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pandakraut

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Everything posted by pandakraut

  1. The only benefit between the two you can't get from grinding stats is +spotting, but infantry doesn't really care about that stat since skirmishers or cav are so much better at it. Unless your unit is very low on efficiency, it's probably better to take elite so that it is easier to add recruits to the unit and maintain 3*. In my opinion neither perk is very good and I'll let most of my infantry stay around 2*.
  2. The confirm button for merging isn't in yet, it will be coming with the next release of the test version. The feature set for the upcoming patch is pretty locked in a this point, so adding a horse pool will have to wait for the following version to see if it will happen. Right now we're focused on getting the union battles through Antietam updated. Some kind of quartermaster style functionality would have to wait for a custom perk implementation. Will keep that in mind for when we get to that point.
  3. Last news is that it is still in development. The majority of the team is in Ukraine though, so additional delays are probably the best expectation.
  4. This is an old guide to where to change those, the hex offsets won't be valid anymore though. https://www.dropbox.com/s/4zqo03letdgpkvk/AOGuide.png?dl=0 You can get to the right area by searching for the hex 33335340. You're looking for a section with multiple of that block in a row. A little below there is the AO stuff. Note that if you're trying to change the increments of non-infantry units, those are in the dll rather than the hex. But you could change the max sizes in the config file.
  5. Not possible to add unfortunately. Have to use the save/load functionality. I did figure out how to add a confirm button for drag and drop merging at least.
  6. pandakraut

    Freeze

    The last update was back around may of 2018.
  7. It depends on difficulty and the size of the enemy unit. Colonel: 30%, BG: 20%, MG/Legendary: 10%
  8. If you're running a mod that fixes it, then actually capturing them will yield a few more. Otherwise killing them all is as good as it gets.
  9. If you mean when the union fields them when you play as the CSA then it really depends on difficulty. But probably sometime around Fredericksburg on legendary you'll start seeing some. There is also a unit that usually has them at the battle of Manassas Depot. NY heavy artillery or something like that is the name. I always try and capture that one.
  10. Short range artillery are your howitzers and smoothbores. Long range are your rifled guns.
  11. I don't think there are numbers specific enough to be useful here. It's going to vary far to much based on how fast that damage is delivered, starting morale, condition, if any of it was through flanking fire, etc. You've hit on a lot of the points of why Shiloh is difficult already. Usually the player units are already at a 1-2* disadvantage compared to the AI units, and 1-2k smaller in size. It is very possible to be outnumbered 5-6:1 in the first two phases, so you can only do damage while engaging a few of those units. As soon as enough of them reach your line you have to start backing up.
  12. there is currently no way to reset a unit to autoname. I've thought about adding this before, but have never gotten around to it. I'm not sure what you are asking here. By morale change do you perhaps mean the displayed morale level on units? Heroic, steady, wavering, etc? If so, those correspond to specific morale bar percentages. So for example if your morale drops below x% the unit has a corresponding descriptive name for that morale level. I don't have the exact numbers for the thresholds on hand, but they are not consistent between thresholds. Exactly how much damage you need to push a unit to the next threshold depends on a side variety of factors that affect how much damage the unit receives and how large a morale impact that damage has.
  13. This is only true in the mod. In vanilla training only reduces veteran cost. While disbanding your units to spread out your xp can be very effective in vanilla, I'm not sure where the idea that it is required came from. I don't use it at all in my legendary playthrough, you can get more than enough XP without it Disbanding can still be done in the mod, though as mentioned by PaulD the battles led mechanic means you are incentivized to not do it all the time. Similarly to the base game you can do just fine without doing it at all. The mod also adds the ability to merge units by drag and dropping in camp. So you can somewhat even out XP that way as well. Whichever way you decide to go, I hope you have fun with the mod
  14. Scaling calculates when the battle starts. It will not change between days, so you can reduce it with this approach. Note that when you add men to a unit that has fought on an earlier day you are resetting its starting stats for the battle. This means that any casualties already taken will not get medicine applied or show up in the post battle stats. It also means that the commanding officer will lose out on the xp gains that would have come from any stat increases on prior days. New commanding officers can be assigned between days if you have spares.
  15. In this case, I would definitely recommend using the configs to adjust the difficulty down a bit. The base difficulty in the mod is not tuned around that style of play, so this is exactly the type of situation the configs are great for. With some adjustments I think it will work out just fine though. Determining when they can't win is very difficult to actually implement unfortunately. Especially combined with the AI not being to retreat off the map(seems like it should be easy to add, but I've gone in circles for months on it) and the way some of the battles are structured. For example, if the player inflicts very high casualties in the initial phase of a battle, should the AI give up even though once the phase ends they would outnumber the player? If you can write something that works in that case, will it work in every other case? This is part of why we added the surrender/shatter at 0 morale system. It's not quite the same, but it does tend to speed up the mop up process of battles quite a bit. There is also only so much control over the AI decision making that I've been able to figure out. Something as seemingly simple as 'wait for multiple units to regroup before advancing towards the objective again' is completely beyond what I can change at the moment for example. Early on, it tends to be better to invest in points that let you grow your army rather than preserve it. Politics, econ, or training usually while keeping AO as high as needed. It's hard to say where exactly the line is between MG and BG with the configs. On BG you tend to need to use something like 1.5 or higher to try and get up to the MG values. BG scaling up will still be easier than MG scaling down either way though. On BG the battle rewards and weapon recovery rates are higher, the AIs weapons worse, and the AI uses a more less aggressive AI. Officers and veterans also cost less on that difficulty. It sounds like you're doing decently, so I'd lean towards lowering MG a bit rather than scaling up BG.
  16. This is a very different take on the battle than I've seen before. I look forward to seeing it. Makes sense overall, there is a ton of value in distracting and delaying the AI in this battle. My normal approach is definitely heavy smoothbore batteries + my best infantry in the first phase to be able to stop charges dead and then start falling back before I get overwhelmed. Cav come in with the reinforcements to get into their rear.
  17. We've added some logic to encourage the AI to be more likely to charge multiple units when it does decide to charge. It doesn't always work, but it's a bit more consistent at least. This logic can also take some time to really get going, so it works better on higher difficulties where it's harder to quickly break the first charger. Part of the issue here is that we can make it more common, but we want to avoid the early days of beta where the AI just always charged every time, which tends to enforce specific playstyles. The config modifiers you proposed are probably a good starting point, though .75 for size might be a bit much. But give it a try and you can always tweak the values as you go. Here is another campaign you can check out for tips as well
  18. This is something you want to specifically plan ahead for and is one of the reasons I stay at smaller artillery sizes for a while. Disbanding will be a bit more convenient in the next patch since recruit and veteran pools will be separate.
  19. We've specifically not added that functionality. Enables way to many shenanigans with converting experienced units of one type into another type. Something similar can be done but it requires emptying your recruit pool so you can disband and rebuild units without any stat loss. This has been left in since there is a significant cost associated with being able to do it.
  20. Command is just a combination of the xp of your division officer and brigade commander. The mod also provides a small increase to stamina when completing a reload cycle. Efficiency increases just from kills. If your officer's xp is not high enough or your total command is less than your efficiency, efficiency will be reduced. New officers are added after grand battles, but the old pool is not cleared out. Unlike with the armory where the old stocks are lost after you finish a grand battle. Higher ranks can be generated somewhat infinitely, as long as you can keep adding a new corps/division respectively. Only applies to morale. The mod also added a feature where this morale regen is greatly increased for units the general is in melee contact with. So you can try to recover a routing unit faster, or trade general hp for keeping a fighting unit at higher morale for longer. The progress bars for each rank show the progress to the next rank. There is a hidden officer xp(0-100) which is what you are actually gaining. Colonel and BG require a much larger amount of hidden xp to be gained so they appear to level up slower. The higher an officers hidden xp, the slower they will gain more xp, so MG's gain xp the slowest. Brigade Officer xp gain is based on the stat change of the unit they command. Unit stats are progressively harder to gain the higher the stat, so this is why putting an officer on a rookie unit can give high xp gain. Where exactly the line is on when to switch them off varies, because higher xp units tend to be able to do more damage, but 3*s generally will have pretty slow progression. The battles led mechanic also increases xp gain, so it can be worth it to keep an officer on a unit more consistently even as the stats go up. Corps and division officer xp is a flat amount per battle type. This can make it an effective source of xp for higher ranking generals that are harder to justify risking on rookie units. Looking forward to seeing your videos, please link when you're ready and I'll be sure to share it around.
  21. I tend to use a lot artillery in every battle. 2 or so skirmishers per corps usually. I usually try to trap as many units as I can on the first day so that I don't end up chasing them everywhere. Though that isn't always possible. You can see how I played it here
  22. On day 2 you don't have to hold either of your starting flags until the very end of the day. So it's much more efficient to let the AI take one or both flags while you sit back in good cover and draw them into the open. For the Spencers you need to kill off the units that have them on the first day.
  23. The tooltips are a bit of a mess unfortunately. Back in early beta all you had were the three progress bars, no numbers, and no graph. The graphs mostly help in my opinion, though since they end up very similar in a lot of cases its hard to eyeball which weapon is better. The numbers ended up being more confusing than anything else. I'd still argue the numbers were useful, they just aren't presented with the right context. The .7 - 1.1 displayed on the efficiency bar shows the variance in base damage of the weapon. .7 * weapon damage is the low end, 1.1 * weapon damage is the high end. Other factors are in play, but generally each time a unit fires you get a random value between .7 and 1.1 multiplied by the base weapon damage multiplied by a % based on distance to target. The graphs show the average damage dealt at different ranges. Left side of the graph is at 0 range(melee), right side of the graph is at maximum range(edge of the firing arc or beyond). So if the graph shows a maximum range of 250, then the firing arc shows a line at 250 range. Halfway between your unit and the edge of the arc is 125, etc. From what I recall, the newer guns do end up doing enough damage that it counteracts the slower reload. This is especially the case if you setup your units so that you're mostly instantly routing units that come up to your line rather than relying on repeated exchanges of volleys.
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