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MarkShot

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  1. I do actually own this title. But I wanted say Shogun 2 was my first TW game ever. And the first overhaul mod I ever used for a TW game was your DMS. Besides improving the game, the front end configurator tool was very well thought out and user friendly. I bought this title partly based on interest in the ACW/reviews and 50% because your name was attached to it. Thank you not only UGCW, but also for your introducing me to the world of TW mods!
  2. Thanks for your answer. I know there are ways to manipulate the AI by holding back forces. I was just looking for an easy single edit; not to have to repeatedly attempt to game the AI.
  3. Working out how to distributes funds for purchased guns, veterans, and allocation of captured guns. I would love to just answer a few questions and have the game create a TOE based on my answers. I realize that some players love the micro management of staff work. I know real war is about logistics, but I play games more to be in the cockpit than the quartermasters office. I would be happy to hear your thoughts. Thanks.
  4. So, in setting your own scaling value. What value would give you even numbered fights? I assume "1" gives the typical much more numerous enemy to face. Thanks.
  5. I find the battles exciting (playing with rebalance). But I find the doing staff work a drag. Is there any trick to to get through this part of the game quickly? Thanks.
  6. Mod Devs, I haven't been around for a while. I just downloaded the latest. RebalanceModGoGV1.27.4.3.zip It is so very kind of you to share your expertise. THANK YOU SO MUCH!!!
  7. I think I want to add one more UI issue. The lack of a true 3D camera does not impact game play and I can see how that could save greatly on development budget. But I often write AARs for friends. I don't think this game is very AAR friendly, since I cannot frame the action in most dramatic way to go with the narrative. I have two realism issues: That cannon can blast away through or in close proximity to their own troops. This vastly simplifies their use. What it the point I having such beautifully rendered maps when LOF for cannons play no role? Officers are completely interchangeable and grouping of brigades are too. I mean during the actual battle. One would assume command and men who have trained together fight better than random grouping of officers and brigades. I think this would add more realism, and more challenge to fight your battles with consideration of the organic OOB. Here the organic OOB is only used as an aid in camp, and for sequencing arrivals to the battlefield, but nothing more. --- This is an excellent game. Perhaps, I am asking for something too hardcore, but there are truly gems in this game. The OOB rapid onscreen selection. The drawing of battle lines. The ability to draw non-linear path without resorting to waypoints. The automatic unit spacing to accomodate frontage. The use of real foot prints and not just flag locations. All of this stuff is cutting edge. But I cannot help to suggest what might even make it better.
  8. (1) Show all paths like when you press the SPACE key in TW. Given that some of the paths are implicit, because a unit is currently engaged, then implicit paths should have different shading than ones that are explicit (unimpeded). (2) Being able to jump to the camp UI during a battle in read only mode to simply see your TOE. So, you can have a better sense of what has come and will come. (I have kept screenshots for this purpose, but a built-in mechanism would be better.) I don't expect further changes to this game. It is fantastic already, but these would just make it even better. Thanks.
  9. Here are the conclusions which I have reached relative to scaling: * The maps are fixed. As unlike SOW and TW which only does its computation based on flags, UGCW uses unit footprints for cover and such. Thus small units generally are able to benefit from the terrain more than large. * 12LB Napoleons do way more damage in canister range than infantry. Correct management of cannons by the player far exceeds what the AI is capable of. * The combination of using very large battery brigade with very senior officers eliminates micromanagement while creating a killer like non-other. When in 99% cover, they hardly suffer any casualties, but 3-5 volleys against close enemy infantry (because one unit one target) concentrates fire and destroys one unit after the next. * You can get all the cannon you need from the enemy. Usually, by mid to late fight, the batteries are not too closely guarded and are easy targets for cav. If not, you should charge guns with a fresh unit as soon as you can get at them due to the damage they do. So, I have found that it is a game of cannons. Using small infantry brigades further skews the power of player wielded cannons. (Pretty much anyone with some heavy weapons background of WWII-modern error should do well with cannons: Overwatch, bounds, stepping up ...) Yes, cannon do move quite slow in the woods relative to infantry, but then infantry can only keep up its pace with charging which ultimately results in fatigue delays. Cannon on the move allow for a slower, but more steady page. NOTE: Above all based on the JPRB 1.27.1a mod.
  10. Also, how to jump to a unit from the list? Double click? Thanks.
  11. Yes, that is it. I thought maybe it signified an event. Thanks.
  12. Normally, I try to get the cannons above and behind my infantry to fix the enemy while the guns fire canister. But sometimes it looks like my guns are no hire than the infantry? Huh????? Thanks. PS: Playing latest version Steam with RB mod.
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