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JonnyH13

J & P Rebalance Mod by JonnyH13 and Pandakraut 8/31/18

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3 minutes ago, Dauntless07 said:

I don't actually, I was saving every 10 minutes or so, and almost all of the crashes happened on Day 2. A similar crash occurred in the follow-up battle of Bayou Fourche. This time, it happened after I captured a unit of skirmishers with some cavalry. Anyway, I suspect it'll probably occur in Chickamauga, so I'll follow-up with the save file if it does.

That is very odd. The potential crashes caused by the mod usually only occur in very large battles. Gettysburg Day 2 could make sense but Bayou Fourche shouldn't have that issue at all.

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17 minutes ago, Dauntless07 said:

Just had another crash, and I have the save. It occurred about 1 minute after. What do you need exactly, and what directories are they in?

C:\Users\[Insert User Name]\AppData\LocalLow\Game Labs\Ultimate General Civil War\Save is where the files live. The filenames aren't readable so just make sure the one you want to send is the last save you made and sort the folder by date. Each file represents a save.

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I won. Once I found the most effective weapons, (and got past that tutorial level,) it was super easy. I only ever lost the levels that take away the Army I built, and replace it with a predetermined and crappy outnumbered one. (I have always hated that about the campaign in general.)

Final thoughts, infantry are too weak at shooting. I understand you wanted to portray melee as more important, (as it was,) but shooting is practically a waste of time without all the perks and the best guns, while a charging rookie brigade is now very dangerous. So, it basically skews the inaccuracy in the opposite direction. It's kind-of ridiculous to see a 4000 strong brigade equipped with 1863 Springfields kill only a couple dozen enemies with a volley at point-blank range, even if they are rookies.

The attrition rate on corp commanders is atrocious for whatever reason, (maybe because they are under fire for far longer by the weak gunfire? IDK.) Generals are not worth their now exorbitant price, as they die, die, and die. I think they would actually be safer commanding single brigades than they are over corps. I got by just fine placing Colonels in command of everything instead, even with corps of five 4000 strong brigades. The small efficiency drop was negligible so long as they had good guns. But hey, maybe the game has always been like this, and I just didn't notice because Generals were cheap.

I struggled to find much use for cannons, excepting 6 lb field, 12/24 lb howitzers, 10 lb ordinance/Parrot, and 14 lb James. (Can't attest to the ones Confederate exclusive.) Everything else felt useless due to their high cost, slow reloads, marginally higher damage and range, but far worse accuracy to take any advantage of said traits. In other words, it's more or less the same as vanilla, at least, it wasn't clear to me at what each gun was supposedly good at. The guns end up being more powerful only by virtue of muskets being terrible at shooting.

I can't deny it was fun, but is this better than vanilla? Well, I'd say even though the pathetic shooting is annoying, the mod has far more to offer than vanilla, like multiple viable army specializations, and compelling reason to invest in career traits other than Politics and Medicine. I did experience substantial lag and CTDs in major battles, but that's the trade off for so many sprites on screen.

Victory.png

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Thanks for the feedback, glad you enjoyed it overall even if some of the changes didn't appeal.

3 hours ago, Dauntless07 said:

Final thoughts, infantry are too weak at shooting. I understand you wanted to portray melee as more important, (as it was,) but shooting is practically a waste of time without all the perks and the best guns, while a charging rookie brigade is now very dangerous. So, it basically skews the inaccuracy in the opposite direction. It's kind-of ridiculous to see a 4000 strong brigade equipped with 1863 Springfields kill only a couple dozen enemies with a volley at point-blank range, even if they are rookies.

I think this may be due to your perk selection or play style. Fire only setups can be extremely effective. I effectively never use melee with my infantry outside of some of the early battles.

3 hours ago, Dauntless07 said:

The attrition rate on corp commanders is atrocious for whatever reason, (maybe because they are under fire for far longer by the weak gunfire? IDK.) Generals are not worth their now exorbitant price, as they die, die, and die. I think they would actually be safer commanding single brigades than they are over corps.

Do you mean division commanders? Corps commanders can't even be wounded as far as I know. I'm not sure if you had very bad luck with the wound/death rolls or if this was play style related as I haven't experienced high rates of either. If you play as melee focused as it sounds that could do it, melee has always had higher casualty rates and with the additional damage melee does in the mod that could explain a bit.

3 hours ago, Dauntless07 said:

I struggled to find much use for cannons, excepting 6 lb field, 12/24 lb howitzers, 10 lb ordinance/Parrot, and 14 lb James. (Can't attest to the ones Confederate exclusive.) Everything else felt useless due to their high cost, slow reloads, marginally higher damage and range, but far worse accuracy to take any advantage of said traits. In other words, it's more or less the same as vanilla, at least, it wasn't clear to me at what each gun was supposedly good at. The guns end up being more powerful only by virtue of muskets being terrible at shooting.

A setup of 20pdrs, whitworths, and siege guns can win battles by themselves as long as you can spot targets. Though if you're just constantly pressing and using them for canister then might as well stick with what you selected. With the right perks experienced units deal far more damage than they did in the base game. I'd need to double check the accuracy values, but the average damage of those guns when the damage calculation is applied is definitely better than the earlier cannon. In terms of understanding which cannon are good at what you really want to check out the graphs in this post https://forum.game-labs.net/topic/26142-hidden-mechanics-and-weapon-damage-degradation/. The curves shrink to fit the modded ranges, but those explain which cannon are good at what ranges far better than any text representation that I can add to the tooltips.

 

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Ah, I did indeed play a melee focused Union. That’s probably the reason; melee does indeed do a lot of damage when you get charged. Yes, I meant Division commanders. I forgot the levels of Army Organization.

My 1st Corps got the bayonet training. The 2nd Corps focused on fire, (both with 2000 brigades,) but the 3rd Corps I filled with 4000 strong brigades, and I gave them all the speed/rotation buff. (I wanted to test all the 2 star buffs.) I planned to send the 3rd in first to overun breastworks, but ended up using it to do the most of the fighting, since they tanked way better than my fragile 1st/2nd, especially in melee. By the time I stormed Richmond, the 1st Corps was wrecked, most Brigades being under 1000 men after the day 1 bloodbath, and storming just 1 fort on day 2. It was up to the 3rd to take the city.

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In the future we are looking to out more of the current power into unit stats. Perks will still allow specialization, but experienced units will be generically better at all roles.

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@pandakraut I've ran multiple campaigns but I've never seen numbers as such. Is this just poor recon or Shilol legendary is a legitimately hard battle? These guys came in super stacked 4k 800men arty units I can't even hold the line let alone push. They use 2x4k infantry units to push positions, on multiple points, simultaneously.

 

image.thumb.png.7960e2d29cfe8abc4e68d0633c4f5511.png

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40 minutes ago, Waidizss said:

@pandakraut I've ran multiple campaigns but I've never seen numbers as such. Is this just poor recon or Shilol legendary is a legitimately hard battle? These guys came in super stacked 4k 800men arty units I can't even hold the line let alone push. They use 2x4k infantry units to push positions, on multiple points, simultaneously.

While easier for the CSA, Shiloh is one of the harder battles for both sides in the mod. This is primarily due to the default unit sizes being maxed in the base game so with the scaling cap increased you're facing around 15k more men. The standard approach of splitting the middle and grabbing the landing while it's undefended, then holding for the day 1 victory should still work. Penetrating the line in the first phase is more difficult since if a few of those 4k units stack up you will have a very hard time dislodging them.

If I recall correctly, my solution was to advance my forces to the left side of the map. This allowed me to setup in the treeline with the creek in front of me and get several units to try and charge me. This drew off the 'mobile' union units and left the two units in fortifications on the right side of the map exposed. From there I was able to break them and start pushing up along the map edge. If you check my youtube series I recently played Shiloh with the base game numbers. It obviously won't be quite the same as the AI is far more aggressive in the mod, but it should help show the basic idea if my description isn't clear.

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On 11/30/2018 at 10:37 PM, Dauntless07 said:

x03c7dsh.kq2 Brock Road. Loaded it again, and no crash.

I ran your save multiple times and was not able to recreate the crash. Given how consistent the crashes seem to be for you I would probably recommend a full reinstall of the game and the mod.

You also mentioned some lag on larger battles, it's possible that the larger size and increased units possible in the mod are pushing your system beyond what it is capable of. Given that you are also able to reload saves and then bypass the crashes this being the root cause would at least make sense, though I also have no way to prove that this is the case.

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