madmatg
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mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
I had the same problem -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
Hmm interesting -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
@BCH what difficulty level are you playing on? I have not been able to take the stone bridge on any of my tries and usually go up to the ford -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
@BCHI forget are Buell's reinforcements the ones that come during the hornets nest phase? If so I did, if there are other reinforcements that show up in the final phase at pitts landing then no. @pandakraut - Only had one corps fighting here, that's probably my problem, I was buffing up training thinking for the long term but I guess I need to be spending points on AM and econ so I can afford to field more men. The 1-2 cav units sound good also I just couldn't figure out how to fit them in my only corps. With 2 corps should be easier. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
(I know this is nothing different from what people have been saying but just figured I'd post it) This was my second try at shiloh, both times had similar sizes of both sizes of the battle. I really felt good with the slow retreat but eventually a lack of supplies crippled the arty to where they couldn't repel the charges and then I was done for. The units of reinforcements that come at hornets nest were great but definitely needed at least one more group of reinforcements or at an extra supply truck to come up to resupply the arty. Finally lost at 2 hours left. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
One thing that drives me crazy is the lack of a topo map as it's difficult to actually figure out high and low places, any chance that could be modded onto the map? -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
Just now hitting Shiloh and I concur, it is very difficult! d: -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
On Washington on the south map far east side: as my howitzers marched behind a unit of infantry they walked into a batch of trees to setup but then acted like they were in melee with the unit in the far southeast fortifications and were quickly killed. I never had any arty that far southeast in vanilla so I'm not sure whether this is a vanilla bug or not, I suspect it is. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
I'm up to Washington now on MG and one thing I've noticed is that it seems like I have avoided having skirmishers in my armies as the enemy armory has progressed. I've found I'd rather have larger scaled infantry because while I'm fielding my regular skirmishers to be my eyes and ears they seem to be scaling to match that with skirmishers that are equipped with spencers and JF sniper rifles lol. Having 4-5 units of enemy 3*skirmishers with excellent rifles is pretty dreadful so I've pretty much just given up on skirmishers all together except a few SS units. Has anyone else noticed this? -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
I wasn't thining so much about having to keep those units but having them be how you receive recruits since there isn't a veteran and green pool you could get around that by having some veterans pop up that you could disband and then scatter throughout your other units. I understand though that that may not be what you are wanting to do just meant it as a way of dealing with the reinforcements work now -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
Thinking about doing Veterans, would it be possible to make recruiting veterans super expensive and then change the battle rewards to reduce recruits/gold and instead grant you multiple units of different veterancy levels already equipped with weapons of their veterancy level? -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
alrighty, got it installed, on to gettysburg -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
CSA MG on the last version before the surrendering arty units were fixed to start working. Fought the battle of Chancellorsville and won, then went to the Battle of Salem Church. After setting up my units I hit start battle and then it immediately went to "Defeat" screen. It shouldn't kill the campaign but it was definitely a bit 😫 -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
I haven't had this bug in my CSA campaign -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
I've destroyed a number of arty brigades but haven't had any surrender yet, has anyone had this work? -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
CSA MG 1st Bull Run report - the union units are attempting to make it across the river definitely, they are still coming in groups of 2 or 3 at most instead of all attacking at once, on the last vanilla campaign that pushed me all the way across the river by doing this but they didn't do that here not sure why. - Definitely seeing the variability happening, sometimes to my benefit (attack the convoy I got an extra unit of Cav) others to my detriment. - Haven't had a chance to capture any arty yet, I think because I'm still automatically afraid of attacking them like I was in the last mod -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
Just tried out a battle at Potomoc Fort on MG, afterwards both of my inf regiments were at 80 or above on firearms, seems like it's still progressing the same speed as the prior update -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
very interesting, I'm doing a new vanilla campaign with the latest hotfix for vanilla, it's definitely more difficult just by itself now with that, will start this when finished -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
oh wow I thought the accuracy low/high was the possibility curve and if you had high firearms it would be towards the top of that curve while low firearms skill would be at the bottom, so it's just random? -
mod UI and AI Customizations Mod V1.9.2
madmatg replied to pandakraut's topic in General Discussions
It was MG, oh I thought it just leveled the general up to a 1-star after the first battle. I'm silly I didn't read through the whole thing just thought it would be the same as the other ...🤦♂️ -
mod UI and AI Customizations Mod V1.9.2
madmatg replied to pandakraut's topic in General Discussions
heya, I just deleted the mod folder then checked the integrity and replaced the mod files and then installed the 1.3 of this. After the first battle as confed my general leveled up to 2 stars instead of leveling up to 1 star -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
What about having a trait that would cancel or lessen the morale decline for being tired? I feel like as a unit becomes more and more seasoned it would fight on through the fatigue? -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
I've also noticed that, but didn't notice which weapon, I know it doesn't happen with all of them -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
Finished a MG CSA campaign with the newest update almost all the way through Final numbers were a million Union killed 200,000 MIA A little under 200,000 CSA killed 500 MIA My army this campaign was going for lethality rather than realism so a normal division was 2 rifle brigades, 1 mob brigade, 1 arty, and 1 skirmisher (a little over halfway through the campaign half of those in my 1st corps were SS with scoped whitfields) I think if using large brigade sizes it needs to be a commitment of the whole army. I played with normal size(1000-2000) rifle regiments and then oversized (6000-9000) regiments for mob infantry rushes usually with 1 of them at the largest size possible. This led the scaling to get confused and didn't make units near large enough to counter my large mob units just walking/charging through them and dispersing or causing to surrender multiple units at the same time. Even when the enemy had '63 or '65 rifles they couldn't cause enough damage to make any significant dent in morale or size. Especially when enough points were in Training to get me 2-star recruits if commanded by high level colonels it was easy enough to get 3 star mob brigades quickly as they were getting more than 6-1 KD in missions. I found cannons and SS were my best brigades until I found the oversized mobs and they became #1 but SS is devastating to the enemy, they caused rolling routs by themselves basically once they were up to 2 stars. -
mod J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4
madmatg replied to JonnyH13's topic in General Discussions
zv4ed7g9.sx9 hee9xoaj.fx4 v18se6d1.7pu One of these three