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pandakraut

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Everything posted by pandakraut

  1. Not directly, but there may end up being more ways to get speed other than just the current t1 and t3 perks. We are still limited by the number of perks that can be selected in the UI, so we can't add a third t3 perks that is horse artillery for example. Eventually the perks will probably change significantly as a lot of the current decisions were based on the types and number of bonuses the game let us add to each perk. It would be possible to make one of the combination bonuses give the same benefits as horse artillery. That's probably way more power than we are likely to put in those, but the system would easily support changing one of them to that.
  2. I assume this means that -even tho I love the HorseArtillery perk on general principle - I will now still be able to apply it later in the game? I don't understand the question?
  3. Along these lines, we're hoping to have the entire perk system moved into config files in the next release. Will give us a lot more flexibility in designing them, and make it more convenient for anyone to make their own changes. Some preview images below The combination bonus values are all placeholders, but they will allow the selection of a lower tier perk to apply additional benefits when selecting a higher tier perk. In the current implementation, when a t1 perk is selected, the type of that perk will determine which combination bonus displays and applies. The files will probably need an entire document explaining how they work once that system is finished.
  4. Not directly. But over the course of multiple battles it will end up having that result. Medicine helps retain the stats gained by a unit, which means when that unit takes casualties the men being added to the pools will have higher stats, which means you end up with better veterans. Again, it has an indirect impact in that the higher the stats of the unit, the better the veterans you end up with after the next battle. Additionally, If you end up leaving any men in the veteran pool, training will improve their stats as well assuming the pools stats are below the threshold where training applies. These values apply in a lot of different places in the code so it's not convenient to add a generic modifier at the moment.
  5. Whether or not adding veterans increases or decreases the stats of a 1* unit will depend on the unit you are adding to. There is a wide gap in stats between a brand new unit with low stats commanded by an experienced officer that just barely has a star, and an experienced 1* that is nearly at 2* even with a mediocre officer. In the first example stats will usually go up, in the second they will likely go down unless the majority of your army is composed of such units and your veteran pool has stats to match. Since the veteran pool uses an average of the stats of all men that go into it, all veterans that come out will have that average instead of some being exceptional and others poor. When a unit takes losses, a percentage of those losses will go into the wounded pools with the stats of their parent unit at the end of the battle. If you have points in medicine, some of those men will return to the unit immediately, and more of the wounded pool will survive to return to your veteran pool. Here are some simple examples showing how both medicine and training result in helping retain stat growth from battles. Assuming: A unit of 1000 men that has a stat go from 20 to 30 in a battle, and it takes 25% losses. A recruit pool of 1000 men with a base stat of 10 A veteran pool of 100 men with a base stat of 20. Medicine return numbers will be simplified to reduce the amount of math. Example A with 0% return from medicine and no training: 750 men with a stat of 30. Add 250 recruits results in 1000 men with a stat of 25((750 * 30) + (250 * 10)) Veteran pool receives 30% of the 250 casualties. Results in a veteran pool of 175 men with a stat of 24.3 If 175 veterans and 75 recruits are used the result would be 1000 men with a stat of 27.5 Example B with 10% return from medicine and no training: 750 men with a stat of 30. Medicine returns 25 men with a stat of 30. Add 225 recruits with a stat of 10. Results in 1000 men with a stat of 25.5 Veteran pool receives 40% of the 250 casualties. Results in a veteran pool of 200 men with a stat of 25. If 200 veterans and 50 recruits are used the result would be 1000 men with a stat of 28.8 Example C with 10% return from medicine and +5 stats from training: 750 men with a stat of 30. Medicine returns 25 men with a stat of 30. Add 225 recruits with a stat of 15. Results in 1000 men with a stat of 26.6 Veteran pool receives 40% of the 250 casualties. Results in a veteran pool of 200 men with a stat of 25. If 200 veterans and 50 recruits are used the result would be 1000 men with a stat of 29 It's impossible in game for your recruits to be better than your veterans, but outside of the mechanics I'm not sure where the disconnect here is. Medicine helps make sure more of your veterans return to their unit after being wounded so their combat experience is not lost. Training improves the base quality of your recruits. The better your recruits, the better they are likely to perform in combat and the less detriment they will be to the veterans in their unit. Note the below examples will not be 1:1 in game because there are diminishing returns the higher a stat gets. So for example, if it takes 225 kills to go from 0 to 1 efficiency, it could take 300 to go from 99 to 100. The below values are unchanged from 1.27.4.3, battles are just harder and less time is available. killsPerEffectivity,225 : Efficiency goes up 1 for every 225 kills. killsPerMelee,75 : Melee goes up 1 for every 75 kills movePerStamina,1300 : Stamina goes up 1 per 1300 distance moved shootPerFirearms,7 : Reload goes up 1 per 7 reload cycles completed timePerMorale,2900 : Morale goes up 1 per 2900 time units in game. Values used by the base game: killsPerEffectivity, 150 killsPerMelee, 25 movePerStamina, 1000 shootPerFirearms, 5 timePerMorale, 1800 The mod also applies a portion of the shootPerFirearms to Stamina on every reload cycle completed.
  6. 3* is the max. If you want to allow some 3*s but not face 100 stat units, or something else along those lines then higher values may be useful. For higher xp units, their stats are rarely directly increased by veterans unless you are disbanding some other veteran unit. The stats go up for actions taken during a battle and then are often lowered as more men are added to the unit to make up for casualties. The better the quality of replacement, the less your stats are lowered. This is why using veterans and points in medicine or investing in training to improve your recruit stats are useful for more than 1* units. In the unitModifiers file there is a section on Experience Gain. Reducing the values for any of those will result in units gaining xp faster.
  7. I think the new aiMaxStat option may do more what you are looking for. This puts a limit on all stats for AI units, so if you set it to 25 you should never see a unit with more than one star. 50 two stars, 75 3 stars. The exact outcome will depend a bit depending on how good of an officer the AI unit has. I did some quick tests and setting it to 50 on my legendary save reduced the AI to only 1 and 2 star units. Setting it to 70 resulted in more 2*s but still no 3s. Just to compare I also checked AIscalingExperienceMultiplier set to .5 and saw all 1*s with a single 2*.
  8. The majority of the modifiers exist to allow the player to disable changes that have any balance impact. Some players prefer as close to a pure experience to the original game with only a few quality of life changes and bug fixes. Below are some basic explanations of what everything does Multipliers that increase the displayed timers and end of day time timerMultiplier, 1 endOfDayMultiplier, 1 Enables or disables the fixed size curves so that adding men/guns always results in a net increase in damage with diminishing returns. replaceSizeDegradationCurves, true When enabled, rifled artillery will prioritize enemy artillery unless some other target is within a minimum range. Disabled by default because it makes smoothbores very hard to use. improveArtilleryTargetting, false Minimum and maximum multipliers to volley time when a unit is flashing white and sporadically firing. The max value was changed from 99 in the base game. fireAtWillMin, 5 fireAtWillMax, 30 The melee damage penalty that applies to a unit when it is in contact with more than one enemy unit in melee. Base game value was .25 meleeMultiplePenalty, .45 When enabled removes the damage penalty that applied to infantry units when in fortificaions. In the base game fortifications let infantry units fire faster but deal less damage. removeInfantryFortificationPenalty, true Changes the way weapon recovery works for allied units. When enabled you recover more weapons from surviving men than from dead men. In the base game you wanted to get all of your allied units killed to recover more weapons. enableSurvivingAlliesWeaponReturn, true When enabled modifies surrender logic slightly so that it accounts for wounded officers. Also no longer requires that a unit have no nearby allies that are not routing to be able to surrender. Short version is surrenders are easier to get, but should feel a bit realistic. enableSurrenderLogicUpdates, true When enabled the AI better accounts for its stat advantages when determining if it should charge. enableChargelLogicUpdates, true When enabled adds a 5 minute cooldown for reattaching detached skirmishers. Helps limit a variety of the exploits frequently attaching and detaching allows. enableAttachSkirmisherCooldown, true When enabled shattered player units will show up in camp instead of all men and the officer being lost. returnShatteredUnits, true Modifiers to melee when a unit is in the routing and wavering state. Base game values were both .7. This helps reduce the damage that routing units deal when in melee. moraleMeleeRouting, .5 moraleMeleeWavering, .65 When enabled allows you to use AISizeMultiplier to adjust the size of all AI units up or down. enableAISizeMultiplier, false AISizeMultiplier, 1 When enabled increases the size of player units somewhat in the tutorial battles for both sides. This makes them a bit easier as the community universally felt they were much harder than they needed to be and compared to other early battles. modifyTutorialBattle, true When enabled disables scaling entirely. AI unit sizes will only change based on difficulty and cross battle modifiers. Using AIsizeMultipier to adjust battles as you go is almost mandatory. As some battles become harder and some much easier. Many of the default sizes were setup under the assumption that scaling was applying, so AI units can be quite small at times. disableScaling, false
  9. It's not possible to add the ability to split multiple children off of the parent. Changing the unit type of the child that detaches is possible but is a mess from a technical perspective. The ability of detached skirmishers to stand up to brigades should be significantly reduced compared to what has been possible in the past. When not near another non-detached unit, their morale regen is reduced significantly. Combined with their small size they are usually only able to exchange a handful of volleys before being driven off. The tier 2 maneuver perk currently doubles the size of detached skirmishers, which is a step towards something similar to regimental detachment. This will probably get expanded upon in the future when the custom perk system is implemented.
  10. In the UI mod, the main configuration options that are usually changed are the following timerMultiplier: use a larger value than 1 to increase the amount of time available in battles. endOfDayMultiplier: use a larger value than 1 to increase the amount of time available in battles. enableAISizeMultiplier: set to true if you want to adjust the size of AI units using the next value AISizeMultiplier: use a value larger or smaller than 1 to adjust the size of AI units up or down. The J&P mod has a lot more options, but also changes many more parts of the game. It is not compatible with the UI mod, but all of the UI mods features are already included in it. If you want to switch mods, just verify files and then follow the same installation process with the files for the J&P mod.
  11. I have not but Jonny has. Unfortunately the only way to keep units on roads in this game is to manually draw the path along them. The roads are just painted onto the map and have nothing that could be used to enable that kind of pathing. Units in the game automatically move into column when they are far enough away from enemy units and when given a movement target far enough away. We've discussed adding a manual option, Jonny likes assault columns, but it's never ended up happening due to UI and balance reasons. Perhaps at some point.
  12. The AI general profile names would not really be helpful for the player to know in most cases. There are around 20 of them and I have useful information on the differences of maybe 2 of them. These can also change phase to phase within a battle. In general, the AIs aggressiveness seems to be tied more to perks, weapons, and stat selections. I'm basing that off of restarting battles over and over and seeing significant differences in ai behavior. We do have some plans to generate templates which set ai units to favor one aspect or another. The perk optimization configs are a step in that direction to help us test. No firm plans yet, but if that system is added the player will likely get some information on the type of personality they are facing with recon involved in some way. Yeah, it did happen it's just one of those no win scenarios where both forcing units to reset and not resetting them have scenarios that don't always make sense. As far as I know the hard reset positions were all attempts to roughly reset the units into the historical positions at the start of the day. Though some were clearly more carefully crafted than others.
  13. The AI charge logic does take perks into account, so if a unit ended up with all melee perks it would be more likely to charge. These optimization values are currently disabled by default and very basic to allow for some testing. When positions are reset, all of the units on the field are cleaned up and then redeployed into specific locations. This avoids all kinds of problems like units no longer being on the map after it resized, new units spawning in on top of where the old units were, and a variety of bugs and exploits that can occur based on what the player does in camp. It also solves the issue of units being able to end the day in melee, camping overnight on top of the unit they are fighting, and waking up to resume the melee. Repositioning like what grand tactician allows would be the dream, but also wildly outside of anything I can mod in. I'm not sure what you mean by an entrenchment attribute. The mod does have a dig in feature where units that stay near the same spot can build up a cover bonus. Indicated by their unit flag slowly gaining the white fortification outline. These values are not currently configurable. While carrying this over day to day would be nice, its a pain to do on the technical side and in most cases units would have time to regain their bonus before engaging enemy units.
  14. This is just an option for new campaigns. It's really no different than using the config files to adjust the AI size and XP, just packaged into a more official difficulty.
  15. Updated to 1.28.4 Changelog Highlights - A Major General Light difficulty is now available. When starting a new campaign and selecting MG difficulty, a prompt will show up prior to entering your name. This difficulty is the same as MG except the AI units will be smaller and less experienced. This should be closer to playing MG in the base game or in earlier versions of the mod. - AI weapons quality throughout the campaign has been standardized to be closer to what is used on legendary. - All config files have been reorganized and comments have been added in the files to indicate what values do. - Bugfixes and minor balance changes. -Save game compatible. Full changelog is in the /Mod/Rebalance/Change logs folder
  16. AO 3 doesn't give you another corps. AO gives +1 corps at 1, 7, and 10. You're probably seeing the increase from the bull run battle reward which gives +1 corps. The CSA side doesn't care, but the union cares quite a bit about having 2 corps for Shiloh. Swapping the brigade and the division from AO 3 to 4 doesn't change much, you get to bring one extra officer to bull run as the union and the csa get to wait one extra battle before going from AO 3 to 4. But it also doesn't cause any problems and the progression is a little smoother so why not. Will be in the next patch which should be out soon.
  17. Unit stats go from 1-100. It is possible for stats to go above 100 behind the scenes, but 100 is the cap at any point these are used for any kind of combat purpose. The stats of ai units don't carryover between battles like the players. Ai units have preset stats for every battle. These get adjusted up or down based on the difficulty and the current recon report training value.
  18. You are getting confused between two different config values that function differently. historicalSouthSizeMultplier has a default value of 1 because it multiplies the size of all allied or ai CSA units by 1. historicalSouthAddStat has a default value of 0 because it modifies the stats of all allied or ai CSA units by adding 0. If you wanted to reduce the stats of CSA ai units you could use a value like -50 for the historicalSouthAddStat to subtract 50 from each of their stats. As I believe is mentioned in the guide and I've mentioned before this applies to all ai units only. This does not include allied units as those are not controlled by the ai. From a technical perspective this value applies during scaling which is a process that allied units do not go through. This modifier applies on unit spawn rather than during scaling. This allows it to apply to custom battles which do not go through scaling. It also allows it to apply to any unit not part of the player army. This includes allied or ai units of the relevant side. I would suggest trying the -50 to the historical add stat modifier. You should see an immediate drop in stars of all applicable units.
  19. Yes, they affect all ai units. Was seeing that working as expected. Unlike the other values which are multipliers this is an additive value. So .5 is increasing all ai unit's stats by half a point. aiScalingsizeMultiplier and historicalsouthsizemultplier both change the size of ai units when playing union bull run. There is no need to use both of them. You may want to try resetting both files to their default state if you are seeing weird behavior. Then try changing the size multiplier to verify that is working before reapplying any other changes you have.
  20. Just double checked this and those values are not affecting allied units. The historical north/south would apply to allied units though, so maybe you had one of those was active and that is why it appeared that the ai scaling values were affecting allied?
  21. The key to this is getting into a good enough position prior to those reinforcements arriving. This usually means you want to have the majority of your units across the river, the VP in your possession, and hopefully with a little time to setup your defensive line and rest while cleaning up the remnants of whatever CSA units are left from the earlier phases. Preserving your condition through all of this tends to be the hard part since early union stats are terrible. One trick, that was a bit of an oversight and might get fixed in the future, is that you want to trigger the 2nd phase pretty early. This is the opposite of older versions where you wanted to avoid triggering it as long as possible to get into position to rush across the river. The reason for this is that the extra time from the first phase is now added to the timer in the second phase. This was done so that accidentally triggering the phase early didn't result in a large time loss. But what it enabled is that you can trigger it early to spawn your reinforcements sooner and give them more time to walk over to the objective and then rest before crossing. You can still win the old way, but it's much much harder. Took me probably a dozen attempts to get it right when I was testing. This is on MG but the core ideas should generally work on legendary as well https://youtu.be/5IBIQQCKKc0 These are a not quite the current version but forefall has a partial legendary campaign as well. Important to note that he ended up with one of the easiest versions of legendary I've ever seen due to a few things that I've since patched. So while a lot of this is still valid it's probably not possible to get as good of results anymore. https://youtu.be/VPmVKwplK2I Hope that helps, if you have more questions please ask.
  22. The J&P mod is on 1.28.3 and is not compatible with the customizations mod. J&P already includes everything in customizations. So if you installed both I'd reinstall the one you want to be using and then modify the config files in the respective mod folder. There should be a separate one for rebalance and for customizations. For editing the files I'd recommend trying to open them in a text editor instead of a spreadsheet program. There have been problems with excel and such adding extra characters that break the file. Hopefully that solves the issue, bit if not please let me know.
  23. Nothing major in the works at the moment unfortunately, just haven't had time. There is a small patch with a variety of bug fixes and additional config options that is coming soon. It's available as a test version on the discord, but I'm still trying to track down a few more bugs before it goes to release.
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