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adishee

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Everything posted by adishee

  1. Hi @Gazza. So we are talking about two different bugs here combining to give you these results. The first is a victory condition bug. I haven't been seeing them in my build lately, so I thought they were gone. You would have to tell me what map you're speaking of, although I don't really know how to fix them anyway. The second is a bug in Ironman where, sometimes, it still thinks it's in Ironman even though it is set to false. But this is just cosmetic basically, it just displays an Ironman popup but you can still save and load. Eventually will squash that one I assume. On which map(s) are you having the victory condition bug?
  2. Hi @PepsaCola. Go into the game's data folder, then find Mod/Rebalance/Historical.csv. The second-last entry is Ironman, change that value to false and save (with Notepad++ if you're on Windows). Let me know if you have any trouble.
  3. Hi @Dauntless07, sounds like you had an interesting time of it at least. Are you actually playing on Ironman? (Hero status.) So the numbers. First of all, generally just don't trust the recon numbers in the submod. This is because, I have not touched the logic that produces those numbers at all, but I have completely changed the scaling logic; ergo, they must be wrong. This is something I will eventually get to (file under 'polish'), but for now don't count on their accuracy. Sorry about that. Second...to be completely honest, I'm not sure why those numbers were so jumped up. As I said, I redid scaling, and I designed scaling so that, when playing as Feds, the CSA would generally not outnumber the player (by too much). My first reaction to your post was that, you brought a Corp that was much larger than the allowed battle size; the enemy AI will scale against whatever Corp(s) you bring to the fight, even if you bring too many to use in that particular battle. I'll have to re-inspect the scaling algo and look at revisions. Because while the AI infantry outnumbering you so much could be explained, the fact that you also faced 800 cav and 60(!) cannon makes me think that maybe it's not functioning correctly (it is supposed to match what you bring to the fight, and not bring much of what you don't). Thanks for your feedback. Hope you're still having fun despite the roughness. By now, I've got in pretty much all the mechanics I wanted to build in -- and it's going to be polish for the next year or however long I keep doing this.
  4. Hi @gimli. Ok so, this is part of the ongoing literally never ending effort to produce impressive smoke effects that work on all systems. I'll spare you the mumbo-jumbo: as a temp fix, go into my config file (Mod/Rebalance/Historical.csv), go down to the line 'genericTester' which should be 7300 right now, and change that to 5000. If it still is weird, change it to 2500 etc. Don't forget to use Notepad++ if you're on Windows. Let me know if this works.
  5. @Dauntless07 I would still encourage you to try Ironman even if you don't think you have time -- but do it on a less difficult setting. I just started a MG (medium diff) Federal campaign, and I definitely don't have a lot of time to play it. But I'm finding that it's a lot of fun. Even if you sometimes think that it's too easy, it's not: you make mistakes, you lose your general, you can't see anything, you lose important units by mistake, you find yourself out of position -- it's a mess. You can't assume anything playing that way, and I personally find it a whole new level of play. And playing on an easier difficulty means you can afford to throw some battles -- which is more authentic, if that's what you're into. (I tried on BG but it's just brutal when you can't reload after making any mistake.)
  6. Hi @PrimusPilus123. Sorry for not replying earlier. That is a bug. I think I've seen it before, but that shouldn't be happening. Just restart the battle and try again. I'll try to look at it and see if I can make it easier for the 127 release, like I did for the CSA tutorial battle.
  7. Hi @Dauntless07, thank you for your kind words and feedback. I am not at all turned off by the criticism, indeed I welcome it. I will respond to your comments one by one. Smoke --- I know the smoke effects are still far from perfect, and I'm still tweaking them to try and get more consistency. I've poured countless hours into getting them to where they are already, and I can assure you that I really had to do some "movie magic" to even get them to look good sometimes. Arty freezing bug is fixed, yes. Trying to get 1.2.7 out, it is basically done too but there are just some cosmetic issues that I can't figure out how to fix which is getting pretty irritating (perk names). I am actually considering just releasing it with the faulty perk names because I'm really stumped with it. On that subject, skirmishers have been completely overhauled in 1.2.7, and have completely new and -- I should hope -- more authentic perks. This will hopefully address your complaint that they are OP: I've attempted to reduce their lethality in this way and make them a bit more interesting. And also, you mentioned the reload time of skirmishers but no that is not a bug: my idea about them was that they should not fire volley like line troops, but sporadically and rather constantly. But they have the exact same stats when firing, and they are not doing more damage than they were in J&P; rather, they are just doing it constantly. On the general perks not fitting my submod, while that may be the case, I believe that the next J&P will see a lot of changes to perks in general so I'm waiting to see what those guys are cooking up first. Also, I find myself that fast turning infantry regiments are useful on the flanks (this has been reduced in the next version, also). "I only wish everything on the camp screen was renamed to match it." Me too, but some of these labels are baked into the assets file. Likely that I'll never be able to change all of the labels in the camp screen. Thanks for the feedback again and keep an eye open for the next version soon.
  8. Hi @PrimusPilus123. Are you sure the mod isn't working? There is no submod folder that actually gets created, it all happens in the Mod folder that is part of the J&P rebal mod. In addition, the resources.assets file gets replaced, and the Managed/Assembly-CSharp.dll is replaced. The Mod folder contains all the config files, which I just borrowed and added to from the J&P base mod. Repeat, there is no submod folder that is created. Please let me know if you get it working or don't.
  9. I've noticed this as well from time to time, it's a very forgiving bug that just goes away if you do some stuff in my experience.
  10. At least in the case of UGCW, this is something that can be modded with enough effort.
  11. Hi @papervel, thanks for your kind words and feedback. Alright, fair point. I'll make it optional in 127. Also I'm happy to tell you that the charging bug is fixed in 127, along with many others.
  12. @Earthane @Keith68 Panda very kindly shared with me some code that completely negates the CSA cannon capture issue on the first mission. It's already integrated into the 127 dev build. fyi
  13. Thank you @Earthane, I had no idea that that was the precise requirement. @Keith68
  14. Hi @Keith68. I have got this complaint many times about the first CSA battle, but honestly I still have no idea how to fix it or why it is even coming up. I never modded anything different into the tutorial battle specifically that I can recall, that may be causing it. In all seriousness my recommendation is to turn on God Mode (found in the config) and just blast through the first CSA level, annihilating the gun crews, until I can figure out what is causing it. I'm afraid I'm quite busy in June otherwise I'd dedicate some time to try and fix it more quickly, but I don't know what the problem is so it's not a quick fix.
  15. Hi @Earthane. Thanks so much for your comments, it's extremely satisfying to know that someone gets what I was/am trying to do. As far as the smoke is concerned, there is indeed a way to just turn off all the special effects that I have very cumbersomely integrated (it was not a simple thing). If you go into the Historical.csv file in Mod/Rebalance, there is a line smokeEffectsSwitch. If you change the true to false, it should turn off all of those effects. But alas, I'm not sure why your worse computer is causing a problem: the way I had understood the effect, the faster your computer the more smoke you see. I've tried to correct for this disparity but this was the best I could do, after many many manhours of trying to fix it. Perhaps in the upcoming version I can make a config option to reduce the effect, so that there will be a couple of "speeds" that players can use to try and match the effect to their system. Anyway, stay tuned for the 1.2.7 version which I think you should like. Thanks again for your kind words.
  16. Hi @bubby9. First, really sorry to hear of the crash. If I had to guess, it probably happened while someone was charging an artillery battery. This bug was recently found (thanks Jonny), and is fixed so far in the current test build (as in, I haven't been able to reproduce it). As far as Ironman is concerned ... well, it was a bit of an experiment to make it the mandatory game mode to play in. I have little doubt that most if not all other players who try the mod will agree with you—at the outset, at least. And it's definitely the safer option given how tricky deployments can be, and how easy it can be to ruin your campaign if you make a wrong choice. We'll see, I'm not convinced that I want to release the mandatory setting. I think having your campaign hanging in the balance of each decision pretty much adds an entirely new level of depth to the game without even having to add more content, and I kind of want people to appreciate that because I think it's a really exciting way to play. Definitely not a commercially viable stance, but I'm paid for hundreds of hours of free work with nothing more than ... realizing my own vision. I'll try to either get a hotfix, or the next version out soon that fixes that bug. Or if you want to hop on the discord I'll give you the latest test version. cheers
  17. Hi, @Mr_Teflon. Thanks for the question. Indeed, the Veteran tick box is disabled in my submod. I thought the idea of veteran-buying to be not very authentic, and adds a bunch of challenge for the player. The only way to preserve experience in your units now is to avoid getting them killed, and investing in the Medicine perk. Also, you can combine units in the submod by dragging them (within the same brigade) on top of one another. Note that they must have the same weapons equipped to accomplish this action, but in this way you can combine experienced units to preserve experience. This is all in the changelog, but that thing is now pretty massive and hard to read no doubt. Don't be shy if you have any more questions.
  18. I find that just setting up a battle and joining a side (communicating in a third party app like discord), and having the other player join that battle and the other side, seems to work without the need for inviting.
  19. Yeah idk why he's not already responded, maybe he's on holiday or something.
  20. 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
  21. Hey @CajunNavy. Glad you liked the Union campaign! I am especially happy about this comment: "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." It gives me something to look forward to, as well, because I can't even run the game well on my current computer. So the skirmisher issues, the very first thing to say is that those are not 500-man units. The first level recon will read "< 500", but that means anywhere below 500, not just below. In 1861, they have a max of 250, and the actual hp spawns randomly below that so those units are always < 250. Secondly, while skirmishers can still be very deadly in the submod, they are only so if you let them be. Skirmishers are very sensitive to incoming fire, even if that fire is coming from a much inferior unit. This is because they take much more morale damage (not actual damage) from incoming fire. So much so in fact that I've made them more resilient in the latest build, at the bottom end of their morale damage. You can take a completely green infantry regiment and drive off a 2-star skirmisher unit, just by concentrating volleys of fire at it. I wonder if you replay trouble spots with this in mind, if you'd maybe have an easier time of it. Skirmishers can be dealt with, but you have to make sure to take them seriously and concentrate fire on them before they start exploiting your flanks. They can't stand up to massed infantry coming at them, no matter how good they are. One thing you REALLY have to watch out for is sharpshooters armed with scoped rifles, because they deal extra morale damage and very quickly cause your units to fall apart. You have to deal with these guys quickly, so everything I said goes triple for them. I've actually nerfed their number already. I haven't had much time lately to put to the mod, but I'm very grateful for your playthrough of it and feedback. Development on it will continue once I get more time to devote to it. Ideally I would like to see what other players think of skirmishers, and if they've found any new ways to deal with them.
  22. I think he meant a UG game set around the Napoleonic wars.
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