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adishee

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Everything posted by adishee

  1. Hi @Chieftan, 1) The first issue, this is a known issue within the J&P mod (and I think vanilla). Sorry about that, I've tried to fix this but I guess it didn't work, just try replaying the battle and eventually it will trigger. That is not a great answer but it works. 2) In my submod, when you are zoomed out you enter 'macro' or 'brigade' mode, whatever you like. This allows you to select entire brigades with one click. If you zoom IN, it will re-enter normal mode in which individual units (regiments) can be selected. You can change the distance at which this mode changes in the Historical config file. But just zoom in, I think this is the problem you are having. In addition, make sure you're not double clicking the unit because this will also select the entire brigade in the submod. Let me know if you're still having issues.
  2. OH. I thought you meant the download link. https://discord.gg/wVn6Y7uZ
  3. It would be possible if game-labs decides it is possible. Not sure what you're asking here, for the modders no it is not possible.
  4. Thanks for the kind words. Currently (and by this I mean, in the latest rolling dev version) the only type unit that cannot get new recruits is Union infantry regiments, which was historically, generally, the case (to their detriment). Further, you can combine regiments in the camp screen. More work has been done on this in the latest dev version, but generally units must have the same equipment, perks, and be below the max unit size when combined and they can merge. I encourage you to check out the submod channel here to get more explanation and the latest version, which is quite far evolved beyond the latest released version.
  5. Very glad to hear it. Next version will have a much more cleaned up control scheme -- and maybe some useful documentation (finally) to introduce people to how the mod works.
  6. @Dauntless07 https://discord.gg/gTjpcR5d link to discord channel, I post latest dev versions there.
  7. It's simple, you can double click on any unit and that will select the entire brigade of that unit (or, every unit that is not currently out of order). Then you can hold the right mouse button down to issue a line-order for all of those units. In this way, you can zoom way back and give large commands to many units at a time -- but of course this will force a cooldown of your commanders' ability to issues orders depending on your AO stat.
  8. @Dauntless07 I see what you're saying, but I think that if you take a step back from your concerns and look at the wider picture you might see that you are answering your own question/concern. The way I have the system set up is that the general should be reluctant to drill down into regiment-level command, unless he is specifically in the immediate area of units. Rather, the player should concentrate on making calculated, considered bulk orders to whole brigades/multiple regiments at once. I've tried to cast command itself, or the player issuing orders, as a finite resource in the game. The general can only issue so many orders at once through his staff (in fact, the order cooldown rate is tied to the general's hp/total hp as well to achieve this effect). So I appreciate what you're saying; but on the other hand, just the fact that you are saying it makes me think the effect is working as intended! I want it to be hard and messy to command, not like in vanilla where it is clearly abstracted away. There is a lot of cleaning up of the order system in the current dev version, as well as a whole new simplified order macro view that I've developed, which allows a simplified view of the brigades specifically, and the ability to bulk select them.
  9. I've made a historically-focused submod of the J&P Rebalance Mod. Both mods change the experience significantly from vanilla, you could give those a try.
  10. @dixiePig check the version (f) I just posted, it gives a lot more tactical control to units in a pinch. I think you will appreciate that. I do; I do not think I'll research these ideas any time soon. After 1.3.5 is done and dusted I wanted to take a 6-12 month break from modding. I addressed this a couple posts above.
  11. This would be a very easy implementation to apply assuming I get the auto-AI function to start working. That is to say, if a unit is out of the control area it would revert to the build-in AI control; and depending on aggressive / defensive personality, that brigade would use the attacking or defending AI. And if it were not optional, it would probably add a significant layer of shit to worry about for the player... I like it. Plus, you can always put the units on hold and they will not move around, which is probably good because that auto-AI is not very useful as we all probably know. Thanks for the idea, I'll do some research on this down the road.
  12. hey @dixiePig One by one: - regimental officer profiles: I empathise with you that these are not obvious to happen upon, but I was constrained to find anywhere to squeeze them in at all, and it took quite a lot of work to implement them. I would also like to add that if you mouse over regiment stats, it gives explanations about their computations. You can also mouse over the officers in your barracks to get the brief synopsis of traits. (Before you point out, the fact that you cannot see profiles of officers not yet hired is a feature-not-a-bug; I don't want the player to know what he is getting, I want a sort of lottery.) - brigade command traits: Unfortunately the officer's personality traits don't really do anything fancy for officers at the brigade level. Only their reputation stats are implemented, and add/subtract morale from each of their units. I could definitely do more here but that remains for the distant future, if ever. The reputation is displayed in the usual place, and their reputations change based on their brigades' performances in each battle in terms of inflicted/sustained. So there are long term consequences for a poor showing, as with regiments themselves whose morale are permanently affected by battle performance. - traits in battle: The third hud mode displays all your regimental officers' traits, you need to cycle through to it with the tilde key. *edit* If the fancy strikes you, feel free to compile a list of traits and their effects that you think would be cool to apply to brigade level officers (division in vanilla). Such a thing would certainly help me in that implementation. Also if you feel like it, I've wanted to make historically notable officers' traits non-random -- eg Thomas Jackson: 'Sharp, Diffident, Energetic, Religious' -- but haven't found the time yet.
  13. Follow-up: although I did not design this and it just sort of happens somehow, I think this only occurs with 'narcissistic' unit officers. Is it possible for you to verify if this was the case? Other units should fall back correctly even after your general has left the area. Note that falling back is very costly.
  14. Thanks for taking the time to give thorough feedback. First I have to respond generally to the critique that controlling individual units is too unwieldy and that they are too dumb. I sort of accept this criticism that those units wouldn't just stand around taking fire, but then I'm not actually too sure the degree to which they historically did operate independently at the regiment level. I would have to do more reading to actually get a better sense of how command and control shook out during the war and at which phase. But second, insofar as we are just speaking of the game/mod, the difficulties in C&C are kind of the point. My aim with the mod has always been -- since a good player can trash the AI in vanilla or J&P unless they are facing 2:1 odds and all 2-3 stars -- to make the game much harder for the player to play. It may in fact be a bit of a learning curve to train yourself to send orders ahead of time to more than one unit, and time those orders with orders sent to different parts of your army. The game then becomes one more of choosing your regimental officers more carefully insofar as where they are placed on your line, and sort of hoping for the best when you (carefully) send out an order for two or three brigades to advance on a different part of your line. Because I don't know if you noticed but there are several unit officer traits which profoundly affect that unit's performance at a micro level: the traumatised, narcissistic traits will destroy the coherence of a line, cowardly, religious, hardheaded officers can also greatly upset coherence in the right circumstances. So while I take your point, to a certain extent I don't want that fine control. I have had the idea in the past to make all units which are 'isolated' as you termed it (nice) immediately fall under the game's built in AI control, and immediately return to player control when out of isolation. I have not got around to figuring out how to get that working yet, but this will perhaps be a main priority for the future of the mod. More specifically, you a very early in the campaign it sounds like, and there are several tools as the campaign goes on which allow the player much better C&C. The general perk trait 'wig wag' itself completely returns control to much of the army, and the level 2 perk 'delegated command' allows the player to field as many sub-commanders as they want. Not to mention just putting more points into AO greatly improves how units perform when in isolation: their speed returns, their vision returns, and the speed at which they receive orders greatly improves such that at AO 10 you have almost a vanilla level of control. Also, the 'Reliable' officer perk allows a high degree of fine control including charge, fallback, facing, holding fire. So if you know a specific group of units are going to be operating away from the lines, you should try to find some of those officers that will not be useless. Also, again because your campaign is early, it sounds like you haven't got the chance to field any Division HQ commanders which will extend your control out. I think there are still some bugs in this... but the idea is that you need to have at least 7k units, a brigade commanded by a general, and a cav unit in that brigade which has the Division HQ perk and only melee weapons and that unit will then become a divisional command who can control units. Regarding description of the officer traits, I have written a description for every combination of trait explaining what they do. You must mouse-over the unit's xp progress bar to access this field -- see attached screenshot. The Jeb Stewart problem is an easy fix, I can just hardcode him to have control -- will fix that because you are correct. Please keep those suggestions coming if you continue to play. I can also add a config option to turn off the message spam. So to conclude I certainly appreciate the feedback a lot. But forgive me for saying that it doesn't sound like you have explored all the mechanics I put into the mod which allow the player to overcome the C&C issues -- issues which I put in by design rather than as flaws. My probably cursory understanding of the early war was that it was a completely amateurish cluster-fudge in terms of control. So I find this articulation in the mod not unwarranted -- and again, if you continue with the campaign, you will certainly have the chance to ameliorate this deficit I think. Anyway, hope to hear more feedback.
  15. I certainly would have done it a different way if I had access to the source project files. But in terms of making fundamental graphical changes -- like adding whole new artwork and graphical fields which is what you're describing -- it really isn't possible for us modders. We have to work with what we have. If you press the tilde key, there is another hud mode that has less clutter.
  16. m & c = morale and condition: m, M, M!, M[!] and c, C, C!, C[!] (brackets means flashing) are progressions to quickly give the unit's status. {} are for infantry units only, and they refer to exposed flanks. { means left flank exposed, } for right. Infantry suffer iirc -10% morale debuff for each exposed flank. You can see it change in the stats area. *edit* a flank is exposed if there is no friendly unit within, iirc, 200 distance of that unit's side.
  17. Yeah you are right, god mode is somehow on by default. Idk how that slipped through!! Uploading a corrected version, thanks for your feedback and patience. Enjoy the rainy day.
  18. I think you'll have to give those saves up, they're no good. I actually noticed this too yesterday. I tried to put in the new J&P feature of detached skirms taking perk values but maybe it's not working well in my mod. Hmm, are they being fired upon or near routing units? There is a unique morale engine in the submod that causes a dispersion of bad morale to adjacent units. Inexperienced units will easily route if some nearby units are also routing & they are not well led, etc. Yeah they will. What do you mean?
  19. Alright, d version is up. Saves are no longer corrupted for me, let me know @dixiePig . Just trying to get 135 buttoned so that I can ride off into the sunset (yes I really am!).
  20. The frozen reinforcements bar is a feature, not a bug (ha!). You cannot change the troop strength of infantry regiments after forming them with the slider; you can only combine them and there are penalties for that. I will concentrate on writing a guide for the mod in the coming months, because I'm going to take a long break from working on it (after the 1.3.5 bugs are all fixed). *edit* -- There is an exception: you can change the strength via slider of infantry units between multiday battles only. Re the save bug: I've isolated where the problem is, it comes from some detached skirmisher changes I tried to make and forgot about. I think I've already fixed it but don't have time to test it right this minute. I'll put out a patch later today -- but if you want to save your battle just recall all your detached skirmishers back into the main unit and you will be able to save. God mode is = your units can see everything, and give 1000x damage and take no damage. I use it for testing.
  21. So that is not Ironman. Let me explain. There is a small bug where it says Ironman is on sometimes when you quit the battle, but it is not actually on. Then, your ruined savegames are a separate bug. Yesterday I put out hotfix 1.3.5.c and I'm hoping that should fix the savegame issue. So please upgrade to that version and see if your savegames are still getting fouled. Again, Ironman is not really on, and you can turn it on/off in the Historical config file in the Mod folder. Hope that fixes it, please let me know!
  22. FYI latest version includes 1 and 2 in the documentation folder.
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