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Kristoph420

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Posts posted by Kristoph420

  1. 1 hour ago, zyszczak said:

     

     

    • AI is dumb like in vanilla except from charging decisons. It would be great if you guys were able to fix it .This is simulation of AI's thought process: 
      • Use cover - Hell no. Cover is for weak and I dont need weak mean in my army anyways.
      • How about flanking general, we have more troops then the enemy. - Flanking is stupid and gay.
      • So what is the best tactic? - We are just gonna attack in short line and the rest of our 40k army will stand in big spaghetti formation just behind our fighting troops. (But not always sometimes it actually can get into a nice line with multiple attacks, mainly at start of the battle but after breaking AI lines it have big problems with reforming it).

     The part about the AI being dumb is just to funny. I agree with a lot of your pros and cons. I am so looking forward to the newer version.

     

     

    Seriously, the mod is awesome and a great thank you to J&P for taking their time to making this great game even greater. The mod will still have some issues but eventually everything will be perfect

     

    • Like 1
  2. 19 hours ago, pandakraut said:

    This has to do with weapon bases used. The 1861 is using the Harpers Ferry base which the union stops getting restocked after a point. The SF 1855 is using the Lorenz base which is available later. Long term those timeline values probably need to be modded, but it isn't something we have gotten around to yet.

    Thank you. I have been using the HF 1855, I can still buy it and the armory guy still sells them. I believe that is the rifle the one with the 125 fire rate and 80 melee. It is a good rifle, I was just curious about the SF 1861.

  3. 1 hour ago, pandakraut said:

    Bayou Forche does only allow 17. The issue is that the displayed value is the total amount of units. This amount is increased using an equation based on the deploySizeMultiplier in the config file. However when this formula is applied to smaller deploy zones(6 units or less) the formula doesn't result in an increase in unit slots. An exception will have to be added to this battle to fix it but I'm not sure when we would next release a patch to include this.

    I noticed that during that battle because the one unit that didn't show up was my ART unit with Whitworths cannons.

  4. 13 hours ago, pandakraut said:

    Odd, I thought I got the full 18 the last time around, will take a look. There are several issues with the deployment numbers though usually they lean towards giving you more units rather than less. I'm using some frankly terrible workarounds to increase all limits by a set amount rather than having to update the hundreds of deployment values individually.

    That would be a lot easier, I would assume. A terrible workaround is only terrible is it doesn't work.

  5. Hey guys, it is me again. I have issues. I uninstalled the game. Reinstalled the game. Verified the game files. Then I Download v1.23 , extracted it, copied and replaced all the files and folders that popped up and said copy and replace. I loaded a game up and it seems I have a hybrid of the vanilla game and your mod???? I included some screenshots. I know it is vanilla because a lot of my weak Colonels are now strong colonels and the career point bonuses that your mod provides are not present. Your mod is present because I have 7 divisions. I must have done something wrong. I wish I was better with technology. Anyway, can you give me instructions on how to delete the game and your mod and all the stuff associated with the game. I want to clean it all out and start over with a clean plate. Then I will reinstall UGCW and then reinstall your mod. 

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1512380108

    https://steamcommunity.com/sharedfiles/filedetails/?id=1512380398

  6. Ok guys. I tried to restart the battle and it did the same thing. I only played day 1 and it went through the set up for day 2 and it just jumped me into the camp (at the end of day 2 which it skipped) to start day 3. Try to load the files again and see if you get the same results. IF you don't get the same results that I did, I will continue to go back to previous saves even if it means going back to Stones River or earlier because, it would seem that this must be an issue on my end. Somewhere prior to Chancellorsville, something must have happened or got corrupted

    "9d whatever" is the save prior to battle.

    "auto" is the autosave when start battle.

    "ec whatever" is my going into battle (making sure all people have orders after the game deploys them.

    "cb whatever" is the end of day 1, starting day 2 but skipped and a save in camp and begining of day 3.

    eciahxyo.yeqcbruh4bq.rm7autosavesb9dzjcrki.jnr

  7. Both of you guys loaded up the saved files and didn't get the problem that I did. ????? Maybe the game gods are mad that I killed so many enemy troops. Perhaps there might be a glitch with my game, that assembly sharp dll file is mad at me, idk.  I am going to attempt to restart the battle and hopefully that fixes the issue.  Thanks for trying to resolve the issue. Hopefully the restart works. I will let you know.

  8. Panda, this is Kristoph42 from the discussion boards. I found the save game. It took me a while. This is in regards to the Chancellorsville skipping day 2 issue that I had. The "zz whatever" is the in battle save before the end of the first day. The "lu whatever" is the in camp save after day 1. Aslo, I decided to play through the battle anyway. When Salem Church came up, the game gave me a defeat and I didn't even get to move a unit or anything, the game just gave me a defeat.

    zzo8cy8l.s7i

    lu59avrj.9m7

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