Jump to content
Game-Labs Forum

pandakraut

Members2
  • Posts

    2,005
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by pandakraut

  1. Last official patch was back in 2018. The guide itself is up to date as of the latest patch. Unless you are using a mod that fixes it, you are directly reducing your damage by using an artillery unit larger than 14. A 24 gun unit does slightly less damage than a 4 gun unit. For cavalry effective range is the most important stat for carbines. For melee cav only the melee stat really matters, and lematts are fun but not really worth the extra cost. For skirmishers you want the best possible long range rifles for sniping, anything else isn't really useful. Unless you are going with a melee heavy setup that needs morale or playing ironman, spend all your reputation. A few point morale loss is not important compared to thousands of extra rifles. You can hit tab and zoom in to see the topography a bit better, but most maps are relatively flat.
  2. Depends on the mod. Several mods update the size curves so that 14 cannon is no longer the best possible damage. The J&P mod and its submods completely rework most of the cannon so this guide would only apply in the most general sense. You'd want to rely on the updated tooltips and such for those.
  3. Nice work, glad you figured out a way to make it through
  4. No way to see enemy equipment ahead of time without very high investment in recon. Which is not worth it in most circumstances. Best way to capture units is to surround and isolate them. If there are multiple stacked on top of each other you need to manually target each individually so that they are all routing at once or none of them will surrender. Note that unless you are playing a modded version you're actually better off not capturing units and killing them all instead. Captured units return no extra weapons in either a bug or an overly harsh balancing choice. For generals, experience or speed then infantry damaged then cover or morale is basically the best choice in all cases. XP for training up, speed for rate cases where you really need to rush a position. Infantry damage because that's the majority of your army.
  5. Detached skirmishers won't be as good, but can still do decent. Would be better if the units were bigger, but nothing to be done about that currently. Definitely need to time things right so that you transfer any units you brought down back up before the phase ends.
  6. The battle definitely gets dramatically easier with 4-5 corps of units 1500 or larger. Some more things that might help push you over the edge without too much backtracking. Make sure to be detaching skirmishers on all your infantry units. You'll end up with more total damage than if they stay attached. They can also do ok at flanking or manning fortifications if total number of units is a bigger problem than damage output. You can transfer units between the north and south parts of the battle. As the phase is coming to the end you want to put them as close to the bottom/top map edge as possible. I usually oblique move(right click hold to rotate) a unit so that it is perpendicular to the map edge and half the unit sticks off the bottom/top. Takes some practice/saves to know when you need to get units into place, but this can stretch your relative strength further. In the two side battles prior to Washington, there are ways to win with very few casualties. You likely don't have the mass artillery and sniper units needed for the best option, but there are several hours past the shown countdown timer in each battle. You can setup assault columns to force your way into each point after the timer expires and immediately click finish to try to keep down casualties. If your limitation is recruits not weapons this may help come out further ahead. If one or the other is giving you a lot of trouble, it could also be worth skipping them entirely if you end up with more total forces that way. Last official patch was years ago unfortunately. Gettysburg, Fredericksburg, and Cold Harbor both let you bring up to 5 corps if I'm remembering right, so there is some signalling even if those battles can be won with less. In the pinned available mods thread you can find the UI & Customizations mod which is basically an unofficial patch at this point. Though it doesn't address this specific concern. The general hint I think would be better worded as always to try to max out the number of brigades you can deploy to each battle first, then if you can make units larger do so. The "best" size to use is a matter of some debate. There are good reasons both to use smaller or use larger, but maxing brigades is always the first priority. This bit doesn't help you now, but if you have at least one slot open in a division, you can drag and drop units between corps in camp during multiday battles. This allows things like the CSA fighting Chickamauga with 5 corps because you swap the entire set of units out on days 1 and 2.
  7. Only 3 corps are required for the battle of Washington. They have an extra highlight the optional corps do not. There are more than enough weapons and recruits available to use 2500 man infantry units and still fill out 4-5 corps as long as you are filling some of those slots with non-infantry units. Especially on lower difficulties. The number of corps that can be deployed in each battle are largely based on the number of corps that historically participated in those battles. In general the CSA had fewer available. The battle of Washington is partially alternative history, it's based on the battle of monocacy but was expanded for one final challenge for the player to conclude the campaign. If you've been steamrolling the union you should have plenty of extra money and guns. Even if you're just throwing together completely fresh units to fill out from your main army these should be sufficient for storming fortifications en mass. The CSA campaign is generally regarded as the harder one to win as the union recieves larger rewards and has several battles that are easier. But it is very possible to win. If you don't even have two maxed out corps you are certainly not in a great spot. You'll want to expand to at least 3 maxed to have a good shot. You should have lots of captured weapons, if you haven't sold any off yet you can get a lot of extra money that way. If you are short on recruits you can get a bit more through a reputation buy. But if that still isn't enough then you are probably going to have to backup a few battles and try for a better result. The big danger of the CSA campaign is attrition and running out of recruits. This is why maxing politics and minimizing casualties while still getting lots of kills for experience and weapons is needed. A last ditch measure if you have no extra recruits is disbanding the majority or all of your existing max size units and rebuilding your army with smaller ones. This will allow the same number of men to cover a larger area.
  8. It sounds like you have the dll and the assets file in the right place but also need to move the mod folder from the zip file into the ultimate general civil war_DATA folder(same place as the assets file)
  9. What part are you trying to speed up? There's ways to standardize your army setup so that there is less thought on the maintenance, but you will still have to make new units,update old ones, etc.
  10. That value is applied as a multiplier to whatever scaling would normally set the AI unit sizes to. Whether that results in even or larger units will depend greatly on difficulty, battle, and player army setup. The default of 1 means no change. For a general difficulty reduction, other players have used values in the .75 to .9 range. If you're looking specifically for even numbers you will want to setup your army and then check the pre-battle deployment screen numbers to see if the config option needs to be adjusted. Keep in mind that multiday battles on show first day numbers for the AI, so you'll have to estimate a bit on those. Changing values between days will not work. I'd recommend giving the general reduction a try, and then if you hit some outlier battles adjusting those a bit more. Keep in mind, in some battles the ai can have far fewer units of a given type than you, and these units will end up being larger since they are compared against the total men in your more numerous units of that type. Hope you find something that works for you, if you have more questions please ask.
  11. It does not. Age of sail uses this, but I'm not a big fan because the AI never holds position so it's just a straight buff to the player. In the test version I have implemented a dig in system for units that stay in the same area for long enough. Very neat in practice, probably wasn't the best decision for performance though. Somewhat surprised that it's been that much of an issue, I hadn't even realized it was there. Usually my failure point is always getting driven off a flag rather than the total casualties. Probably a playstyle/army setup difference since you are going for an attrition setup which isn't something I use often. I'd suggest tweaking the configs down slightly more and you'll probably be set though.
  12. These do also exist, bit those are set by phase and should be consistent restart to restart as far as I know. I might go with artillery units of 8-10 with units that size infantry, but in terms of historical proportions maybe run some ratios of major battles to compare against? Historically there was always much more infantry since a lot of if was off doing things that doesn't come up in the game. Regarding artillery effectiveness it's certainly been gamefied a bit to make the difference in experience levels more noticeable. The values have been adjusted a bit in the next version, but overall I think the differences between shot types are in a decent spot currently. The cavalry is definitely ahistorically relevant, though it can also largely be ignored if you prefer. This is very much a gameplay over historical usage thing as they provide interesting trade offs for the player even if neither side really figured out how to employ them effectively on a direct combat role most of the time. The roads on the maps are purely visual, there is no underlying technical distinction between them and any other open terrain, so nothing to work off of to improve this unfortunately. This is correct, the game is extremely lenient on line of sight. While less accurate it is also significantly more accessible than ug Gettysburg was. Similar answer for elevation, I wish the maps did more with it, but unfortunately this isn't the case.
  13. All other factors being equal unit experience and perks have no impact on kills dealt to the unit unless the perk provides cover. The main thing here is that they put out more damage which makes it easier to stop charges and push back enemy units so that you aren't overwhelmed. I'd probably recommend a bit bigger for this battle. Usually that size will put you pretty far under the minimum scaling point I've found. Can always go back to your current size after they get ground down in this battle. I would definitely give your 2*s better weapons than the 55s. Those are nice for training up units, but don't have the melee power or the damage punch for a 2* to really pack the power you'll want it to here. For my first few 2*s I tend to like going double accuracy or accuracy into speed/reload so they can sit at safe spots in the line and do a lot of damage. Charge and accuracy mix is always something I've struggled with utilizing well, though I think there are some other players who use that as well. It'd be a problem at Shiloh and maybe a few other battles, but in most cases I don't think it would come up much. Usually if you're taking that high of casualties consistently something else has gone wrong and the campaign won't survive much longer. If removing those conditions wasn't rather difficult I'd probably do away with them entirely. They just tend to punish situations where the player is already in a bad spot and attrition will kill you either way if you can't keep the casualty numbers lower. Though I guess it's debatable if it's a better player experience to be told you are failing while you still have a chance to fix it, rather than getting several battles further before realizing you can't progress anymore. As best I can tell this usually has to do with the randomized perks, unit splits, and to some extent player choices. If the AI gets lots of charge perks it'll be very charge happy being the basic example. Keeps things interesting though it does result in some pretty severe difficulty swings at times. Good to hear that you were able to get through it.
  14. Yes, you can copy any of those files to the corresponding location on another computer and they will work. Email, dropbox, usbkey, or anything along those lines should work for transferring the file.
  15. It is much more of a trade off of when to do it now. Sometimes it can be worth it to crank out as many 1*s as you can early on. I tend to cycle some of my better colonels and generals through new units so that they always have a star and then their replacement tends to stick with the unit longer term. Your best units will have a much harder time giving up their good officers without a performance penalty. This sort of juggling will be less necessary outside of legendary though. But it's an optimization that's available. This works in the release version though there isn't much need to use it unless you want to. In the test version there is some soft prevention mechanics in place that mostly prevent this from having much affect. I think you're on the test one currently? Multiple players have won it on legendary, so it's certainly possible. Took me quite a few tries with a below average army though. Some tips: - you really want to have a few 2* units by this point for the extra damage if possible. - if you normally use speed generals this is one where you probably want to swap to a damage general, you won't be moving much and you need to break charges. - A cavalry unit or two will leave your main line a bit thin, but can really help overall by picking off supply wagons, artillery, and routing units. These also served as my charge breaking fire brigade since they could quickly reinforce the top and bottom parts of the map. - I had a pair of melee focused units that helped counter charge the center when needed. This part can go badly very quickly with some bad luck or mismanagement. - previously I would bring snipers here, but I found I didn't have them strong enough yet to be sufficient and eventually dropped them for another infantry. - very important to try and keep the ai towards the center, if they get on your flanks it becomes very hard. Though if they clump too hard at a single point too early you are also likely to face a mass charge you can't stop. Once they get into the trees I had a very hard time dislodging them fast enough. If you can post a screenshot of the army you are bringing in and the numbers you are facing pre or post battle that would also be useful to see if there is something that has gone wrong or might be making things harder.
  16. Ai xp does not scale based on player units. Size scaling always calculates against your entire army, not just what you have deployed. There are factors in place so that this generally evens out in the side battles though. Cross keys is setup to be one of the harder battles though. Battles led does have an impact, there is a tooltip on tbe officer xp bar when the unit is selected that shows you the current bonuses or penalties. Generally no. Either you get the perk or the unit XP doesn't matter for that specific battle. You do want to make sure command is higher than your efficiency though. Installing a higher XP commander to get the unit over the edge to gain a perk, using the perk in battle to gain more xp and then being able to install a new officer with lower xp but retain the perk because the unit's stats are higher is a very viable option. For all the scaling options, changing them mid battle won't do anything. Those only take affect when a battle is started. Some of the UI options and other such things can be changed mid battle, though you'd still have to save/restart/load to see it.
  17. Counter charging is usually a bit worse for being able to get out of melee. Your unit tends to get mixed in with the AI more when you charge, which means more sprites have to get unstuck before you are out of melee. But charging does extra damage so getting stuck longer can still be better than not routing the enemy unit. Some other commands you can try to use to get out of melee. Fallback, direct move orders in the direction you want fall back to, halt, and rarely routing. These all function a bit differently so sometimes one will give better results than the other. Direct move orders might be slightly more reliable after charging, but it really varies.
  18. The ai will sometimes get stuck moving across the river in that location. Basically the edges of the river are impassable, but there are some bugs which let a unit across and from there they can move wherever. Glad to hear you're having fun. Experimenting to find your own solution to battles can definitely be a lot of fun. Lots of ways to succeed in the mod
  19. Both should still be working. Most likely what you are seeing is that some units can have extremely high stats on higher difficulties. They are always capped at 100, but behind the scenes units can have hundreds of points in a stat if they are intended to be higher stars.
  20. Should work, though I can't think of any battles where it would be an issue between days. Maybe Gettysburg or cold harbor.
  21. Turns out this is a bug when any language but English is selected. For some side battles I am using the battle name to determine which battle is being started. This name changes when switching languages, so my overrides no longer apply. The corps deploy screen number is set a different way that can't be used in battle which is why that works correctly for you. I will see if I can fix this in the next version, but for now you can get around it by changing your language to English, starting the battle, and then changing your language back to German. Rio Hill, 2nd Winchester, and Distress Call(second Union battle) are probably the only other battles where this would be necessary.
  22. Bull run was adjusted so that the player can deploy more units initially, at the downside of the allied units arriving later. Various changes were made AI spawn timings to prevent the player from just being able to overwhelm each individual spawn at a time. Defending Matthew's Hill is going to be very hard to do on higher difficulties. The terrain there is bad and unless you strip your defenses to the east you won't have enough units to hold it for any extended period of time. Delaying actions are possible though.
  23. Yes, this is working as expected. The training benefit applies when recruits are added to your army after battles. So you won't see any change to your existing recruit pool when you add to your training until you finish the next battle and new recruits with higher stats are added to your pool. The experience of the officer provides a bonus towards a unit getting a perk. Colonels and BGs are very useful for getting units to 1* due to this. Later on with more points in training you can use lower ranking officers to still get the 1*.
  24. Sorry for overlooking this. As @PaulDnoted this sounds like an install issue. If you aren't seeing the mod name referenced in the version displayed on the bottom left of the main menu then you'll want to double check where your field ended up. They should be in Ultimate General Civil War/Ultimate General Civil War_DATA
  25. This value was added in 1.27.4. I'd recommend grabbing the latest version 1.27.4.3
×
×
  • Create New...