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pandakraut

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Everything posted by pandakraut

  1. Always interesting to see new ways to play battles.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 1.25.1 Changes: Timer Changes - Adjusted reinforcement timers at Union Gaines Mill and Malvern Hill. - Union Shiloh timers reduced slightly.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Flat experience bonus that varies by battle. Seems to be around double the xp for grand battles.
  19. If you're going to buy the early BGs you really want to try and get them to MG pre Shiloh. If you can get the MGs for Shiloh it will be a big boost for all your units and should probably make things easier. To get them there you want them either deployed in corps command or assigned to rookie units who are going to get a lot of kills. I usually use artillery for my playstyle. Rookie units will gain stats faster so the officer will gain more xp. I don't think going above AO 5 is worth it for Shiloh anymore. 18 units gives you the maximum deployment in the first phase and you probably aren't going to be able to field 48 units anyways.
  20. Yeah, every now and again it'll happen. You can also get that officer wounded/killed if you are baiting with the supply wagon but it also has no effect that I'm aware of.
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