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J & P Rebalance Mod by JonnyH13 and Pandakraut 3/18/2021 1.27.3d


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On 3/18/2021 at 11:31 PM, pandakraut said:


- Cavalry and skirmishers can now use the run key to turn skirmish mode on and off.

If the answer to this is buried somewhere in this thread, then apologies.....

....but I've been trying to understand what the impact of skirmish mode being off is..... how does it affect unit behaviour?

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Gameplay Rebalance and Customizations created by JonnyH13 and Pandakraut Discord Link: https://discord.gg/NmHUGvq 3/18/2021 Updated to 1.27.3d  1.27.3d Highlights   - All

Gettysburg, Monocacy, Antietam, New Market - selected views: Gettysburg, First day position of Stone's Brigade at McPherson's Farm This would have been the view the advancing Confederates had

You can start with 7 training. This gives the union nearly 1 star recruits and the CSA ~1.5 star recruits. Though currently starting with econ and logistics and just buying cannon and fielding 24p and

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17 hours ago, parmenio said:

If the answer to this is buried somewhere in this thread, then apologies.....

....but I've been trying to understand what the impact of skirmish mode being off is..... how does it affect unit behaviour?

So skirmish mode is the default behavior that cavalry and skirmishers use. For skirmishers it basically is a check that if the unit is reloading and has equal or less range than the unit it is firing at, it will fall back. Once it's finished reloading it will move forward again to shoot. 

Cavalry will do this and also retreat away from nearby units to say out of range if they don't have a move or attack order.

Many players get frustrated by this logic since they want their units to 'stand still and shoot' but they don't want to keep putting units on hold position. So now the player can turn that bit of logic off.

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3 hours ago, pandakraut said:

Many players get frustrated by this logic since they want their units to 'stand still and shoot' but they don't want to keep putting units on hold position. So now the player can turn that bit of logic off.

🙂 Thanks for that... I'd found a few comments complaining about it on Steam so that helps.

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Just returned after giving Adishee's submod a trial.  He's pursuing some intriguing concepts - interesting work in progress ...

Have now downloaded v.1.27.3d and scanned the notes. Looks like some interesting stuff.  Especially like your use of the opening splash to announce updates.

But a question:  It appears that I cannot SAVE mid-battle.  Is this an artifact, a feature, Did I miss something?

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1 hour ago, dixiePig said:

It appears that I cannot SAVE mid-battle.  Is this an artifact, a feature, Did I miss something?

Saving is disabled in the first phase of the CSA tutorial battle. It should be working as normal anywhere else. If it's not please let me know where there is an issue.

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15 minutes ago, pandakraut said:

Saving is disabled in the first phase of the CSA tutorial battle.

Gotcha.  Perhaps include that info somewhere in the intro? - as it is a) new, b) non-standard and c) unexpected

Can I also ask ... why? I would assume that tutorial battle is one time when player is entirely likely to want to pause&save.

Playing v.12.73d on MG and enjoying it:  'Spoils of War" does not appear to be as punitive as before (BIG improvement), enemy is feisty, but not overwhelming. I've also capped  across-the-board unit sizes at more-or-less 'historic' levels, which is how I like to play.

Nice improvements!

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3 hours ago, dixiePig said:

Can I also ask ... why? I would assume that tutorial battle is one time when player is entirely likely to want to pause&save.

It blocks an exploit that is only available in that first phase which I have not found another way to fix. The phase is so short that I didn't think anyone would ever bother saving during it, but apparently people frequently do as you are not the only one who has run into it.

I'll look into adding a tooltip to explain why it is temporarily disabled.

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Not excactly a Question about the Mod..but as i play with it maybe it belongs here.

I saw weapons have different rangeeffevectiveness. How can i determine which weapon is better than another? and what does it excactly say? Should i walk a Unit which is most effective on short range close up? 

How can i determine if i'm in short, long medium range?

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17 hours ago, Geralt said:

Not excactly a Question about the Mod..but as i play with it maybe it belongs here.

I saw weapons have different rangeeffevectiveness. How can i determine which weapon is better than another? and what does it excactly say? Should i walk a Unit which is most effective on short range close up? 

How can i determine if i'm in short, long medium range?

Short medium and long correspond to 1/4 1/2 and 3/4 of the weapons listed range.

I roughly evaluate weapons by comparing the damage range and the range effectiveness %. If you want to get more detailed I multiply the % by the average damage. 

In general moving closer will always get you more damage though there are a couple exceptions. Whether doing so is a good choice depends a lot on the battlefield situation. Because of this when I'm doing a quick compare I only tend to look at the maximum range percentage for non-artillery weapons.

You can find graphs to help visual this here: https://docs.google.com/spreadsheets/d/1E5ZFCAHEY8EyBkEkWIHOfdFlwaYpSDVA00w9a71jq1c/edit?usp=sharing

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ok nice, thank you! I just watched your union campaign with 1.24/1.25 and found some differences..specially weaponwise. Are there some that got removed? Like the Percision Musket? or did you use other mods too?

 

also saw you are using specially in the beginning Lt col as division leaders, i tried this - but this gives me massive efficiency and command hits, was there also something changed?

 

btw really nice mod!

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2 hours ago, Geralt said:

ok nice, thank you! I just watched your union campaign with 1.24/1.25 and found some differences..specially weaponwise. Are there some that got removed? Like the Percision Musket? or did you use other mods too?

 

also saw you are using specially in the beginning Lt col as division leaders, i tried this - but this gives me massive efficiency and command hits, was there also something changed?

 

btw really nice mod!

There have been quite a few changes since I made those videos. Many of them to specifically address problem points I found while playing. I basically stopped that campaign because things had become trivially easy.

The general setups in those videos, and a lot of the basics still mostly apply, but the finer details won't be the same. Officers is a big one here, as division commanders now give a higher percentage of command to the unit and the battles led mechanic has been added so that there are benefits for keeping an officer with the same unit. So in most cases you want a high rank officer in command of the division and use the lower ranking officers for the brigades. Though it can still be useful to put a high rank officer on a brigade if it helps get access to a perk.

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