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adishee

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Everything posted by adishee

  1. Hey @mroduin44 1) I don't, I'll put that on the to do list for next version. 2) Same as #1. It's easy enough to copy/paste from the code where the descriptions are stored. 3) https://discord.gg/zqWzGkjB <-- note that this is not MY channel per se, anyone can make a submod and post it here.
  2. I would agree with you, except for the fact that in the submod you can get up to eight or nine (I don't remember) brigades in a corp (corps!), and easily above 12k troops. I mean, the size is literally as flexible as you want to make it: you could have 20 guys in it if you want, the game can't stop you from fielding it. And since you can name it whatever you want, it can be a division if you want a division. I think you are right but I like to take off the s. I just think it should have no s in english. It's not like anyone else knows their grammar innit.
  3. Also I should add that the 'reliable' officer trait allows a unit to have mostly full functionality even at distance.
  4. Hey @Vine So yes, the idea is to give a reduced fidelity of orders (well put). The original reason that right click is was disabled at range is, in all honesty, purely technical: it was buggy and caused orders to get mixed up so I disabled it for the delayed orders. BUT, then I realized that the move-and-face order was a valuable thing that I had incidentally nerfed, so it worked out in the mechanics as well, and I added the text popups to seal the deal. But you have a point -- and it's just because of technical problems that I couldn't (afford the time to) figure out. Well, why that number: this was a bit of a process to arrive at the current configuration. For one thing, a brand new brigade in the union army came out to about 3-4k troops. It says 4k here here, so... whatever, it's not exact. And we have to take into account the CSA's recruiting as well. As for regiments, the number of regiments stuffed into a given brigade fluctuated WILDLY through different parts of the war, as did the number of men in those regiments. Regulation was about 1000 (I read 1025 specifically for the union and thus the number), but in practice regiments could be whittled down to a couple hundred -- or just annihilated into nothing. In the submod, it is more than likely that you will combine some regiments at some point, which sort of emulates this process of whittled down regiments and stuffing brigades (although I have included an incentive against it, in the form of stat penalty and, also, loss of officer history with that unit). It's pretty much just a cosmetic effect, though. I could probably build some more substantial functionality into that but I don't have any ideas in this regard. So obviously none of this is super accurate, merely vaguely reminiscent of the brigade organization. But I don't have a lot of options -- at least I don't think I do. It is perhaps possible that I could make the brigade cap higher and dynamically check for max unit sizes in order to have brigades packed with many small regiments. That might be cool actually, although the AI wouldn't be able to do the same, and anyway it would start to threaten the max number of units allowed in the game (which we all think is 256 but frankly I'm not sure). But overall, this system seems accurate enough, and I tend to end up with *experienced* brigades of around 1500 men which seems generally correct. Eventually they small enough and I turn them into skilled skirmishers. Actually I would say that the missing unit size is the Division -- although, one can make a "Corp" that is more like a division with just a few thousand men. But for the larger armies, I am basically just assuming divisions implicitly within the structure. I tend to still think of a corp as a corp but ultimately it doesn't seem to matter that much. I could maybe do something with hotkeys to isolate divisions but it doesn't seem like it would be that useful in practice, anyway, at least to me. Glad you like it, keep the feedback coming.
  5. Someone modded in new sounds. They added a new resource file, and then linked the new assets to calls in the original asset file that were replaced (no code changes at all were required). I added these to my own mod. So definitely let us know if you figure out how to do it, I would like to make use of the technique also.
  6. Hi @i64man . As Panda said below, this is an intentional feature. In the current version, this limit is for both sides. It's an added layer of difficulty that is somewhat historically relevant. Re v1.3.3 -- it is very close to done, I just need to write the documentation for it. I don't know how long that will take, hopefully I can release this week.
  7. Whichever version you are using, in this case v1.3.2. It looks like you managed to get the mod working.
  8. Hi @i64man, both of these things are intentional. Command and control is completely overhauled in the mod.
  9. This is two versions old, 1.3.3 is pretty much ready. I just have to finish the documentation. Flashing yellow (or blue) just indicates that a brigade report is being generated in 1.3.1. In the latest version it does it every time you click on a unit for that unit's whole brigade.
  10. @MarkShot Both of the issues you mentioned are addressed in my submod of the J&P mod. There is a release thread in this forum.
  11. If I'm not mistaken, this figure refers to the number of times that officer has led that particular unit. It seems like you're thinking that the figure refers to how many times an officer has led *any* unit.
  12. Hey @Admiral Sudsy, thanks for the post. On the first point, this is something I also have interest in changing in future versions. If you're asking if you can change this in my config file, you can't, I haven't found that in the code. If you have any thoughts about how you would prefer the system work, please explain them and I can get around to finding where it lives in the code. On the second point, I understand your frustration. I was having a lot of trouble with dismounted cav, getting them to work well amid all the changes, so I just axed them. But it is a nice feature and I could see re-implementing it after I figure out how I want them to be handled. At the moment it's hardcoded in, though. If you join the JP discord, I have a much newer version posted in alpha. I didn't even bother posting 1.3.2 here because I feel too busy with things to bother making a post about it, but the alpha branch is by now into 1.3.3 testing. cheers
  13. @Fabio I have started building an xp system that works with brigade and corps officers, as well as cleaning up the xp system in general. It rates bgd (so far only bgd) commanders in terms of how well brigades under their command performed throughout the campaign. It is partially implemented already. So that will be coming in 1.3.3. (If you feel like testing the alpha releases, hop on to the J&P discord -- I live in the 'submods' room.) Also, there is in fact some slight randomization in how much the traits affect regimental units, although it is definitely not displayed clearly enough. So, overhauling the xp system is pretty much what 1.3.3 will be. Thanks for the feedback as always.
  14. Hi @Fabio, thanks for the message. The officer traits don't work with the 5x cap, no. Actually I didn't originally intend for corps (or brigade/division) comm to get xp. Is your corps commander gaining xp your starting character? I didn't post this yet on the forum, but here is v1.3.2 which I just finished a couple days ago : https://www.dropbox.com/s/plbm11yvp85miw4/1.3.2 release.zip?dl=0
  15. I've already implemented a feature in my submod that units being charged get a speed boost, because of this exact complaint.
  16. Hi @Dauntless07 That's certainly interesting, I'm not sure why that happened. But first of all, you know that I designed a whole new scaling system based on your July complaint, right? :p Have you tried it? It generally works better. Assuming you're using that one ... I'm still not sure why that happened. You should at least get as many enemy troops as the base mod gives, I assume it's more than that. Come into the discord if you want the running dev versions, I've recently done more edits to scaling and splitting and some other things that really change the numbers of the game. The in-work 1.28 version is I would say radically different from the 1.27 release.
  17. Hi @Admiral Sudsy. Thanks for the feedback. -- The regimental size limit of 1025 infantry is pretty deeply integrated into the mod at this point, so I don't think I'll be changing it. Also, it is not changeable in the config -- at least not cleanly, as some of that is hardcoded into the asset file's binary rather than the game code. You can try changing it but I don't even know what it'd do at this point. I don't think it would do anything actually. This is a touchy issue but I had to just go with a number that made sense at some point. -- I'm not sure what you mean that you cannot get your whole army onto the field. Smaller battles have limits of course -- which I have not changed although I'm open to it in future -- but for the larger levels you shouldn't have any problems getting your whole army into the battle? -- 100-800 yards? That's a pretty large range. The frontage of regiments is something I messed with for a while. For my part, I prefer to have the lines as long as possible; I think it's a bit more authentic, actually, to have a two-rank firing line, and a full regiment is already in violation of that aesthetic. Smaller formations can actually depict that visual profile better, so idk why I would change that -- this being the historical submod and all. I wish I could break regiments down to the battalion level, but the game is way not set up for that. Glad you're liking it.
  18. @Keith68 I'm honestly at a loss. I specifically fixed this bug (thanks to Panda) in the most recent version. Or I thought so. Before I start trying to figure out why it's still happening: are you positive you're updated to 127 version? Also, did you try to edit Historical.csv? We just had an issue where another player tried to edit the file but was using an editor that, perhaps, produced some weird errors in the game. Did you edit this file?
  19. Hi @Earthane, thanks a lot for your feedback. I'll answer step by step. - Smoke: I'm finding success with the 'genericTester' setting of 5000, which influences how long the smoke stays around (it's a stupidly complicated system, just don't ask). You might try and see if that works for lots of smoke but much more stable. I would argue you want the smoke in the future, because I've recently figured out how to have dynamic smoke (changes direction every battle and during the battle). - Better AI: Other people have said this too, but I have done absolutely nothing to change the core behavior of the AI except for cannon targeting. I guess the existing AI just maps onto my changes in a way that some people -- including me -- like better. I'll leave more informed parties (Panda/Jonny) to speculate as to why. - Spotting: This is one of the core mechanics, which is that units suffer huge spotting (and speed) penalties unless a general is nearby. If you try trotting a general over to those troops, they will see very far. Alternatively, you can invest in the AO career perk to diminish the spotting and speed penalties and allow more independent operation of individual units. (AO also diminishes the damaging effects to efficiency that infantry units suffer when they get bunched in with regiments from a different brigade.) Alternatively again, you can invest in Recon and move your general to high ground: the general benefits from extra Recon points, and there is a mechanic that he can see further from higher ground (in emulation of the 'Eye' recon points littered on the map, which of course we cannot add ourselves). The later option is, I find, better for an artillery-centered playstyle. - Brigade sizes: My limit of three regiments in a brigade is inevitably a compromise, even though it's the 'historical mod'. Yes, indeed many more regiments than three were stuffed into brigades. But the regiment limit I have reflects more a healthy size of a full brigade at fighting (if not regulation) strength, than the quantity of actual -- and diminished -- regiments contained in a typical CW brigade. I would love to have brigades with eight or ten tiny regiments packed into them, with an option to fuse them all into one unit or break them down into smaller ones. But obviously that's not possible. Personally, I have taken to combining reduced regiments and naming them accordingly (12.NY/13.PA/20.MA). Another reason for the limit of three is to encourage the player to make aggressive use of brigades as tactical groups, not too differently than in the base game. My intent, and how I play it is to select an entire brigade from the menu (hence the naming for easier recognition) rather than clusters of regiments. This would be harder if the brigades were bigger; they would become more like the divisions of the base game. A final reason is that, this way more officers are required to make your army function, which adds another notch of difficulty in management. - Fallen sprites: Somehow I didn't notice that. To my eye they looked correct-ish. Will have another look and make them smaller if I agree with you. Thanks again for your input; please don't ever hesitate to give (constructive) criticism, I have thick skin. Very glad you're enjoying the mod.
  20. Hi @Gazza. Sorry for late reply, I really don't know what it is. I've encountered times where it will not finish, but I don't think anything so systemic. And nobody else is reporting such things with the current version. Can you send me the savegame?
  21. You might try the old Close Combat games. IMO they are similar to what is great about the UG games, with even better emulations of the morale, and even emotions of troops.
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