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adishee

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Posts posted by adishee

  1. On 3/7/2021 at 6:15 AM, mroduin44 said:

    @adishee

    3 Questions if you dont mind.

    1. Do you have a documentation file for the historical.csv file? I have been messing around with the values trying different layouts of the mod and been having to guess regarding what each of the values are which is reasonable for most of the items but some I am just curious of what they do.

    2. I noticed that the officer traits list is missing from the documentation files. Was it moved somewhere else? I know you can look hovering over each officer but the documentation list made it really easy to identify valuable officers and put them in place without having to hover over and look through the different abilities of dozens of officers based on the hover mechanic in the camp.

    3. Would you mind putting a link for the JP discord so people looking through this conversation can easily find it?

    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. 

    • Like 1
  2. On 2/5/2021 at 4:36 PM, Vine said:

    Manpower-wise, the "corps" in the submod seems to come out to something like 5k men upwards, perhaps dipping into low double digits for some of the biggest ones. That also seems to about match the link you provided (12k authorised, up to half as much in practice) ...

    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. 

    Quote

    Just a minor note on grammar btw - as far as I know, "Corps" is both the single and multiple form of the word.

    So you write "1 corps, 2 corps, 10 corps" even though you read "One core, two cores, ten cores"

    That's what you get when you borrows words from the French I guess

    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. 23 hours ago, Vine said:

    Couple hours in, really liking this submod so far, but I'm curious about a couple design decisions you made:
     

    1. So, if I understand correctly, when you are close to the unit, you can give it full range of orders, from a right click with a new rotation, to an arrow drag, and even charge and fall back orders. When you are farther away, you can't give them move-and-rotate orders, nor charge and fall back orders, and finally the furthest you can't even right click move, you have to draw an arrow. So as far as I get it, the intention is for there to be a reduced fidelity of orders the further away you are. But then why is it arrow-drag and not a right click move that is available at the furthest range? The way I see it simply going to a location is a less detailed order than instructions on what exactly route to take to get there, right?

     

    2. Also as far as I understand, vanilla brigades, division and corps were changed, and now your basic unit is a regiment, which combine into brigades... (and I guess that makes your corps into divisions, and you entire army is now a single corps?) And you limited a brigade to 3 regiments, but why that number? From my, admittedly, Wikipedia-level search, it would seem like brigades of 4 or 5 regiments were sufficiently common, for example if all the regiments were quite depleted. I myself right now trying to have a sort of "command brigade", which would contain all the division-level assets, such as cannons or cavalry (whereas my other brigades are just line), but fitting all of that into 3 regiments isn't really doable, either.

    Also I should add that the 'reliable' officer trait allows a unit to have mostly full functionality even at distance.

  4. Hey @Vine

    Quote

    1. So, if I understand correctly, when you are close to the unit, you can give it full range of orders, from a right click with a new rotation, to an arrow drag, and even charge and fall back orders. When you are farther away, you can't give them move-and-rotate orders, nor charge and fall back orders, and finally the furthest you can't even right click move, you have to draw an arrow. So as far as I get it, the intention is for there to be a reduced fidelity of orders the further away you are. But then why is it arrow-drag and not a right click move that is available at the furthest range? The way I see it simply going to a location is a less detailed order than instructions on what exactly route to take to get there, right?

    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.

     

    Quote

    2. Also as far as I understand, vanilla brigades, division and corps were changed, and now your basic unit is a regiment, which combine into brigades... (and I guess that makes your corps into divisions, and you entire army is now a single corps?) And you limited a brigade to 3 regiments, but why that number? From my, admittedly, Wikipedia-level search, it would seem like brigades of 4 or 5 regiments were sufficiently common, for example if all the regiments were quite depleted. I myself right now trying to have a sort of "command brigade", which would contain all the division-level assets, such as cannons or cavalry (whereas my other brigades are just line), but fitting all of that into 3 regiments isn't really doable, either.

    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. 8 hours ago, i64man said:

    @ Adishee, I uninstalled the game, reinstalled it and install only your mod, still, I can't move the sliders.

    20210124204201_1.jpg

    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. 15 hours ago, i64man said:

    I have another question, on the first two missions, I noticed that you can issue orders to your units unless your general is closed by. Is that on purpose or maybe a glitch? Also, it sems that the units that remains in your control after capturing the train station, if they have less than 1025 unit limit, you can't adjusttheir number.

    Hi @i64man, both of these things are intentional. Command and control is completely overhauled in the mod.

  8. 20 hours ago, KeithD said:

    Haven't played this game in ages, wow this mod has come on leaps and bounds since I last looked at it 👍

     

    Quick Q what does the flashing yellow unit shield mean?  Flashing red I guess is troops dying?

    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.

  9. On 1/7/2021 at 5:19 AM, MarkShot said:

    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.

    @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.

  10. On 1/6/2021 at 1:42 AM, Admiral Sudsy said:

    Hey, loving the new update, really fun having to place my commander at critical positions as the battle unfolds. Just two quick questions- 1) do you know where I would go to modify the reputation and recruit/equipment values? I want to try simulating the flow of the war by being able to lose battles historically without the campaign ending early due to reputation loss. 

    2) while I get your rationale for cavalry mostly fighting dismounted, I am missing the dismount feature, mostly because of how much frontage dedicated skirmish units take up, making them unwieldy, while cavalry, which never really fired from horseback, remains too vulnerable to use other than scouting or limited charges. How do I reenable it?

     

    Keep up the work mate!

    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

  11. 13 hours ago, MarkShot said:

    (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.

    @MarkShot TOE?

  12. 3 hours ago, Fabio said:

    Yes, the same with 1.3.2 (using a 1.3.1 save before the first battle ends). Only corps officer, not for the brigade/division one.

    I prefer if they get it, to don't stop the progression of the corps and brigade/division officers (and the need to rotate them as regiment officers to get exp).

    1721151597_Sinttulo.thumb.png.7c013f159dcbb901e5a9a3e46d84931c.png

    I like to promote good officers over the campaign (traits works good here, and some random exp boost for some officers could be a good idea), but also I like to have some commanding brigades/divisions from the start without loosing exp potential (or having a specialization specific reward/trait for brigade/division and corps officers, doing them better commanding at the level they did previous battles).

     

     

    @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.

     

  13. On 12/23/2020 at 3:13 PM, Fabio said:

    Hi,

    Very good mod.

     

    I have two questions about the reputation:

      is there a cap like the 5x engagements for officer traits?

      does it add points only for regiment/corp officers? I realize the brigade(/division) commander's doesn't go up after fighting a battle like with regiment/corp officers, then I need to train their reputation as regiment officers before putting them in command of a brigade(/division)

     

     

     

    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

     

     

  14. On 11/26/2020 at 10:03 AM, Rookie Captain said:

    Hi Adishee,

    Impressive work! I have played older versions of your mod without problems but when I try to install last version (Submod v1.3 release) the game freezes on starting screen.

    I made a clean installation of the game (steam version) the copy the files into the zip to "Ultimate General Civil War_Data" folder.

    Did I miss something?

    PD: Solved. It didn't freezed. It just took a lot more time to load than vainilla

    Let me know if you hit any new problems!

  15. On 8/16/2018 at 7:55 PM, BCH said:

    Cavalry on the move at 80 to 100% starting condition should never be caught by charging infantry (i.e. resulting in Melee) unless they were starting in close proximity, and I doubt many humans are going to catch a horse in the short term. There is a horse vs. man race in Wales.. over 22 miles it is extremely rare that any of the horses lose.

    I've already implemented a feature in my submod that units being charged get a speed boost, because of this exact complaint.

  16. 12 hours ago, Dauntless07 said:

    Quick follow-up on my July 4th post, I tried something drastic today. I disbanded my entire army, except my 2 star brigades, and... scaling went way down. I don't think the game is supposed to function this way, correct me if I'm wrong, since I can't actually bring my entire army to minor battles: not even close.

     

    iuka.png

    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. On 6/7/2020 at 11:23 AM, Keith68 said:

    Hi Adshee, I'm giving the mod another try this morning and it's come on a lot since I first tried it.  It's looking very good 👌.  However there is still something wrong with Potomac Fort on a CSA game.  I've started a new game 3 times and each time have over run the fort, captured or killed the union infantry and skirmishers, and have the artillery routing and surrounded between the sea and the fort, and just as I am about to kill or capture them either one or both magically disappear, and I can't win the battle.

    @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. 16 minutes ago, Earthane said:

    Hi Adishee,

    I hope all is going well for you. 

    Just to help you with a few issues some players might be having you might find some of my experiments and experience helpful. 


    CSV files on Mac

    Mac users can obtain a simple piece of software called "Easy CSV Editor". For a very small fee this allows them to change the CSV files in the mod with much greater ease as the Mac has a number of safety features over CSV files. 


    Smoke

    I have tried a number of options with smoke and have found that the best way to handle it is to keep smoke switched on but instead go to "Expand Smoke" in the historic mod and change it from its current number to 0. This will stop the entire board filling with smoke and if my old Mac Mini can handle it, I am sure many other machines will too. This allows for a small amount of drifting smoke for the firing plumes. It still looks rather nice and it does drift across the battlefield, but will not distract game play like the smoke demonstrated by Gimli. 


    Mod Experience

    So far I have tried it on BG and MG to Shiloh and really like the feel and pace of the mod. The AI appears much better than normal and appears to probe and interdict better. I actually lost both of my supply wagons at the 1st Bull Run in BG and this was a first, so it was fabulous to witness. 

    Timing has changed too and this gives battles a very different feel. By the time I reached Shiloh I found that my entire playing style had changed. 

    I also found that in the right situation my smoothbores were superior to my rifles because they appear to have much more punch against units in woods and buildings now, so this was very welcomed surprise as I use them for my assault regiments. Likewise I found opposing regiments, probably equipped with precisions muskets too, so much harder to combat with standard 65 or 60 melee rifles. Again this was a welcome surprise. 

    For the first time ever, I even faced problems with running out of troops. Granted I never opted for political in a career choice, but even on Legendary this has never been an issue for me before. So I really like the way the challenges tend to conceal themselves from the players and only slowly creep up over time. This makes the career decisions all the more important.   

    Really like some of the new perks, specially for skirmishers, but I am not too sure everything works quite right just yet, especially spotting modifiers. However you will know more about this as I can only go on observation and experience. For, instance as Confederate, the 1st Bull Run I placed my skirmish unit that had the 100% probe bonus to guard the ford. They could not spot three batteries firing at them at close range just across the river. It has often been a spotting weak point in the game, but I thought the bonus might be enough to give them some better view. The ragtag 30 survivors from a 150 skirmish company stood their ground well, but if they were alive I am sure they would welcome me sharing this with you. 

    I do think you have done the right thing by stopping units from recruiting new experienced troops even if some players might not understand that regiments were rarely reinforced. It is the way I will continue to play even if you change it to meet the requests of other players as it really evens the game up against the AI. 


    Issues for Consideration

    I never like criticising other people especially when they offer things for others for no personal reward. I prefer to encourage positive behaviour instead, but I offer two following things for your consideration. 

    Brigades could have eight infantry regiments even if the set standard was four plus attached support. I do not know how or if organisation changes within your mod as I have not been able to take it as high as ten, but it might be worth considering raising the number if this is not the case. 

    As you are not doubt aware the fallen in the field appear to be in vanilla scale. It is just cosmetic, but if it is possible to alter this it will offer your mod a more polished visual appearance.  


    As always thanks for all your hard work. Those of us that cannot mod, even if we can modify rulesets, are thankful for those that mod and share their work for others to enjoy. It really is quite an amazing mod and it is a joy to play even though it is still in beta. 

    Earthane 

    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. On 7/10/2020 at 3:16 PM, Gazza said:

    Hi, I don't think it's the victory condition bug.

    It's something to do with Ironman. It's not cosmetic, the finish button is disabled when the timer ends and you cannot exit the battle.

    I reinstalled UGCW, completed a vanilla test campaign battle that saved, exited and loaded correctly.

    I reinstalled the J&P mod, completed a test campaign battle that saved, exited and loaded correctly.

    I reinstalled the Historical submod (edited the Historical.txt file to set Ironman 'false'), completed a test campaign battle. Once the timer ended the finish button was disabled. The save file, saved just before the timer expired, reloads, but takes you back to the army camp before the battle has started. As the only way to exit the battle was via the menu there are no other save files available.

    It appears that even though the edited Historical.txt file Ironman is set to 'false', there is something else in the background that is not reset to align with 'false'.

    It's consistent throughout the game, I've experienced the issue on intermediate and major battles.

    As far as I can see, it appears that the Historical submod works with Ironman 'true' but not 'false'.

    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?

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