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Bark

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Landsmen

Landsmen (1/13)

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  1. Yeah, that's quite misleading. I forgot to add supply to III Corps, so another unit was possibly picked as eleventh. CSA Gaines's Mill is also very unclear how many and especially which units still arrive when. At least my III Corps as flank-right with twelve units was complete in the end. If someone has 15 units in a corps here, 2-3 would have been left out then? 13/12 = 25? Edit#123: good that I still have at least a day time to edit my posts hundred times in this forum thanks to the ongoing, annoying moderator-approval. What I like to have customizable is the real-game time conversion. Originally, it's about 5-6s realtime progresses one game-minute. I'd like to slow it down a bit what should be more compatible than messing with timer settings. I've already checked out the assembly file, but there are so many time and speed settings and variables that I have no clue where. And here are my campaign overviews with corps max-sizes, also showing the required Army Organization level what is theoretically needed to fully fill the slots. The background colors represent the blocks with their slots. Not sure about the red numbers there.
  2. CSA, Malvern Hill 3 corps with org 5. III Corps came as reinforcement at last, placed in 1st reinf-slot = 15/20 During the battle, I received all units of division 1 & 2, but only the last unit of five from div 3 (all artillery). I moved div 1 & 2 units quickly down, so shouldn't be an issue of no space to deploy there. Can this be fixed? Btw, it can actually happen that units get lost on the map edges. I've noticed in this battle in the 1st phase in the lower-left corner. Either a cavalry unit was gone for good when ordering it too close to the edge or corner, or funnier, they somehow slipped past the border and could still only move along the outter border. Weird things can also happen with save-reloads, like AI artillery unit in the fog-of-war suddenly placed somewhere else. It's also annoying that the game can't save hold-fire commands or painted move-orders, what can easily provoke another reload if something undesired happens then. Yeah, bad generals like me get punished severely.
  3. Thanks for all the answers. I think I'll stick with your UAC-mod that has already worked perfectly fine for me. I don't need any extra challenge with my simple BG-diff playing anyway.
  4. Started a Confed campaign using v1.27.4.3 GOG. In the first battle, two/all detached skirmishers (auto-)retreated out of the map after reloading a save during the first phase without any chance to interfere. I had only saves with detached skirmishers before, so I had to say good-bye to them, no matter how often I reloaded. Later saves during phase 2 luckily didn't behave that way. Any idea what could have caused that? What else I've noticed throughout the battle is that the AI was very passive. Brigades often stood still and let themselves get shot for minutes at max range without return fire. I've never observed such behavior with the un-modded/UI-mod game so far as long as you don't use hidden sniper-skirmishers. My own units were always visible to the AI. Maybe the reason was that the AI used the M1842 with 340 range compared to my 400er firearms. Sticking with the same default MxRange for infantry is maybe easier for the AI to handle. About ranges: is Close factor 0.1 or 100 p/yd/m? As this category is missing for some firearms, the muzzle point dmg at range 0 would be interesting to know for a complete damage curve. Fire rate: lower values are faster in this mod compared to original? 6pdr Field: 80, 4.5-inch Siege: 30, Springfield M1842: 100, Spencer Rifle: 60, Maynard (carbine, 12 rds/m): 250? Springfield M1855 seems way worse compared to the M1842 despite the slight range increase. Whitworth (TS) ammo cost 10 compared to Whitworth 1? Even a value of 2 can already drain twice as much supply by a brigade with advanced firearms. Running out quickly of ammo should be enough penalty for repeaters.
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