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J & P Rebalance Mod by JonnyH13 and Pandakraut 05/06/2023 1.28.4


JonnyH13

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8 minutes ago, pandakraut said:

@i64man Starting units at Phillipi were modified including replacing the cavalry unit with infantry. The bonuses given by perks are all the same bonuses as in the base game, we can't add new types of bonuses. But the values of the bonuses have all been changed and which perks have which bonuses has been modified. None of the perk icons have been changed yet though.

With the changes to economy you can buy weapons for less(66% max discount) but that also means weapons have to sell for less(33% of total value) as otherwise you could generate infinite money. With very few or no points in economy some rifles will sell for $1. I didn't notice any of them selling for 0 but it isn't terribly surprising. Once you have more points in econ you should be able to get some money back, but it's currently more worthwhile to actually field the weapons than to sell them. Nearly every weapon should have a use currently.

@Louis Davout Unit attributes are capped at 100, but accuracy is handled differently and there is no maximum value. The basic damage calculation not including firearms, efficiency, altitude, damage falloff, etc:

 Weapon Damage * Random Value between((weaponAccuracyLow/100 * perkAccuracy bonus) and (weaponAccuracyHigh/100 * perkAccuracy bonus)

The weapons at Phillipi and Potomac Fort were changed slightly but otherwise no other campaign values have been changed. The weapon pricing changes will alter what you see the AI using a little though. The weapon restrictions for each side were not changed.  Some cannon types will be very rare or nonexistent unless the player is on the side that can buy them. The way the AI weapon scaling works they tend to skip over a lot of types. That may be something that gets changed in the future. As the CSA I think there are two reputation rewards for whitworths and James guns.

@Zenneh We didn't change any units on Salem Church so any scaling would only be influenced by the AI unit size having a higher max. 16k to 36k sounds beatable without context. What difficulty, side, and average infantry unit size are you using? What is the average AI brigade size and unit level that you are seeing in the battle? Brandy Station and Supply Raid were the only battles that looked potentially impossible on Legendary due to the way scaling works, but I can't remember if I had a save to check Salem Church.

Pandakraut, thanks for the explanation.... I loved the game before, and now with your mod, I love it even more .... thanks for the excellent job you and Jonny have done

 

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4 hours ago, pandakraut said:

 

@Zenneh We didn't change any units on Salem Church so any scaling would only be influenced by the AI unit size having a higher max. 16k to 36k sounds beatable without context. What difficulty, side, and average infantry unit size are you using? What is the average AI brigade size and unit level that you are seeing in the battle? Brandy Station and Supply Raid were the only battles that looked potentially impossible on Legendary due to the way scaling works, but I can't remember if I had a save to check Salem Church.

Union Salem Church BG. 

As the Union Salem church is a battle where you get to use AI troops. From what I remember:-

For infantry its 9-10 1600 0 star raw recruits with Lorenz vs 10-12 3000 2 star brigades.

Did not see their artillery sadly. You get 3 artillery brigades for yourself though.

Added sadly on top of that Union is suppose to be on offense - which I doubt is possible against the quantity/quality disparity.

 

My own fault for the enemies high scaling but since I can't send any men from my corp its a sad story. its the forced battle after Chancellorsville.

My 1st corp is over 90K infantry and over 400 cannons ._.

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One feature that I will be keeping an eye out as I proceed through this is the cost of new recruits. Guns of a similar era have been somewhat more balanced so that there are less examples of having a superior guns available in significant quantities. As a result the impact of money in acquiring "better" Guns is reduced. In addition, due to buffed perks there is a lot more opportunity cost in not getting veterans.

 

The result is that while money is still important to squire Guns, If there ever is a choice between guns and veterans veterans would seem to win out until the two star range at least. This is a less interesting choice then in vanilla were sometimes you would keep a group at one star rather then two so you could buy very expensive weapons for the crack units.

 

This is theory so far, so as I play I may change my mind in mid campaign but for now that is what I'll be being a lot of attention to.

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I entirely forgot that Salem Church used allied units for the Union, and I indeed do not have a save for it so it never got tested. That scaling is likely going to be quite a surprise on Legendary... 

It's been a while since I played it but it may still be winnable for you, though you'll probably have to draw them into attacking you. Might have to sneak in behind for the flag towards the end as well. 0 star troops are terrible in the mod though, so might not be possible.

Otherwise how has the campaign been going with such an over sized first corps? Are you regularly facing over sized units? Does the scaling keep it a challenge even with the huge numbers you can deploy? We've done most of our testing on Legendary where setting something like that up isn't really feasible so any feedback on how things play out on BG would be appreciated.

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1 hour ago, pandakraut said:

I entirely forgot that Salem Church used allied units for the Union, and I indeed do not have a save for it so it never got tested. That scaling is likely going to be quite a surprise on Legendary... 

It's been a while since I played it but it may still be winnable for you, though you'll probably have to draw them into attacking you. Might have to sneak in behind for the flag towards the end as well. 0 star troops are terrible in the mod though, so might not be possible.

Otherwise how has the campaign been going with such an over sized first corps? Are you regularly facing over sized units? Does the scaling keep it a challenge even with the huge numbers you can deploy? We've done most of our testing on Legendary where setting something like that up isn't really feasible so any feedback on how things play out on BG would be appreciated.

 

On the par, No I'm the one outnumbering the CSA by a massive margin but this is on BG :P

I'm naughty in the fact that I cleanse the entire field of enemies though instead of finishing so the max they can field is 50K so my first corp actually out numbers them heavily.

Then i have 240 Napoleons, 70 20 PDRS, 60 30 Siege and 30 Whits - this is the reason you play Union I guess - most of them are sent running before they even get a chance to fire back xD

 

Regarding Salem:- I think the only way is to do it like supply run - take the point then lure them all away from it or do it last second a cheesy tactic though 

 

On a balance side of things I admit every battle after Shiloh was pretty trivial but on the other hand everything before and including Shiloh was quite the nasty nightmare.

When I tried the MG run of Phillipi the battle timer was a lie - It ended with 2 hours to go - which left me rather red faced failing the first mission X_X

 

For both sides I've played on BG and both times after Shiloh my army simply begins to out number the opposing forces - this usually happened in vanilla but since I actually now can take a far larger majority in it benefits me far more.

 

Side note: After playing some MG i can see why you don't make your brigades so large. started with a 4000 1star and 1800 2star and went against 6 x 1700's won it but wanted to see how bad I had scaled it so I restarted and split the 4000 into 2 2000's and became vs 6 x 1300's. so 2400 less infantry.

Probably best to have Recon 2 so you can play the scaling game in MG I guess :x

Edited by Zenneh
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6 hours ago, chemical_art said:

One feature that I will be keeping an eye out as I proceed through this is the cost of new recruits. Guns of a similar era have been somewhat more balanced so that there are less examples of having a superior guns available in significant quantities. As a result the impact of money in acquiring "better" Guns is reduced. In addition, due to buffed perks there is a lot more opportunity cost in not getting veterans.

 

The result is that while money is still important to squire Guns, If there ever is a choice between guns and veterans veterans would seem to win out until the two star range at least. This is a less interesting choice then in vanilla were sometimes you would keep a group at one star rather then two so you could buy very expensive weapons for the crack units.

 

This is theory so far, so as I play I may change my mind in mid campaign but for now that is what I'll be being a lot of attention to.

Veterans should win out in almost all cases, especially so in the 2-3 star ranges.  3 star troops with early rifles will dominate 0-1 star troops with advanced weapons as no matter how advanced the weapon is, if the user is not skilled with it, they will not be very accurate or efficient with it.  

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3 hours ago, Zenneh said:

Regarding Salem:- I think the only way is to do it like supply run - take the point then lure them all away from it or do it last second a cheesy tactic though 

Are you referring to supply raid on this current run of BG or in the base game? In the mod with your size of army I would expect that to also be drastically over scaled. It's definitely possible to wipe out the enemy on that mission even on Legendary in the base game.

An eye towards scaling is probably a good idea on MG and above. In the base game the AI will cap out but that won't be the case in the mod. That doesn't mean it's necessary to play a minimal campaign, but at least until you have a good corps of veterans that can handle many times there number going overboard with giant rookie units is probably a mistake. The upside is you get a decent spotting bonus for going 2 recon in the mod.

On the harder difficulties I think the intro missions are actually some of the harder battles in the game. Partially because of the secondary objective of preserving your starting units. I've lost or abandoned both plenty of times. Why the in game timers are intentionally misleading I'll never understand.

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image.thumb.png.493aa744f693135341a3f4bd1b0a9937.png

21 hours ago, pandakraut said:

@i64man Starting units at Phillipi were modified including replacing the cavalry unit with infantry. The bonuses given by perks are all the same bonuses as in the base game, we can't add new types of bonuses. But the values of the bonuses have all been changed and which perks have which bonuses has been modified. None of the perk icons have been changed yet though.

With the changes to economy you can buy weapons for less(66% max discount) but that also means weapons have to sell for less(33% of total value) as otherwise you could generate infinite money. With very few or no points in economy some rifles will sell for $1. I didn't notice any of them selling for 0 but it isn't terribly surprising. Once you have more points in econ you should be able to get some money back, but it's currently more worthwhile to actually field the weapons than to sell them. Nearly every weapon should have a use currently.

@Louis Davout Unit attributes are capped at 100, but accuracy is handled differently and there is no maximum value. The basic damage calculation not including firearms, efficiency, altitude, damage falloff, etc:

 Weapon Damage * Random Value between((weaponAccuracyLow/100 * perkAccuracy bonus) and (weaponAccuracyHigh/100 * perkAccuracy bonus)

The weapons at Phillipi and Potomac Fort were changed slightly but otherwise no other campaign values have been changed. The weapon pricing changes will alter what you see the AI using a little though. The weapon restrictions for each side were not changed.  Some cannon types will be very rare or nonexistent unless the player is on the side that can buy them. The way the AI weapon scaling works they tend to skip over a lot of types. That may be something that gets changed in the future. As the CSA I think there are two reputation rewards for whitworths and James guns.

@Zenneh We didn't change any units on Salem Church so any scaling would only be influenced by the AI unit size having a higher max. 16k to 36k sounds beatable without context. What difficulty, side, and average infantry unit size are you using? What is the average AI brigade size and unit level that you are seeing in the battle? Brandy Station and Supply Raid were the only battles that looked potentially impossible on Legendary due to the way scaling works, but I can't remember if I had a save to check Salem Church.

Thanks pandakraut for the answer.

So I ran a quick playthrough until Washington in BG yesterday/ today, and I found overall that the mod is very pleasant as it increases the quality of the game in many aspects (especially the changes in the career points and in the armory section, and also the strong importance of the fatigue management), but it seems that it accentuates (at least on the BG level) the fact that the game becomes relatively easy once the player has one or two corps with mostly 2 star brigades (which happens fairly fast, by 2nd Bull Run for me). One possible explanation for that is that, taking into account all the accuracy perks, the weapons are far deadlier than in the vanilla game.

To back that up, I have run a quick analysis (see attached), and the result is that if you fully specialize a unit in accuracy (3 perks which each gives a +100% plus the MG perk "Fire specialist), you end up with an accuracy factor of +400%, i.e., a 5x multiplier of the basis accuracy. Using the formula from pandakraut, it means that all the weapons in this mod are all far deadlier than the Lafayette (which has a max damage of 13.1 per shot) in the vanilla game. Note that I use mid-point of the accuracy values and not a range.

image.thumb.png.493aa744f693135341a3f4bd1b0a9937.png

It's actually the same with artillery (even more if you include the damage bonus for level 1 perk "Long Range Focus"):

image.png.ca11fe02dad7927812d26e6b097bebba.png

Overall impression what that after 2nd Bull Run, I was on the WW1 battlefield with armies that get slaughtered very fast (especially the IA as in BG it doesn't have much experienced troops) and by super precise weapons. And I confirm that the Whitworth guns are just brutal (killed more than 15k Federals at Antietam with them).

I am going through Legendary now, but there I have a hard time defeating 5k brigades at 1st Bull Run with my much smaller forces ...

@pandakraut: Does this make sense to you or am I wrong somewhere?

image.png

Edited by Louis_Davout
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32 minutes ago, Louis_Davout said:

image.thumb.png.493aa744f693135341a3f4bd1b0a9937.png

Thanks pandakraut for the answer.

So I ran a quick playthrough until Washington in BG yesterday/ today, and I found overall that the mod is very pleasant as it increases the quality of the game in many aspects (especially the changes in the career points and in the armory section, and also the strong importance of the fatigue management), but it seems that it accentuates (at least on the BG level) the fact that the game becomes relatively easy once the player has one or two corps with mostly 2 star brigades (which happens fairly fast, by 2nd Bull Run for me). One possible explanation for that is that, taking into account all the accuracy perks, the weapons are far deadlier than in the vanilla game.

To back that up, I have run a quick analysis (see attached), and the result is that if you fully specialize a unit in accuracy (3 perks which each gives a +100% plus the MG perk "Fire specialist), you end up with an accuracy factor of +400%, i.e., a 5x multiplier of the basis accuracy. Using the formula from pandakraut, it means that all the weapons in this mod are all far deadlier than the Lafayette (which has a max damage of 13.1 per shot) in the vanilla game. Note that I use mid-point of the accuracy values and not a range.

image.thumb.png.493aa744f693135341a3f4bd1b0a9937.png

It's actually the same with artillery (even more if you include the damage bonus for level 1 perk "Long Range Focus"):

image.png.ca11fe02dad7927812d26e6b097bebba.png

Overall impression what that after 2nd Bull Run, I was on the WW1 battlefield with armies that get slaughtered very fast (especially the IA as in BG it doesn't have much experienced troops) and by super precise weapons. And I confirm that the Whitworth guns are just brutal (killed more than 15k Federals at Antietam with them).

I am going through Legendary now, but there I have a hard time defeating 5k brigades at 1st Bull Run with my much smaller forces ...

@pandakraut: Does this make sense to you or am I wrong somewhere?

image.png

When we made these changes, we tested this on legendary and we were crushed in some of the early battles in the beginning of the campaign (Distress call for the Union is very difficult).  Yes the damage is higher but you will have to sacrifice in other areas like move speed, melee, etc.  The intent of this was to make you value your 3 star brigades more and treat them like Napoleon treated his Imperial Guard.  They are not meant to be common at least early on in the campaign.  

It will change though as we are learning how to change more of the game functions such as xp gain rate, time control (ie the ratio of Real Time to In Game time) and others.  The next version will also have bugfixes and general rebalance changes (again... when will it end!  😋).  It might have some differences from the current mod but the general gameplay should be the same.  Expect the Campaign to be much more difficult and different than what you expect. 

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@Louis Davout Your conclusions are strikingly similar to how Jonny has described his goals of where weapons should end up. Weaker than base game for 0 star units, stronger than base game with the right perks. Some of the damage spikes from a single perk are too high, I'd like to see the damage curve even out a bit more. Whitworths clearly need to be looked at, though I think any artillery with shot/shell and an accuracy bonus is currently too strong.

The xp gain definitely needs to be changed. Especially on legendary where there are so many men you are basically at late game once you make it past Shiloh. The WWI feel should be setting in closer to cold harbor than 2nd Bull Run. Assuming you can make it past Shiloh, not an easy task the battle took me 6 hours as the Union, the rest of the campaign is comparatively easy. Though if you make your army huge and force the AI into having 4k+ units again that would probably change.

CSA Legendary felt difficult but entirely manageable. The easy access to 1 and 2 star troops, lower experience of the oversize union brigades, and overall easier early battles makes it a much easier start than the Union. Building up a good enough melee and artillery corps to get through the fortifications in the last 3-4 battles might be the more difficult part of the campaign.

Union Legendary I'd currently only recommend if you want to try and solve a puzzle. It took me at least a dozen attempts to find a way through the first 2 battles in good enough shape to manage Bull Run and Shiloh is barely playable. Extreme AI manipulation may be required to progress. 

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1 hour ago, pandakraut said:

@Louis Davout Your conclusions are strikingly similar to how Jonny has described his goals of where weapons should end up. Weaker than base game for 0 star units, stronger than base game with the right perks. Some of the damage spikes from a single perk are too high, I'd like to see the damage curve even out a bit more. Whitworths clearly need to be looked at, though I think any artillery with shot/shell and an accuracy bonus is currently too strong.

The xp gain definitely needs to be changed. Especially on legendary where there are so many men you are basically at late game once you make it past Shiloh. The WWI feel should be setting in closer to cold harbor than 2nd Bull Run. Assuming you can make it past Shiloh, not an easy task the battle took me 6 hours as the Union, the rest of the campaign is comparatively easy. Though if you make your army huge and force the AI into having 4k+ units again that would probably change.

CSA Legendary felt difficult but entirely manageable. The easy access to 1 and 2 star troops, lower experience of the oversize union brigades, and overall easier early battles makes it a much easier start than the Union. Building up a good enough melee and artillery corps to get through the fortifications in the last 3-4 battles might be the more difficult part of the campaign.

Union Legendary I'd currently only recommend if you want to try and solve a puzzle. It took me at least a dozen attempts to find a way through the first 2 battles in good enough shape to manage Bull Run and Shiloh is barely playable. Extreme AI manipulation may be required to progress. 

Thanks to you both for your answers.

@pandakraut: I am really a hardcore CSA player but I take the challenge and will see how I can manage that ;)

After more than 1,300 hours played in the game, another challenge maybe exactly what I need...

By the way, if you need help to try the mode and get feedbacks, happy to support and assist!

Edited by Louis_Davout
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The key to Shiloh for the Union is keeping the initiative while still remaining defensive. The real difficulty is derived from the limited space available to the player before the map opens into the Hornet's Nest phase, so unlike the base game where you can more or less hold the same positions throughout the entirety of the early phases, attempting a static defense simply gets you overrun.

The big AI brigades will push you all over the field if you let them, so it's better to bait them with skirmishers, wearing them out and controlling their advance. If you can get them concentrated in one area of the Shiloh Church and Spain Field maps, you'll receive charges consecutively as opposed to concurrently, and that's what enables you to bring better local firepower to bear. I found I was still getting pushed around, so I rebooted the battle with three 4k brigades armed with muskets and used them to counter-charge. They took heavy casualties but did their job, which was to cut down the 3k+ CSA brigades to a more manageable size so my regulars could handle the charges when they were getting backed up against the edge toward the end of the Shiloh Church and Spain Field phases.

I ended it with about 6k casualties taken to my units, though I took far more throwing Army of the Ohio brigades at Forrest to see what 3-star melee cavalry could do as I hadn't seen them yet. Most of the 6k came from the big rookie brigades in melee.

I suspect some variation on that theme would work for MG and Legendary as well, and I would think Logan's Crossing poses a far greater challenge to the player on MG/Legendary since it tends to cut into the army just when you need the manpower and weapons for Shiloh.

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I went with a completely different strategy for Shiloh on Legendary but don't really want to say more as I'd rather people experiment and see what is possible. Hopefully someone better than me can manage it with less blatant exploitation of the AI. Still took 20k casualties with a bit more than half of those being my own men, which is definitely the worst losses I have ever had in that battle.

Both Secure River and Crossroads can be completed with <1k casualties on Legendary if you discover how the AI is setup to work.

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Union on MG is already very challenging if you are willing to play with large brigades. There are a few battles that felt impossible (Shiloh took several attempts). Eventually after 2nd Bull run I made a 12k infantry brigade with a BG officer and got it to 1 star with the accuracy perk and It can outshoot multiple 3 star 2k brigades. I only did that because the AI scalling was only marginal ( ai size is capped to 75k for Antietam). Once you get a few whitworths you are pretty much done with that campaign.

Moving to CSA Legendary is a very different experience. The trick is to play with very small brigades and make a lot of artillery.

@pandakraut How early can you promote to Major General? It seems like the mod prevents you from getting MGs too early on.. Is that true?

Edited by aileycc
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4 minutes ago, aileycc said:

How early can you promote to Major General? It seems like the mod prevents you from getting MGs too early on.. Is that true?

The changes to the officer experience mean that even on MG and Legendary you don't start with a MG and the reward MGs will only be BG. As the Union on Legendary you can get a MG by Bull Run if you push for it. Not sure if you can do it as the CSA though I also haven't tried. As the CSA rushing the MG feels less necessary.

The ability for the player to create massive brigades is probably completely overpowered even on Legendary once you get them online. 

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The only big brigades I've made so far were the three for Shiloh. Power seems to very nicely meet experience around 1,500-2,000 for a well-equipped 3-star brigade, and I've only deployed 2,500-strong brigades when they're inexperienced and have early game weapons.

I'm sitting on around 92k for my army just before Stones River. My first corps is all 3-stars, all Springfield '61/'63s, 24lb Howitzer, 20lb Parrot, 3in Ordinance, and Whitworths. Toss in a 2-star Maynard cav and a 2-star JF Brown skirmisher. Second corps is all 2-star with Springfield/HF '55s/other mid-game weapons, Napoleons, and 3in Ordinance. Neither corps has a brigade over 2,200, a battery with more than 12 guns, or the vanilla 300/750 for skirmishers/cav. The third corps is your typical late-build corps with early game weapons and low experience.

I suppose I could try building my first corps into a death machine with 4k brigades, but I just don't have any reason to do it.

One thing I do want to try later is to re-equip and rebuild a skirmisher or two into large, 1000-man brigades with Spencer rifles. That might be fun.

Edited by killjoy1941
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While accepting any compliment intended, I'm now going to be self deprecating about my programming abilities :) 

Modifying the dll basically requires knowing how to program already. Learning unity would be the big step. Changing existing game mechanics is comparatively easy compared to writing the AI, UI, and such from scratch.

Edited by pandakraut
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I think that was more of a sideways compliment. ;)

I'm sitting just before Chickamauga and I've actually run out of things to spend money on. I'd say that's a definite argument for the mod being best played at MG/Legendary.

Notes:

1. Supply Raid and Salem Church are extremely hard due to the experience disparity. I had to cheese Supply Raid and micro the absolute hell out of the cav to get anywhere. The cav does so little damage against fortified units that I ended up using two brigades to soak fire while using the artillery to dump canister into enemy positions just to get them to leave, and the remainder of my units were skirmishing from multiple flanks. That fight went a whole lot of nowhere all the way to the end when I simply overwhelmed the objective and clicked finish when it flipped.

Salem is similar in that you have to carefully micro flanking movements, but it's still very slow going. The vanilla battle has your trash troops armed with '61s instead of Lorenz's, so like Supply Raid, it's significantly easier than the modded battle. This one also went a whole lot of nowhere, and I ended up trying a skirmisher end run to cheese the objective, but there happened to be 6,000 infantry just idling there, so it very predictably ended with a draw. :D

2. 20lb Parrots are absolutely the best all-around gun in the game. It's about time something knocked the 24lb howitzers off the podium. If you absolutely need to make some people leave a good defensive position in a hurry, nothing beats rolling up some 24lb guns at canister range, but the Parrot is a much more versatile weapon. Napoleons are also excellent shotguns, particularly with the horse artillery perk. I'd say best guns are 3in Ord/12 Nap for early game, then 24lb How/20lb Par, though the Ords and Naps are still remarkably good as the campaign progresses. Any other gun that isn't a 6lb Field or 12lb How are perfectly workable past Shiloh as well. Oh, and the siege guns make for remarkably good counter-battery units.

Ceterum censeo Whitworth delendam esse. My single battery has 60k kills and I haven't even been using it optimally, so it could easily be 90k if I'd really tried. I also just got another one, so gods have mercy on Bragg and deliver him from the deluge of lead he's about to receive.

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We released with the knowledge that on Legendary some of the battles with allied units would be absurdly difficult if not impossible. Things will be smoothed out a bit in the campaign release. Some of the issue is the size scaling, but as you noted the experience gap is very difficult to overcome with how strong perks are. Restarting battles until the AI gets a bad perk selection can work but it's clearly not a long term solution.

Ranged cavalry and skirmishers are in an awkward place at the moment, partially because they share weapons. If we make the carbines better to make non sniper skirmishers stronger then ranged cavalry becomes ridiculous. We're working on some alternatives to improve this.

It's good news that a variety of cannon continue to be useful though clearly there are some outliers and the upper end probably needs to come down a bit or at least take much longer to reach.

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Just wanted to say, thanks for all the feedback people are providing. The more people who can share their perspectives the better. So please feel free to post any thoughts you have even if it's on a topic that has already seen some discussion. 

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The Whitworth will be nerfed into the ground...  People were complaining it was too weak in the previous iteration of the mod so I probably overcompensated here.  

All Allied Troop only battles will have the troops buffed to a reasonable degree.  No more 10 to 1 odds like Brandy Station at gettysburg (that mission is impossible).  

Also what are your opinions on the AI getting more brigades?  The player will be compensated of course.  

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I had my fun with the Whitworths, so do whatever is necessary. :D

Honestly, if it could be brought down to about 6k kills for an exceptionally well positioned battery in a major battle, it'll probably be fine since there are so few of them.

I'm all in favor of bigger armies and bigger battles. One of the things I rather disliked about vanilla was the relatively small size of some of the battles, making them rather anticlimactic if the player was being very efficient. Gettysburg is a prime example, where it should be possible to have as many as 250k men engaged in total from both sides if the player goes for a big army.

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I have not enjoyed yet having a battery of Whitworth cannons yet, but reading some of the coments, I guess must have to have a look. One thing do, on previous play through both as the Union and the CSA, there was many times in which I had more than enough money and not enough men... now, I have more than enough men, but not enough money ..... I am just about to start Shiloh so that might be why.....

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