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adishee

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Everything posted by adishee

  1. Will be dumping everything into training until level 6...
  2. You're very welcome, please let us know if you find any more bugs as it's not got much playtesting. @i64man Finally beat it, not sure if I can bear the cost in men though. Some classic Ultimate General action...
  3. Yeah I have more than enough slots, the problem is my troops all suck. I always neglect training in Union and it always gets me into trouble...
  4. I actually think I've ruined my campaign by not investing enough in training. And I dumbly didn't save after Malvern to put the credits into training, which I think is the only way I can get through it. I don't actually think my scaling algo is working correctly, taking a look at it.
  5. Hey @CajunNavy, sorry you're still having problems. I know how frustrating it is to run through a long battle and end up with a blank corps. If you have updated to the latest version from the beginning of a campaign, I don't see why it would be happening anymore. The bug comes up with corps commanders were being 'painted' with faulty data during battles, and the camp interface subsequently could not recognize them and loaded the blank corps. So if any of those commanders were painted with bad data, even after patching they would still have bad data. So you would either need to start a new campaign or use commanders who haven't been corps commanders yet. This is the extent to which I understood and fixed the bug. So I guess, let us know how the new campaign goes with 1.2.3 installed from the start. To answer the questions: no you don't need J&P first to play the submod, I've reproduced all those files in my submod even if many of them are exactly the same. And the 1.25.3T12 was the version of J&P I last migrated to; from there I've manually added features from new J&P updates, because my submod got way too complex to rebuild it every few months.
  6. I can't beat it, I think I didn't put enough points in training (only 3) and my force is just not strong enough.
  7. So three batteries and nine infantry regiments? Man, I can't even beat it with more than a draw! I'm not very good at my own mod.
  8. Oh no, @CajunNavy, it got you too. This issue was fixed in the previous patch. Please upgrade to the latest version and replay the battle. If that doesn't work, you might have to demote that Corps commander to a brigade commander because once a commander is bugged, he will always be bugged.
  9. @i64man Sorry i64 I think I misunderstood you, yes the 1.2.hf.1-2 hotfixes are in 1.2.3; I just meant there are no *new* emergency hotfixes in it. I'll try your tactic.
  10. No, there are no hotfixes, some small balance changes and graphical updates. Well I can't even beat Thoroughfare Gap... I also just skipped Seven Pines because it was more costly to win than to just skip it, in terms of casualties.
  11. Hello @i64man! So, this is the part of my submod that has the least refining, the difficulty, because it is only me playtesting it basically and I don't have enough time to do it. I am just now also at Kettle Run for the first time ever in my playtesting, in my campaign. So, sometimes maybe it is too hard. I have built some controls into the 'Historical.csv' config file for difficulty. It is in mods/rebalance. If you look, there is extraHard, 0 northTune, 0 southTune, 0 For all of these, adding to 0 will give you more enemy units and subtracting will give you fewer. So, in your case, changing the zero to '-.5' or '-1' would be helpful. northTune and southTune only affect the small missions, like Kettle Run, for each side. So if Kettle Run is stopping you, you can try changing northTune to '-.5'. extraHard affects all conditions for both sides in the same way. Also, keep in mind that the enemy sizes are semi-randomized to begin with. They are randomized by unit quantity, and the # of soldiers in each unit to a degree. My point is that every time you restart a battle, you get something a little different. Eventually you should be able to beat it, but also you must refine your strategies! I wanted my submod to be challenging. Hope that helps. I released a new version, you can upgrade to it if you want, it won't break your campaign. Cheers
  12. @i64man I think this is because you were using that general pre-patch. The bug was a naming bug and Pizo was probably named wrong after going through a battle before h2 (as in, information applied to the general unit when it is produced in the battle area as a unit). So unfortunately, I think that you can't really use Pizo anymore *edit* as a Corps commander. Try going back through it again with a different general in charge of I Corps (just cheat if you want to test) and see if the same thing happens. I don't think you'll get the same bug.
  13. @i64man I'm very happy to hear that you got it working correctly, and that now your only problems are not winning :). I've attempted to correct the problem of not enough officers by making it a function of Logistics career, although I'm not actually sure this is working correctly (hard to measure). If you put more Log points, you should get more officers -- but this extra amount will only come after a major battle so it's not instant. In my current Union campaign with a healthy amount of Log, I've been able to keep enough officers on the field to pretty much use up all my recruit supply. So it is possible. This is part of the equation of making the game harder, too: you can't lose those officers, they are valuable and hard to replace. So you have to make battle decisions that reflect your camp situation. Keep the feedback coming, I love to hear how it's going. Cheers. ps - might push a new update soon but it won't break anything, just some balance tweaks. Although 1.2.hf.2 seems pretty stable at least.
  14. Really, I don't understand what could be causing that bug then. Unless I uploaded the wrong version of the mod. Hmm. @i64man If you join the J&P discord and come to the submods section, I can help you sort this out.
  15. Yes, as I said in my previous post, this was patched a couple of days ago in the newest version (1.2.hf.2). Forgive, I would have warned you to patch, but you said you had upgraded to the latest version so I thought you were good.
  16. I had to replay all of Shiloh because of it, after my best/most fun run of it ever.
  17. Ughhh. I'm really sorry man. This issue was fixed in the latest version (1.2.hf.2). Are you running that one? Assuming it's the same bug, you will have to replay the battle after patching.
  18. It helps to have a smoothbore cannon set up there to drive away the attackers, sometimes, although then you lose precious infantry. I usually start with three new regiments -- a brand new brigade -- in the center, knowing a lot of them will be casualties. Classic meatball brigade @Fiasco
  19. @i64man found a bug, don't play Shiloh yet. Will patch tomorrow!
  20. I usually give up the north fort immediately and form all the infantry up just above the south fort, and send off the cav and a regiment to the right if needed. That way your reinforcements can come up through the woods and hit the CSA from cover. The CSA have higher morale in the submod and thus will usually charge you, and you can draw them out of good position that way.
  21. Great, let me know if there are any more problems. Apologies again.
  22. @i64man I just started a new campaign and I've got the same problem as you, it didn't do this in my test campaign. If you turn off historical naming, as I described, you can proceed with your campaign. Meanwhile, I'm working on a hotfix for it.
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