Jump to content
Game-Labs Forum

CajunNavy

Members2
  • Posts

    72
  • Joined

  • Last visited

Posts posted by CajunNavy

  1. Hi Guys,

    I have transferred from backer Build to Steam.  I am very new to Steam and frankly don't know anything about it.  But my game is only updated to 7.5 something.  I see comments on 8.7.  How do I update on steam?

    Thanks 

    • Like 1
    • Thanks 1
  2. 10 hours ago, pandakraut said:

    You'll want to transition from the xsolla version to the steam version then. You should have received an email from xsolla with a key, if not send Ink a message to get it sorted.

    Thank you sir!  You are always so helpful! Doing it now. 🙂

    Regards

  3. 3 minutes ago, pandakraut said:

    If you are running the steam beta branch then updates will be downloaded automatically.

     

    No I'm running the Backer Build I bought back in like, August.  In the past when an update was made the game launcher updated prior to getting into the main screen.

    Oh, thank you so much for the reply.  You're 4.0!

  4. On 4/15/2020 at 8:26 AM, adishee said:

    Ps - I wonder if you would like to send me your savegame of your CSA campaign? I'm just curious as to what stats you have and your army makeup at that point.

    Cheers

    Hi man,

    I should have looked closer to those skirmishers! LOL  My bad.  I'm sorry I don't have the savegame, I deleted my games when I quit playing.

    I'm sure I'll be back, but I need a break from UGCW.

    Stay well, everybody!!

    • Like 1
  5. @adishee

    I have finished the Union Campaign and it was a blast!  I am so glad I played BG as the mod makes the campaign a lot more difficult. Right now I am stuck at Shiloh.  I do not think I will be able to get past it.  Playing Confederate is not very much fun, at least for me.  I may just give it up.

    The main issue, one I think you should consider revisiting, is the skirmisher changes.  They are a great benefit to the Union but a major problem for the Confederates.  For example in the Potomac Fort, I start with @ 2500 troops in three regiments.  I face 4 skirmisher groups of 500 men each.  There is simply no way for my 70-85 man skirmish units to compete.  Put on top of that, there are 8 (I think LOL) regiments of regular troops of >500 men each.  I was able to win twice at BG, but the skirmisher units make it verrry difficult.  It is extremely tough just getting to the fort, much less holding it. Fast forward to Shiloh, and I am finding the vast multitude of skirmisher units just make it impossible to win.  Again, I am talking about my experience, it may be different for better players.  I have played it three times, capturing the landing two of the three times.  Moving to the second day, I am overcome, overrun and overwhelmed in just a few minutes. It is just too much for me LOL.

    I think you are without doubt on the right track.  But I personally think the campaign starts with an ahistorical amount of skirmishers with late war power.  This is of course a game, but the object of the mod is to make it a little more historical, one you are succeeding in brilliantly!  But at the beginning of the war a regiment's skirmishers were one or two of it's companies and this remained throughout the war. I don't think Berdan's regiments were formed until the end of '61. ( I could look it up but you get the point).  I don't think the Confederates started dedicated units until about the same time.   So it seems to me 500 superman units didn't start at the very beginning of the war. Just something to think about. 🙂

    Other thoughts: I love the regiment and brigade changes.  A regiment was nominally 1000 men anyway.  Totally awesome!  Makes it a totally different game.  But I think 4 regiments should make up a brigade, not three.  My thinking only, just something you might want to revisit.

    I love the pace.  Superb.  I have always played at regular speed anyway, but this is like watching a real battle in real time.  Of course I have never seen a real CW battle 😉, but it is very, very much like a reenactment and I have seen plenty of them.

    The perk changes are also brilliant.  I love them!

    All in all I do absolutely love the mod. There is likely a lot more, but I just finished Shiloh and my head is hurting and I can't sit down, my a** has been thoroughly kicked! 🤢 Thank you for your hard work.  Also thanks to @pandakraut for his mod and assistance with this one.

     

    • Like 1
  6. 8 hours ago, adishee said:

    The smoke -- so what I think you're saying is that the thicker smoke is disappearing? This is happening because you're playing bigger battles and all the extra stuff is interrupting my smoke effects.

    When I first made those effects, I didn't understand how to correct for this in the code. I've since learnt why that happens and how the original game makes that not happen, and I'm working on a fix for that. Also, the next major version will have dynamic smoke, so that it's not always wafting in one static direction.

    Well, it doesn't develop like it used to.  If I have to pause for any reason, the smoke will be awesome when I start back, but when it clears it disappears again.  Also, after the first volley it seems to be lighter than it was before, sometime I won't see it at all.

    I am only playing at BG level as you have made this is an entirely new game.  There are so many new considerations and limits.  Very fun to figure things out. LOL!

    • Like 1
  7. 3 hours ago, adishee said:

    Nice. 

    So, I have experienced that bug myself as well. I don't think it's caused by my submod, and actually when it happened I thought it was because I allowed the battery to escape (maybe it spawned with the speed perk?). I honestly have no idea about that one. If mission #1 gets too frustrating, you can always just cheat through it using godMode in the config.

    Wow, I didn't know about godmode, thanks.  I have completed Phillippi but the game will not end.  It went well into the next day before I quit.  I will move on using godmode but you might want to check it out.

  8. adishee, I am gonna have to just give up on your mod.  This time I made it to Antietam before my Corps disappeared.  Two of the three.

    Starting another campaign,  I replaced my character with one from the barracks.  My character was made a brigade commander.  The corps commander of III Corps was also from the barracks.  I have a clean install, the mod plays perfectly, and it is fantastic.  Up to the point my Corps disappear.

    I am disappointed that I can't finish a campaign with it.  Also, I played the first Confederate battle three times.  Each time I captured the fort and killed both batteries, but the game only gave me credit for one and I lost. Bummer.

    Thanks for your hard work!  You have made a beautiful mod.     

    It's J&PV1.26 for me. 😀

  9. 8 hours ago, adishee said:

    Hey @CajunNavy, sorry you're still having problems. I know how frustrating it is to run through a long battle and end up with a blank corps.

    If you have updated to the latest version from the beginning of a campaign, I don't see why it would be happening anymore. The bug comes up with corps commanders were being 'painted' with faulty data during battles, and the camp interface subsequently could not recognize them and loaded the blank corps. So if any of those commanders were painted with bad data, even after patching they would still have bad data.

    So you would either need to start a new campaign or use commanders who haven't been corps commanders yet. This is the extent to which I understood and fixed the bug. So I guess, let us know how the new campaign goes with 1.2.3 installed from the start.

     

    To answer the questions: no you don't need J&P first to play the submod, I've reproduced all those files in my submod even if many of them are exactly the same. And the 1.25.3T12 was the version of J&P I last migrated to; from there I've manually added features from new J&P updates, because my submod got way too complex to rebuild it every few months.

    Thanks adishee, I greatly appreciate the help.  I'm starting again.  I love the mod. 😁

  10. 4 hours ago, pandakraut said:

    This is correct. The extra folder I was referencing was from an older version. I don't know what's going on with the blank corps screens, will have to wait on Adishee's assistance.

    Thanks man, you are always so helpful.  I am hoping  I have it right this time.  I'm gonna try one more time... 😉

    By the way, the J&P mod makes this game so much better.  Thanks for your hard work.

    • Thanks 1
  11. On 3/19/2020 at 12:39 PM, pandakraut said:

    Do you have a historical submod folder under /Mod/Rebalance after unzipping? Full default path below.

    \historical submod

    Pandakraut, I do not have that path.  I can play the game  until I get the blank screen, but the path I have is: C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data\Mod\Rebalance.  I have been unzipping the file in: C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data.  Is that where I am making an error?

    I love the game but I can't get it to work.  Help please!

    Stay well.

  12. 8 hours ago, adishee said:

    Oh no, @CajunNavy, it got you too. This issue was fixed in the previous patch. Please upgrade to the latest version and replay the battle. If that doesn't work, you might have to demote that Corps commander to a brigade commander because once a commander is bugged, he will always be bugged.

    Hey guys, I need some help.  I now have two Corps screens blacked out.  I have replaced Corps commanders several time.  No joy.

    I noticed something about my version of the game.  Before I downloaded I the latest version I had J&PV 1.26.1.  After the update my version is J&PV 1.25.3T12.  Any idea what I'm doing wrong?  I have had two campaigns stopped.  Bummer.

  13. I

     

    LOVE

     

    IT!!!!!!!!!! 

    Thanks for making the perfect game the J&P mod made, an even more perfect game.  Superb.

    I love playing at real time and it is like being at a reenactment, so it has to be close to historical (or I would think LOL).  I just love everything.  Thank you.

    I do have a problem with a blank I Corps screen.  I played Malvern Hill blind.  I was never able to look at I Corps so I had to hope for the best.  I won, but the screen is still blank.  I am almost certain I downloaded the  v1.2.3 release.  I'm a sailor, not a computer guy. LOL  I can never be sure.  But I think so, I can see a change log for it  in UGCW Data, Mod, Rebalance,.  Is it in the wrong place?  Do I need to restart the campaign?  Am I doing something wrong?

    Thank you again.

  14. 10 minutes ago, FailKnight said:

    Thanks to the Equipment Mod, I had acces to this readout of the naval gun stats and I have a couple of questions about some of them:

    "ID": "4 pdr Woolwich Gun",
        "crew": 2.0,
        "groundBatterySize": 3.0,
        "horizontalTurnMax": 25.0,
        "navalBatterySize": 1.0,
        "reloadTime": 80.0,
        "threat": 235.0,
        "type": "Cannon",
        "verticalTurnMax": 10.0,
        "verticalTurnMin": -5.0,
        "weight": 2.0,
        "goldPrice": 60,
        "Ballistics":
      {
          "verticalSpread": 0.7,
          "radius": 0.04,
          "mass": 3.5,
          "horizontalSpread": 2.6,
          "gravity": 1.0,
          "distance": 950.0,
          "baseY": 0.0,
          "armorPiercing": {lots of stuff}
        }
     

    crew: Fairly obvious that this is the required crew to man the gun, but I wonder, is this an all or nothing number or more a gradient? e.g. a gun has crew 10, if I only have 9 crew available for it, does it cease functioning immediately or has it simply got reduced performance?

    groundBatterySize & navalBatterySize: the only ones I'm really clueless about. Since the naval one is always 1.0 and the ground one varies between 1.0 and 3.0, with smaller guns having the higher value I suspect it perhaps has to do with model size?

    threat: I am assuming this is for the AI to help in choosing its targets based on equipment, but I want to be sure.

    goldPrice: Quite obviously the price of the gun, but I wonder how it is adapted to each campaign, since I recall vastly different prices between British and US campaigns even with the same economic skills.

    mass: Looks to be the damage number that is reported on the details screen, but how does this mass interact with (over)penetration to determine actual damage to planking and/or hull?

    armorPiercing: This seem to be datapoints for certain % of the guns range, with tangents describing the incoming or outgoing function line, but these tangents currently seem to imply linear progression between all points, though I do see a tangentmode modifier, so I assume it is possible to go for exponential and other forms as well?

    Where do you find this information?  How do you access it?

  15. No. I never received a steam key because I bought the Admiral Edition EA from Xsolla.  I have had it for months.  My concern is that I don't seem to be able to update my game.  The launcher update doesn't seem to work anymore.  I read about updates and I just want to make sure I'm using the most up to date version.

    Thank you by the way for this most excellent game.  I absolutely love it.  It's a work of art. 😀

    • Like 1
  16. Thanks Ink.  I guess I will just have to wait.  I can't figure out how to register the game on Steam.  I bought Admiral Edition and have no idea how to do that.  I can't even find the "property" of the game as mentioned in the thread.

    I will have to wait till the launcher will update the game for me. 😉

    thank you again!

×
×
  • Create New...