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drhanson

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Landsmen

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  1. My hard drive is dying a slow, painful death and I need to back up everything before moving to a new computer. I am in the middle of an Ultimate General - Civil War campaign that I want to be sure to keep. If it makes a difference, it is a GOG installation and I'm using Windows 10. Two questions: 1. What files do I need to backup and transfer to be able to continue my campaign in progress on the new computer? I have already backed up everything in the following subdirectory: Program Files (x86) / GOG Galaxy / Games / Ultimate General Civil War / Ultimate General Civil War_Data. Do I need to download any other files to continue the campaign on the new computer? 2. How can I transfer the game program to the new computer without having to buy it again? Can I just transfer everything in the following subdirectory: Program Files (x86) / GOG Galaxy and then run the .exe file? If not, what steps do I need to go through to transfer the game program to a new computer? Thank you very much for any information you can provide.
  2. I think the mystery is solved. I sent an inquiry to the company's tech support and got a response in less than 12 hours (which is much better than my usual experience with game companies, btw). According to the company, the cause is almost certainly that I am using an older monitor with maximum resolution of 1280x 1084. For the benefit of anyone else who might encounter this issue, here's the response I received: I'm afraid that the problem in question is most likely caused to the resolution that you are using with the game 1024x768. The game support resolutions from 1366x768, and up. However, due to flexibility of the Unity engine it can boot on a lower resolution, but it does not mean that the game will support it, and that's why you are encountering this issue. Maybe you have access to a more modern monitor, that will work in a minimum of 1366x768 resolution, preferably 1920x1080?
  3. No matter where I set my screen resolution, it doesn't affect any of the game screens on my computer (camp, battle, main menu, corps assignment). So the game program overrides the screen resolution on my computer, but apparently it responds to changes in screen resolution on yours. That seems odd. Could it have something to do with the fact that I'm running a copy downloaded from GOG? I wouldn't think there'd be such a difference between Steam and GOG versions, but I'm at a loss for other explanations. It will be really frustrating if I can't solve this issue, because if Fredericksburg is representative of the other upcoming grand battles, I won't be able to know for sure which role is being assigned to which corps, and more importantly, I won't be able to use a 5th corps because I won't be able to see and click the assignment box.
  4. Sounded like a good theory, but I raised my screen resolution from 1024 x 768 to the maximum option of 1280 x 1024 and nothing changes -- it still looks just like the screenshot I posted. Does the game have a resolution setting that overrides the computer's display setting? I looked in the Settings section of the game and the only reference to resolution that I saw seems to be for video resolution, which I assume is something different, and in any event that drop-down menu doesn't seem to offer any options and is just blank. So I guess I'm still stuck.
  5. At the start of a grand battle when I need to give my corps their assignments (attack right, attack left, reinforcement, etc.), the assignment screen can be very difficult to decipher because that part of the screen is scrunched together so closely that I can't tell what the assignments are or which of the "+" boxes correspond to which assignment. (A screenshot of the assignment screen for Fredericksburg is attached.) Whenever I watch YouTube videos of battles, the assignment screen looks very different and it is easy to tell what each "+" box means. Is there some setting in the game that I am overlooking? Or is this a screen resolution thing?
  6. Thank you very much. Don't know why I didn't see the instructions myself; guess I was just too eager to click the link.
  7. Thank you very much for the very useful information. There are several things in the mod that interest me, especially being able to see canister, shell, and shot ranges for artillery and the various effectiveness ranges for other weapons. If I install this mod while in the middle of a campaign, will the changes take affect for that campaign without undoing my progress so far? And are there instructions somewhere for installing the mod?
  8. While browsing the forums I've come across a few comments about how artillery units actually become less effective as the number of guns in the unit increases above 12. According to those comments, a unit of 20 or so guns might actually perform worse than a 12-gun unit, while using up more ammunition. I'm in my first campaign and have created some 23-gun 10 pdr. ordnance units, and I'm far enough into the campaign that those units have advanced to 1-star level. So I have a 2-part question: 1. The comments I saw about the declining effectiveness of large artillery units were from last year or earlier. Does that bug still exist? 2. If so, what should I do with my 1-star 23-gun ordnance units? Should I just keep using them as is, taking advantage of their increased experience and quality? Or would I be farther ahead if I disbanded them and created 12-gun rookie units?
  9. Most of the officer perks are pretty self-explanatory but I'd like to get a more precise definition of the corps commanders' "Training" perk. The game tells me that all of that general's units will get 10% more XP (presumably experience points) but doesn't say how or when that bonus is applied. Does it mean (A) that all the general's units get an immediate but non-permanent boost in experience, performing as if they were 10% more experienced as soon as they are under his command but losing that bonus if they are moved to a different corps? Or does it mean (B) that they accumulate experience points at a rate that is 10% faster while under his command? In the first case, the bonus would be immediate, unchanging, and last only while he is in charge. In the second case, the bonus wouldn't have an immediate impact but in the long run could result in a larger and permanent bonus, as the rate of growth in experience would compound over time.
  10. Thanks for the reply. I should have mentioned that I've already received all the guns I can get by spending my reputation points in the upper right tab.
  11. I have two related questions that require a little explanation: I’m new to the game, in my first campaign (“colonel” level, Union). I thought I was in good shape going into the main battle of Antietam but 2 surprises ruined my plan. First surprise: the game forces me to approach the battle in the same disjointed manner as McClellan did. I thought I could distribute resources roughly evenly between my anticipated 3 full corps and a ½ strength 4th corps, and then shift units to other portions of the field as needed once the battle starts. But now I realize I have to decide in advance how to distribute resources between the three main areas of the field. The much more important surprise was that I ran out of available infantry weapons to build the size of army I intended to field. I can raise my organization level to 8, giving me 4 corps of up to 20 bgdes each. I already have more than enough units for 2 full 20-unit corps, including 26 infantry brigades (9 two-star level and 16 one-star). My plan was to rebuild my current infantry units to their 2,500-man levels after Crampton’s Gap and South Mountain, move up to organizational level 8 to give me the 4th corps, and create enough 2,000 to 2,500-man units of rookie melee fodder to give me 3 full attack corps and a small 4th reinforcement corps of maybe 8-12 brigades of various types. But while I made sure I had enough funds and available manpower for that plan, I didn’t realize that I would run out of weapons for all those new infantry units. After bringing my existing experienced units up to full strength, I’ll only have access to enough weapons to create a fraction of the remaining infantry units I intended. Even if I don't replace the experienced brigades' casualties, I still can't create as many infantry units as I had planned. Either way, I'll end up with quite a few 1,000- to 1,200-man rookie units armed with farmer rifles. Weapons for new artillery, skirmisher, and cavalry units aren’t a problem, just infantry weapons. So now I’m looking for advice on the following questions: 1. My most important question is: How should I deal with the weapon shortage and still have a big enough army for Antietam? Don’t replace all the South Mountain/Crampton’s Gap casualties in my existing experienced infantry brigades so that I can create more and/or larger new brigades? Or take my 26 experienced brigades back up to 2,500 men and skimp on my rookie units? Create more but smaller rookie brigades (1,000 to 1,500 men) so that I can have more units to work with? Create fewer rookie brigades but build them at 2,000 to 2,500 men so that each unit is stronger? (I realize this will reduce the efficiency of some because I’ll have to have majors and lt. colonels leading some of them.) Reduce the number of brigades per division or the number of divisions in each corps? Put more emphasis on building artillery, cavalry, and skirmisher units? Forget about adding the 4th corps? Something else I haven’t though of? 2. Any tips on the best way to allocate resources between the 3 main fields of battle (and the reinforcing corps, if I have one)? Should my best infantry units be distributed evenly between the three attacking corps and the reinforcing corps, or should I depoy more of them in one phase than in the others? Should the 4th reinforcing corps (if any) contain some of my best units to come to the rescue in a crisis area, or mainly rookie melee fodder? I’ll have a couple of long-range counter-battery artillery units – in which phase would they be most useful? Or should I just put the majority of my artillery into the first phase so that I have access to them during all three phases? I don’t have a lot of cavalry (2 shock cavalry and 3 carbine cavalry); where and when would they be most useful? Same with my three brigades of skirmisher sharpshooters armed with long-range rifles. I figured they’d be best used to pick off people at the bridge or in the sunken lane – does that make sense? Many thanks in advance for any suggestions anyone may have.
  12. Many thanks to Lava and pandakraut for quick and very helpful replies. I have a few followup questions: 1. Lava said “If you want to max out Yankee unit participation the best you can do is put 3 divisions in 1st Corps, 3 divisions in 2nd Corps and 2 divisions in 3rd Corps.” Does that mean that putting more than 3 divisions in each corps will actually reduce Yankee unit participation, or just that I’m only going to be able to use that many divisions in each corps no matter how many divisions are in each corps? (I have seen a YouTube video in which someone says he was able to increase the number of his units he could use in a battle by changing how they were distributed among divisions and corps, but it was maddeningly devoid of details and I’ve found no other references to this subject.) 2. Related to question # 1: Going into day 1 of 2nd BR, I have 2 corps of 4 divisions (20 brigades) each and a 3rd corps with 3 divisions. The two large corps have 2,200 to 2,500-man infantry brigades, most of which are 1- or 2-star level, plus 1 artillery per division and 2 cavalry and 1 skirmisher per corps. The 3rd corps consists of rookie units and its infantry brigades are only 1,000-man units so far. What would be the optimum distribution of units among the three corps for this battle, since I now have too many units to allow me to limit my vanguard corps to only 12 units? Should I just make sure that my best units make up the first 3 divisions in each corps? 3. I have seen a few videos and several forum comments that claim it is possible for the Union to win 2nd BR on the first day with an all-out infantry assault on a CSA flank, rolling up the CSA line and capturing the objective. If an older version of the game used to allow 20 Union units on day 1 but now it only allows 12 units, is it still a viable option to try to win on day 1 with an all-out effort to turn a flank? Or was that something that only made sense to attempt in an earlier version? Thanks in advance to any useful information anyone can provide.
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