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Everything posted by pandakraut
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Can anyone definitively explain scaling?
pandakraut replied to maxpanzer's question in Civil war Q&A
The 4 difficulties are Colonel, Brigadier General, Major General, and Legendary. -
2 weeks in and I have some thoughts!
pandakraut replied to Jagsdomain's topic in General Discussions
They recover after grand battles. -
2 weeks in and I have some thoughts!
pandakraut replied to Jagsdomain's topic in General Discussions
Regular skirmishers are hard to make effective. Sniper skirmishers in combination with long range artillery can eventually can break the game. The J&P Rebalance mod has some extra randomization elements intended for the campaign battles. It's not fully random battles but it can vary things quite a bit. Once you start to get tired of the base game it might be worth checking out. -
Always interesting to see new ways to play battles.
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Another option is just to play one of the first few historical battles. They might go terribly at first, but since you aren't in the campaign there aren't any long term1 penalties for getting your units damaged. That would let you get comfortable with the controls and such at least even if you initially need to ignore half the battle field to focus on a few units for a bit.
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The starting campaign missions are probably the smallest battles available initially, though they don't really do a good job of actually introducing you to the game. Some guides below that will likely be helpful. https://steamcommunity.com/sharedfiles/filedetails/?id=1590910447 https://steamcommunity.com/sharedfiles/filedetails/?id=1274743463
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I bpught this from Steam how many mission
pandakraut replied to Jagsdomain's topic in General Discussions
The campaign has approximately 40 battles for each side. Other than the final battle the major battles are the same for both sides, but all the side battles are unique to each side. The historical battles use the same maps but give you preset units while the campaign lets you create your own army to bring to the battle. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
This could be true with this setup, I usually always deal with the arty with cav units so I'm not sure what needs to be done to get rid of them if you don't take the cav. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
I think you're approaching this the wrong way. Artillery is still good but it can't win battles entirely on its own anymore. Instead of increasing the number of artillery units used early on I would actually recommend decreasing them so you can train up more infantry. Expanding to a few more units after Bull Run makes sense because of how much they can drop casualties at River Crossing and Crossroads, but you really want to get your infantry stats trained up as well. With the updates to the AI charge logic artillery counts for far less than it used to. If you have a line of 5 artillery units behind 4 infantry units the AI is going to look at that and realize it has more than twice the men you do in its 9 units and just roll over you. You need more infantry units to give the AI any pause in trying to just charge you. Especially at Shiloh the artillery will still be necessary to provide the canister damage to actually drive off a unit that makes a determined charge, but they need a much more solid backing of infantry to have that chance. Artillery is also much more specific in its role now. If you want canister to be effective you have to be using the canister damage perks, but doing so will make the cannon far less effective outside of canister range. You can start to overcome this with 2 and 3* artillery units, but it's much harder to just throw down a line of napoleons and 24pdrs and have them both be effective at routing charging units with canister and at a grinding down units with shell fire. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
The main update was from 1.24 to 1.25. 1.25.1a was just a hotfix to correct some bugs in 1.25. The full 1.25 changelog can be found in the Mod/Rebalance folder in the zip file and hopefully that isn't considered a tiny amount of changes. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Sometimes the AI knows where you are with its cav, other times it wouldn't notice if your cav was shooting it in the face. To some extent though it varies by battle. My videos on the battles leading up to Shiloh on v1.24 are still fairly relevant in terms of how to get through the battles with minimal casualties at least. Officer assignment has changed a bit with the xp changes. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Someone else reported this as well. It's a false alarm. Norton is reporting the dll based on that it was created recently and that a very small percentage of norton's users have a similar file. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Choosing the right time to fall back is very important in that battle. It's very easy to overstay your welcome and get overwhelmed. You can see in my video of the battle that I only hold in front of the church for a brief period before falling back. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Not sure, haven't noticed anything like that. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Updated links until Jonny has time to update the main post. https://www.dropbox.com/s/ior8k0vc5ybajuq/RebalanceModV1.25.1a.zip?dl=0 https://www.dropbox.com/s/xw4vml5d8spkgl3/RebalanceModGoGV1.25.1a.zip?dl=0 -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Please hold off on 1.25.1 until I can get another fix up. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Yes? -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
1.25.1 Changes: Timer Changes - Adjusted reinforcement timers at Union Gaines Mill and Malvern Hill. - Union Shiloh timers reduced slightly. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Would need to be similar in length to the current descriptions or the descriptions used by the base game. There really isn't room in the tooltips for more than a sentence or two. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Weapon descriptions are all stored in a text file now, so more detailed descriptions can be added. If that kind of thing is anyone's specialty and you would like to offer suggestions. Let us know. Preferably nothing longer than a few sentences though. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
These are both intended changes. The mod default speed is slightly less than half the speed of the normal game. This change take a bit of time to adjust to and frequent use of 2x and 3x speeds are recommended. Detached skirmishers were disabled due to the numerous exploits associated with them and extra deploy slots added so you can field dedicated skirmisher units armed with infantry weapons instead. The game speed can be changed in ConfigFile.csv if you really don't like that modification. gameSpeed set to 5 and fastForward set to 3 to have the same speeds as the base game. File location is the same as shown in the post above that BCH quoted. -
mod UI and AI Customizations Mod V1.9.2
pandakraut replied to pandakraut's topic in General Discussions
This post has the documented information on the hex editing section. There is far more that can be done, but it's a lot of trial and error to find out what needs to be changed where. https://forum.game-labs.net/topic/26225-weapon-and-perk-modding-guide/ For editing the dll I use dnspy. There are guides online for how to debug unity games by changing them from a release to development build. Learning your way around the code base takes a while though and is not exactly an easy entry point if you aren't already experienced with programming. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
In certain cases the brigade number fixes from the Customizations mod mean that you can now bring an additional extra unit in some battles. The only way I could get all the numbers to line up in this mod would be to hard code every single deploy and reinforcement number and that just isn't likely to happen. Bringing that many units tends to drive up scaling quite a bit, so if you can get away with it feel free, but it's definitely not necessary to bring that many units either. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Fiasco's Legendary CSA Campaign has started up: -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Flat experience bonus that varies by battle. Seems to be around double the xp for grand battles.