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adishee

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Posts posted by adishee

  1. 11 hours ago, Gazza said:

    Hi Adishee, there seems to be some trouble with the Ironman on / off option. I have set the value to false, so should be able to save & load. However what happens is that everything seems ok and you are able to save as often as you wish through a battle, but when the timer expires and the 'finish' button appears it doesn't work, it's not possible to end the battle? So save and reload, sometimes this gets you the 'end of battle' victory screen and you can continue your game and sometimes it just resets to the start of the battle just completed? Other times when you try to save or exit it is in Ironman mode and allows you to save Ironman. At the moment its not working as Ironman or normal just some weird mix between the two.

    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. 5 hours ago, PepsaCola said:

    How do you turn off the Ironman mode? It says there's an option for it, but I can't find it in the files or in the game.

    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. On 7/5/2020 at 4:10 AM, Dauntless07 said:

    I'd like to report a bug, I think....

    So, I finally got around to fighting the Rebels at Antietam on normal difficulty, and I took the chance to make my army as big as possible to kill off as much of the upscaled enemy army as possible.

    image.png.96837b3cc9027fabb6d0c3979dad45ce.png

    So, I move on to the Fredericksburg Campaign, and decide to fight Iuka, as this is normally an easy battle in the base game. The pre-battle enemy army numbers give me no reason to doubt it will be any different.

    image.png.f5cca56064df43206580da317dd89fe9.png

    But this time, the enemy army sallies out to confront me. Great, I can destroy them even more easily now! But then... I realize things are not as I believed they were.

    image.png.776c3d0ff23886484af9005c856d389c.png

    I soon realize I am facing an enemy force 3 times my strength, and rather than attacking, am forced to defend the wood line. All in vain though.

    image.thumb.png.4a926524e57c0c6c4a4f8a8fff25bbe6.png

    At this rate, I'll be wiped out before the enemy, and opt to leave the field.

    I'm understandably taken aback, as I thought I'd be facing a numerically inferior force. The pre-battle screen has never lied to me before. Any idea what happened here?

    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. 20 hours ago, gimli said:

    Hi, again thanks for putting a lot of effort and making this mod. I just installed and would like to provide some updates too :

    1- the FOG . I really liked the idea of more smoke coming out of your guns and realistically it's probably true. In civil war or Napoleonic wars that might be true but I am just a human player trying to run my divisions from a pc screen! Long story short in the first game I could not see anything in the battle and I kinda did not like the fog instead of dissipating over time growing more exponentially . Please see my first screenshot. 

    2- I am using my computer an a TV with a resolution of 3841x1260. I don't know if this is it but the texture became almost 8 bit with fog, Like a game from 90's. I admire nostalgic game and 90's but honestly I was not expecting it. 

    Hope you can have a look and I can continue playing this amazing game and mod! Thanks in advance. 

     

    20200705121634_1.jpg

    20200705121148_1.jpg

    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. 11 hours ago, Dauntless07 said:

    Thank you for reverting Ironman by the way. While it’s an interesting idea, I think it’s only viable for the most hardcore players.

    I was unable to get past Antietam, because I had built a big 65K Union Army, and with how much slower this gameplay is, I just don’t have time to kill 45k Rebels in one sitting. Saving between phases is much more do-able.

    Also, I haven’t memorized the order of battle in every engagement, so moments like the initial Rebel onslaught at 2nd Bull Run went poorly for me, simply because I didn’t know I’d only get my first 2 brigades, and had made one of them an artillery brigade. (Mercifully, the charging bug actually saved me this time from an utter rout, lol.)

    @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. 1 hour ago, PrimusPilus123 said:

    How does time work in the historical mod?

    I understand that time has slowed down even further compared to the rebalance mod, but when do battles get cut off or end? What are the conditions to end a battle?

    I played the Union Battle of Phillipi on Legendary and captured the town before the timer ran out, and I also waited for the timer to run out, but the battle didn't finish. Im wondering if anyone could clarify when do battles end. Do all scenarios end at 9:30 PM in-game or until the last enemy unit shatters or are there conditions?

    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. 18 hours ago, PrimusPilus123 said:

    Hey @adishee Great work on this historical submod.

    I am having trouble installing the submod and I can't seem to find clear instructions on installation in the OP.

    I have tried placing the zip file in the UGCW_Data folder and unzipping it there; however, I noticed that the historical_submod does not get created after unzipping the files. Any help would be appreciated with this issue.

    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. 9 hours ago, papervel said:

    first of all, Good day adishee, and thank you for such an incredible mod.

    I love the changes you´ve made to the game and the original mod, can´t go back, truly.

    However, although I like the idea of the ironman mode, could you please not make it obligatory until all(or most) the bugs are eliminated?, yesterday got the "game freezes the moment a artillery battery is charged" and I´l have to start all over again with the campaing.

    just to be clear, i like all changes(or what i have been capable of seeing, at least, since the bug trapped me before shiloh), just please wait until the mod is stable before making ironman obligatory.

    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.

  10. 22 hours ago, Earthane said:

    In relationship to the Potomac Fort battle, it is possible to defeat the artillery. In order to do so one has to defeat both batteries through melee, or if you prefer, hand-to-hand combat. So switch the automatic firing off your close regiments to prevent them shooting them by mistake, fix bayonets and charge them. Do this and it will register them with a green tick and grant you victory. If you shoot them, even if they break and fracture, they will not award you with a green tick.

    Hope this might some other users here that are trying the Confederates and getting stuck on this small glitch. 

    Thank you @Earthane, I had no idea that that was the precise requirement. @Keith68

  11. 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.

  12. 14 hours ago, Earthane said:

    to find different units marching along a road, some in column and others in line. The reduced sprite size also gives the game a much better feel of scale. I feel like I playing with 6mm now rather than 15mm figures, so I can see exactly what you were seeking to strive for here. This is the way I like to play and very few can capture this. So well done as the mod is looking very promising and I am delighted to see where it is going. 

    The only thing I am finding is that while the game now runs m

    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.

  13. On 6/3/2020 at 2:25 AM, bubby9 said:

    Game came to a grinding halt and froze in the middle of the Battle for Salem Church, and because you enabled IronMan mode, I have to re-play the 2 hour battle of Chancellorsville. Thanks for that. Never had a single performance or stability related issue before installing this mod.

     

    Why force Ironman and "roleplay' onto someone who may not want it? Seems a little shortsighted in my opinion.

    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

  14. 17 hours ago, Mr_Teflon said:

    @adishee Hi there! Enjoying the mod greatly, very different feel to the game, was just able to beat Shiloh on BG. But now i got stuck on a weird bug. Or maybe that is intentional and i just missed it in the changelogs?

    I can't select the "Veteran" checkbox when replenishing regiments with recruits, only able to click on "Rookie".

    ikdStFq.png

    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.

    • Thanks 1
  15. 42 minutes ago, Jorlaan said:

    I never actually try defending the fort anymore, as soon as the second phase starts I get my men running towards the river the enemy comes over. I can usually stop them at the river with my infantry and my artillery moves up behind them getting away from the Union ships blasting away. I usually take only a couple long range volleys from them before I'm out of range.

    I have not watched the videos linked above but Pandakraut has some good videos on this. Shame he has no time to make more I really like them.

    Yeah idk why he's not already responded, maybe he's on holiday or something. 

  16. On 4/12/2020 at 11:49 PM, CajunNavy said:

    e 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 t

    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. 

     

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