRussy is definitely the hardest part. You really want to try and have units defending it's flanks rather than relying on just the fort itself. Especially because of how the fortifications can be flanked fairly easily.
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