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Gray_Lensman

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Everything posted by Gray_Lensman

  1. I quit the TW series when they went the Fantasy route. Only way they'll entice me back is a TW:Mongols game.
  2. Though I thoroughly enjoyed and admired the combat mechanics of this game, the shifting of units in multiple day battles ruined the immersion for me and over the last several weeks this game has become shelfware for me. I won't buy another game from Game-Labs before observing plenty of You-Tube videos to see if they get rid of this stupid/ridiculous programming decision/behavior of rearranging units between days in multiple day battles.
  3. okay. Happens occasionally... I just edit the post by deleting the text and then posting something like;
  4. Am I seeing a double OP thread, just renamed? Why?
  5. I debated not replying to this, but decided you might like to know where I'm coming from and why I posted this thread here first. The key to my earlier statement was encountering odd behavior NOT mentioned in patch notes. I am not a full fledged tester, preferring to just PLAY computer games, especially now since I'm retired, but with 20+ years modding games earlier in my life, and 40+ years troubleshooting control circuitry in my lifelong employment, the first thing you look at when a new problem is introduced, is what was the most known recent change that MOST likely would have had an effect on it. In this case, it was most likely the v1.10 patch since it SPECIFICALLY mentioned messing with the Shiloh timers. I considered it very unlikely that the U.I. and A.I. Customization Mod had anything to do with those, BUT in the interest of giving all the troubleshooting information I could, a lifelong habit that my fellow design engineers loved, I mentioned it anyhow AFTER I played the battle through a 3rd time a few days AFTER the original post. Turns out I was right and I'm pretty sure the programmer(s) looked at it for the same reason and came to the same conclusion and dug into it and found the issue, hence the v1.11 patch. Incidentally, had this Shiloh timer issue NOT been mentioned as being worked on in the v1.10 patch notes, I would have been more suspicious of the U.I and A.I. Customization MOD before I made the Original starting post and I would have mentioned it in that thread first. That, my friend, is how 40+ years intuitive experience of troubleshooting works, and 9 times out of 10, it leads to much quicker isolation of error(s) in programming code, or logic control circuitry and it allowed me to retire with a substantial nest egg and play great computer games 24/7/365 except for sleeping of course. LOL.
  6. Ah, it looks as if the developer(s) did find a timer error in the Shiloh battle after all, and fixed it in the v1.11 Hotfix, so I was correct in assuming it was in the earlier official game patch and not your mod. (Due to the nature of the bug it was just a coincidence that the game worked the 3rd time with your mod removed as posted above.). For sure, however, if i encounter other wrong behavior NOT mentioned in patch notes as being altered, the first thing I will look at is if it's a MOD issue. Still continuing to use your U.I. and A.I. Customization MOD and I thank you for testing and reposting it for compatibility with the new v1.11 hotfix patch.
  7. Antietam is one of those "maybe" battles. If you are in good condition, going in you can inflict massive casualties on the Union Army, but it will cost you also. It depends on your play skill and level you are playing at as to whether or not you want to fight it. I never bother to fight the opening small battle to the north of Dunker Church. It has no value for Victory and only weakens your Dunker Church defense forces. You can learn a lot by observing some YouTube videos. HistoryGuy has an excellent series, though it's in Legendary Mode, his techniques are what you want to observe. https://www.youtube.com/watch?v=MddclK7uyj8&list=PLgYUpdX_kl3cral1uxYj8n6B7VfK3joGL In fact, if I'm not mistaken, since he was playing in legendary mode, he tried, but ultimately abandoned Antietam. taking the loss hit, but he just couldn't manage ANY victory at that legendary level so the loss hit was less just abandoning the battle than fighting it out and taking the battlefield losses.
  8. Bull Run 2 is relatively easy to win, even on the middle level, but you have to have 2 reasonably sized corps. (each at least 15 Brigades of 2000 men or 20 Brigades of 1500 men substituting a few of the infantry brigades with artillery for the Stony Ridge (Jackson's) Corp, using them for cannister defense of the VP mostly, in fact I micro set them to hold fire until the enemy is in cannister range to conserve ammo. When the enemy falls back I again set them to Hold Fire, but load cannister, that way they are ready for the next attack/charge. One of the Corps (my main fighting corps for Stony Ridge defense,) the other for the reinforcement/counter-attack can be made up of relatively newer brigades since they'll be entering fresh against worn down Union brigades. In fact, if done right, you can roll up the Union left and just about annihilate the Union Army and easily take Henry Hill, but even without taking Henry Hill, inflicting 20% more casualties than the enemy should be attainable with 2 corps. I usually have my strongest corp holding Stony Ridge with most of it holding the northern and center area around the Victory Point. Assuming 15 or more brigades, (usually 20 for me), it usually only takes about 3 brigades to hold the southern part of Stony Ridge (south of the VP), using Skirmishers to fill in the gap, but you have to keep an eye on it in case the Union Strategy does a "change-up" and tries to go around it to the South. If so, you have to be pro-active and engage with skirmishers until you can re-position some center/northern brigades to accomodate the change-up, until reinforcements/counterattack. Unlike Antietam, (which might be considered for leaving the battlefield), this is one of those battles that you WANT to take advantage of to whittle down the Union Army size for future battles, even if you take some extra casualties. It's not ALL about just keeping your Army big, but also keeping the overall Union Army whittled down in size as well as Union Army training levels for future engagements. BTW, (and a little off-topic) I've been to the BULL RUN 2 railroad cut where Jackson's corps stood. It's now overgrown with trees but still shows the remnants of the railroad cut embankments. Had to use my Garmin manually to find it, but it was pretty cool to find this unmarked obscure area of the battlefield. I suggest anyone touring Civil War battlefield areas to be sure to take a battery operated Garmin or equivalent that lets you manually plot destination points that you plot out ahead of time. (I do this by comparing geographic things like bends in rivers to old Civil War battle maps to approximate the locations. Be prepared for modern landscape changes in some areas, but rivers generally are not altered.
  9. Sorry, OP is standard internet parlance for Original Poster of a thread. Don't fret if you misunderstood. I didn't know what it meant for a while either, but now you know. I was asking if you were playing on the easy, middle, hard or legendary level. I tend to run low on troops as Confeds after Stones River, playing on the middle difficulty level and playing for a victory every time myself. I might try some deliberate draws myself to preserve manpower, but some battles are so costly even to draw, might as well go for the victory. Haven't been able to bring myself to deliberately lose by preemptively abandoning the battlefield though.
  10. What level is the OP playing at?
  11. The reason I posted here was the fact that v1.10 patch made a change to the Shiloh timer so I didn't think it had anything to do with your mod. Only after playing it a third time with the mod removed did I find it rather coincidental and not definitive that it had anything at all to do with it. edit> I liked the mod enough to put it back in after I moved on from Shiloh. 🙂
  12. Tried it again last night and it worked that time. There was a difference however. The first two times cited above, I was using the U.I. and A.I. Customization Mod, (which claimed it was updated for game v1.10). As I understood, It supposedly wasn't supposed to make any modifications to the units or battles, so I hesitated to suspect it when I first posted. Now, I don't know. Since I won the battle, I moved on, so I can't test it again. Others will have to note if there is something at odds with the Confederate Shiloh battle using the U.I. and A.I. Customization Mod.
  13. The first time it might have been (contested), which is why I played it through a second time. The second time it was definitely secured before the time ran out. I dont't remember a "finish" button at that point, it just pops up the next day message which totally surprised me since I had just checked and verified the Victory condition(s). Edit> I won this battle on the first day, using v1.09, (Pittsburg Landing) just last week, but decided to start the campaign over with the "ammo perk" fixed in v1.10 so I know it worked taking Pitttsburg Landing the first day before v1.10. '
  14. Playing with v1.10, twice (as the Confeds), I have secured and held Pittsburg Landing at Shiloh on the 1st Day with the Victory Condition verified, yet it proceeded to the next day anyhow! Is this WAD or did the "timer" fix for Shiloh in the v1.10 Hotfix break something? The way it is now, I will have to deliberately play for a draw and forego attempting Pittsburg Landing at all.
  15. This sounds like another bug that needs to be squashed in the same patch that's supposed to fix the supply perks for leaders.
  16. I would hope they would fix this bug even though they supposedly finished development with patch v1.09. This is a bad oversight that should have been fixed in v1.09 edit> Does the career logistics choice work?
  17. I can accept that the manual was not updated constantly. Most game manuals tend to be dated, but from what I'm observing while playing, it does still seem to hold true about the Infantry brigades having the same arc and range no matter the weapon. Am I observing this correctly? And if so, when a skirmisher is spawned off, does it have the longer range associated with (of course) the same brigade infantry weapon, but not being used in volley mode?
  18. Though this might be a tad necromantic, I thought I might point out that the manual at the top of page 17 states: Infantry Infantry brigades are the backbone of your army. They are equipped with rifle muskets and bayonets and are suitable for attacking or defending and punish any kind of enemy. Their weapon plays big role to their effectiveness. Infantry weapons have all the same fire arc range in the battlefield, simulating the fact that infantry formed lines and fired synchronized volleys under the command of their officers. Infantry brigades have the unique ability to generate skirmishers on the battlefield that fight independently. edit> also at the top of page 30 states: Infantry weapons There are two main weapon types used by infantry, the older technology muskets and the rifles. The muskets have slow reload rate and are very inaccurate. Due to being heavier and usually longer, they are better for melee than shooting. Rifles on the other hand are much more accurate and reload faster. Although the various infantry weapons have different ranges in data, their fire arc is having the same size, simulating the fact that infantry fought on lines and executed organized volleys under the guidance of their officers. The most common and reliable infantry weapons according to their price are considered the “Springfield M1855” and “Pattern 1861 Enfield” rifles. I'm pointing this out for other newbies like myself that could be mislead by threads emphasizing pluses and minuses for firearm ranges for infantry brigades. It pays to read the manual. I am curious if anyone has seen if this affects the brigade spawned skirmishers. (not a deliberately designed skirmisher brigade). I would hope that the spawned skirmishers would have the range benefit and not be limited to the brigade (nominally equal) range?
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