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Everything posted by pandakraut
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mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
It should be 50 per point currently. Not sure if it will help in this specific battle to have the extra points, but the effects can really add up at higher levels of recon. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Like most of the hold the VP while being surrounded missions, it's better to choose an area off to the side to defend. I prefer the woods to the east, but I've also seen NW and SW work. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Numbers should be close to 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
The weapon each AI unit is equipped with is randomized to some extent. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
On MG or higher you only capture weapons from 10% of the men killed. Capturing a unit gets you a 25% recovery rate. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Up through about Chickamauga is usually where I have fun. Past that I've only bothered once or twice. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Good to hear that the series is helpful. I might go a bit further, maybe through Malvern Hill or Antietam. Past that point I'm expecting the army to be strong enough that the rest of the campaign is a foregone conclusion given the current balance in the mod. -
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 is a testing option to stops phase resets from occurring. For example, at Shiloh on day 2 all units would remain where they were at the end of day 1 rather than getting reset to new lines. Seems great, just what everyone has always wanted, but there is a catch. If the map resizes on the phase change and your units are outside the new map you lose access to them for the battle. If a unit's day 1 position is at the same spot as the spawn point of a day 2 unit then they will start the phase in melee. At Chancellorsville, Jackson's corps is already on the field and without the reset there is no flanking attack, etc. There are a few battles where we think it might be safe enough to enable this option, but overall it mostly just adds more memorization for the player to avoid frustration and opportunities to abuse the spawn locations. A good example would be Potomac fort where you could setup most of your units in a perfect defensive position prior to the second phase before capturing the fort. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
On legendary everyone I've talked to has used some variant of cheese to cap the point and finish quickly. Until that mission gets rebalanced that's probably as good as you'll get unless you're on a lower difficulty. Skipping is always an option as well. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Trying to get you some tips from someone who played it recently. I'm pretty sure I defended far to the South of the map and then broke off 3 cav units to rush the point and hit finish as soon as it was contested. Allied only battles are not balanced at the moment and will be addressed in the future. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
That looks a bit worrying with Malvern Hill coming 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
https://www.dropbox.com/s/bxxwxiqtfwnwd63/ModdedEffifiencyCurve.png?dl=0 These curves only apply to ranged damage. In terms of melee, more men is always better. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
There are no changes to the officer wounding or kill chances in the current version of the mod. You take more damage on MG so there are more chances for it to occur is all. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Good work. If you can piece together an army from what you have left you should be able to make it through the rest. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
From a purely technical perspective setting this up in a mod would be difficult. From a gameplay perspective, giving the player access a large list of historical officers from the outset invalidates part of the campaign progression. Acquiring and leveling up those officers is part of the challenge. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Unfortunately no. The problem with replacing the curves in the mod is that it breaks the damage system and reworking it has been slow going. Currently you can mostly ignore the size curves for infantry. Skirmishers either want to max out at 375 or go all the way to 1k. With artillery I'd either max at 14 or go up to 40+. -
Overwhelmed by this game, need guidance...
pandakraut replied to Donkey Kong's topic in General Discussions
I'd probably recommend this video as a starting point: https://www.youtube.com/watch?v=aIaVOV8diIo&list=PLt-JAMmvyAGmL-xr7HgLu5QaLn5YbzTjb&index=1 Something Compass would be my top recommendation for union campaigns. He has full playthroughs of BG, MG, and Legendary up at this point. For the CSA I'd recommend Fiasco Games' MG series. Something to be aware of, a lot of new information has been discovered in the last year so some older videos may have some outdated or conflicting information. The History Guy's series is a fun watch, though if you're struggling with a battle you might want to check out how others are playing it as sometimes there are much better solutions available. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Yeah, that location is a deathtrap if you can get them there. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Yep, that's the way to do it when you're having trouble. I might be able to have a Bull Run video up by the end of the weekend. Going to see if I can win it while bringing in only 8 units. If that doesn't work then I'll drop getting extra cannon for Shiloh and just go with 10 units instead. -
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 would aim for most of your infantry brigades being at 1k. A few can be smaller if you're using up available weapons but as you noted most of them need to be larger so they can absorb some casualties. I would recommend Something Compass' approach for this battle. If all else fails, setup a line in the trees near the map edge, make sure a few cavalry units stay fresh on the left side and once the timer ticks down mount them up, loop around the left and move them onto the point. As soon as it's contested hit finish for a win. https://www.youtube.com/watch?v=-F5wsEcBM4w -
Here are the the paths for all files used in the mod. If the game hangs on the load screen the configuration files are not in the right location. ...\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data\Mod\Rebalance\<multiple configuration files live here> ...\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data\Managed\Assembly-CSharp.dll ...\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data\resources.assets
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mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
Sounds like you're getting close at least. If you can get your retreat in the center and left to go a bit smoother you should be alright. For myself at least losing any artillery would be crippling as I heavily rely on it to deal with the large brigades. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
That was the goal It's definitely possible, I know of several people other than myself and Jonny who have beaten it. I should have a video up within a few weeks showing how I approach it. If you have 42k vs 64k you should be in really good shape. -
mod UI and AI Customizations Mod V1.9.2
pandakraut replied to pandakraut's topic in General Discussions
Correct. There is basically no need for that to be possible though. Nearly every change in this mod is included in the Rebalance mod already. The only real exception is the size curve changes but those wouldn't work properly with the larger unit sizes available in the Rebalance mod. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
pandakraut replied to JonnyH13's topic in General Discussions
While you don't have to hold the VPs regardless of cost, both of these phases offer the opportunity to inflict a lot of losses on the initial CSA units. Pushing some skirmisher units well ahead of your line can bait out charges and and disrupt the CSA attack. If you can keep the CSA units from all hitting your line at the same time and with some of those units worn out you can inflict very heavy losses on them as they try to cross the river. Just be careful to fall back units as they get charged as the 4k units will annihilate your smaller units in melee unless you've prepped every other factor in your advantage. I think the worst scenario you can end up in is all your forces deployed at the landing while having inflicted relatively few casualties. Eventually the CSA units will all blob up and once they charge it will be extremely hard to hold them off if you haven't degraded them ahead of time. It'll take me a bit to get there, but I'm working on a series to show what I do to get through Shiloh: