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adishee

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Everything posted by adishee

  1. Glad you're having fun. Yeah, it is verrry different even than J&P. Yeah, I just spent a few hours working on the smoke, it's just not cooperating. I don't have enough knowledge, frankly, or direct access to the development environment to fix it properly. The problem is if I increase the smoke amount, it may be different for other players depending on their computers. And the reason the smoke becomes less is that, as a battle goes on, more computer resources are being consumed so the game can render less smoke (again, because I'm not exactly sure how to fix it). @i64man I'm doing a hint overhaul (see screenshot), trying to add some UI enhancements and make selecting an entire brigade easier, and just some tweaks to balance. I'm also trying figure out how to let skirmishers be able to stack, and not reposition when they overlap.
  2. The smoke -- so what I think you're saying is that the thicker smoke is disappearing? This is happening because you're playing bigger battles and all the extra stuff is interrupting my smoke effects. When I first made those effects, I didn't understand how to correct for this in the code. I've since learnt why that happens and how the original game makes that not happen, and I'm working on a fix for that. Also, the next major version will have dynamic smoke, so that it's not always wafting in one static direction.
  3. Really glad to hear it. Hopefully things stay stable, everything seems to be working correctly in my playthrough, notwithstanding tiny bugs that I already know about (touch wood). Keep me posted as it goes.
  4. Guys, I was able to pass Potomac fort in about 35 seconds with god mode and 50x speed on. First try. ??
  5. Alright thanks guys. I guess I haven't played that in a few versions, I will fix it.
  6. I really don't get that...you should be able to get past it. Especially on god mode. Maybe this is a case of whackamole, when I fix a bug it makes a new one before I have a chance to go back and backtest it.
  7. Wait, Philippi or the Fort? Those damn first battles are just no end of trouble, they are so weirdly coded into the game.
  8. Nice. So, I have experienced that bug myself as well. I don't think it's caused by my submod, and actually when it happened I thought it was because I allowed the battery to escape (maybe it spawned with the speed perk?). I honestly have no idea about that one. If mission #1 gets too frustrating, you can always just cheat through it using godMode in the config.
  9. Example of UI change; quite unfortunate but the cost is all of these bugs which, stupidly, make the game unplayable.
  10. Thanks for playing it ... this was essentially beta testing duty, unfortunately, but that bug should at least be gone for good now.
  11. @i64man , no that was a recent change that I did intentionally. It is to make the player's reliance on artillery dominance more difficult, and to make Logistics and AO careers more important for bringing more ammo to feed the guns. Enjoy your J&P campaign! I will continue with my test campaign to iron out all the bugs.
  12. @i64man @CajunNavy Update, I've identified and isolated what is causing the disappearing corps on my test campaign. I'll put out a hotfix later today.
  13. Yeah guys, I don't blame you for giving up! I thought I had fixed the disappearing corps bug, I've yet to re-encounter it on my test campaign but I'll keep looking for it. Edit -- I cheated through Antietam and, sure enough, I also have disappearing first corps. So, will try to fix this asap.
  14. public static int MatchAIperType(EUnitKind kind) { float num = 0f; float num2 = 0f; List<BattleUnit> units = BattleController.instance.Units; for (int i = units.Count - 1; i >= 0; i--) { BattleUnit battleUnit = units[i]; if (battleUnit.initData.side == RuntimeVars.playerSide && battleUnit.initData.kind == kind) { num += 1f; } else if (battleUnit.initData.kind == kind) { num2 += 1f; } } if (num / num2 > 1f) { return Mathf.FloorToInt(num / num2); } return 1; }
  15. I have noted a very noticeable difference when I only bring the allotted amount of units for each battle, rather than having a stacked corps that I can't utilize during the battle. So my feeling is that List<BattleUnit> is only scanning the units brought to/generated for each battle.
  16. But my scaling algo overrides the vanilla size scaling, and replaces it with split scaling. If the AI's only scaling mechanism is by unit sizes and not quantity of discrete units, I'm not sure if that is coming into play; if it is also scaling more discrete units it will definitely be affecting my scaling as it would give a higher chance to split just by virtue of there being more chances to split. I used the List<BattleUnit> units list to construct the scaling, does that include all units on both sides?
  17. Alright, yeah give that a try, it is working for me. Also, try using a completely new corps commander (commission a new one from the academy) and see if you get the disappearing corps. I think that you shouldn't.
  18. @i64man I was just going to post about a discovery I made. So I've been investigating the scaling issues, and I think I've figured out why the small battles become so ridiculous. The scaling mechanism I created is supposed to match the AI to what units you brought to the battle, generally, by type (seeded off of what the AI was going to bring to the battle by default). But the way it works, I think, is that the game scans YOUR ENTIRE CORPS that you brought to the battle and matches itself against that. That means, even the units you are not deploying! For example, if you have 20 units in the corps you selected, but only 9 can deploy, the AI will actually match itself against all 20 units -- not the 9 you end up deploying. I've been testing it this morning and it seems this is what's going on. I would ask you to just go back to one of those small battles, and try filling the corps you bring with only enough units to deploy, and see if it still scales to a ridiculous degree. Other than that, I've slightly adjust the internal mechanism a bit more to try and make it lower on my development version. On the other issue, the missing corps after battles, can you confirm that Barry Tannatt was not active at all before you patched your version? Like, not even existing? Because if you ever deployed him as a commander, he is definitely tainted and cannot be used. Can you send me your save file so I can troubleshoot it?
  19. As you can see the AI suffered hardly any casualties to their artillery, as I could not spare any counter-battery fire, and my 24pdr team was pretty much wiped out. It's matched like that where I really wish games were recorded automatically a la Starcraft II or whatever else.
  20. The way I managed it was to take my six heaviest batteries, and pull my remaining six regiments back to the woods south of the flag, and the copse of woods just east of it. That way I would have artillery support from the 2x James and 24pdr that benefit from close fire, plus two 20pdrs and a siege gun. Whenever the enemy infantry charged, I would shell whomever was charging with as much firepower as I could manage, so that when they impacted my lines they could deal little damage because of low morale (AI was mostly three-star inf), and thus I was able to survive. I had to counter-charge the flag, after which one of my regiments was decimated from being out of position and with enemy sharpshooters sniping from the south woods after I was pushed back to the farmhouse. Managed to just hang on with enough units around the flag. Really intense match, a lot of fun to finally get through it.
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