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


JonnyH13

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21 minutes ago, TechnoSarge said:

Experimentally, I reset the deploySizeMultiplier to 1.1 as apparently the default is, and restarted Richmond. I verify the brigade limit went to 30.  Still, when I checked my unit organization permissions, I found I was allowed to build 4 corps, each with 8 divisions of 5 brigades (Unit Org maxed out).  I still find the ability to build corps that can't carry all their brigades to ANY fight to be a flaw in the design of Ultimate General.

This is definitely a mod issue rather than a base game one. The current corps sizes don't line up with the number of deployment slots. The corps sizing is controlled in the assets so that isn't configurable.

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3 minutes ago, Lt. Gen. James Longstreet said:

So what's this about unit numbers restriction and skirmishers, I would love to see the detachable skirmishers again, but not if it hurts this mod, how does that work I didn't understand what you guys were saying. I also didn't know about a config file that you could use to change options, where is that and what else is there interesting?

Files are going to be in slightly different place since you're using the combined mod. But you want to look in your ultimate general civil war_data/Mod folder. In the ConfigFile.csv you can change diableSkirmishers to false to turn detached skirmishers back on.

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6 minutes ago, Lt. Gen. James Longstreet said:

OK, but what will that do to your mod and the number of available slots. I presume you set it off for a reason?

Detached Skirmishers were disabled to remove access to a lot of AI glitches that they enabled. All player deployment sizes were increased slightly to allow the player to bring their own dedicated skirmishers. If you turn them back on it will make the game a bit easier, especially if you abuse the exploits, but if that isn't a concern feel free to play the mod with whatever settings are fun for you.

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Many thanks, pandakraut, so enabling them doesn't revert the number of slots or units available?

p.s. the name of that game I was posting about earlier, its called

Quote

no-greater-glory-the-american-civil-war

I actually found it and am playing it online at https://classicreload.com/no-greater-glory-the-american-civil-war.html

this will remind you what a dinosaur was....gee do I feel old

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53 minutes ago, Lt. Gen. James Longstreet said:

Many thanks, pandakraut, so enabling them doesn't revert the number of slots or units available?

They are controlled by different configuration settings. Slots is the deploySizeMultiplier option in the same file. Base game number of slots is 1, default mod value is 1.1.

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Well, I just hit a huge snag, and do not see a way forward. I need some help and advice. After playing through the preliminaries on the way to Malvern Hill, I had slowly expanded my Army to three Corps, each with a minimum of 4 Divisions and of 5 Brigades. Each Division has a standard  4 Infantry Brigades of 2000 or more troops and one of Artillery of a maximum of 12 pieces, never more. The 4th Division is usually 3 Cavalry Brigades and 2 Artillery pieces always 6 pounders.

So I start Malvern Hill, This is the battle that you must break the union center and in order to do this, you must attack on a very narrow center front. Well, the Union has Brigades of no less than 6000 Infantry and their Artillery are all whoppers of 500 to 600 men, where mine are low 200 to high 100!!

It is short of a disaster, as I cannot break those defenses or fortifications as well as keep my army from surrendering in masse and be herded from the map. When I attack, I ultimately lose control of my men at some point and they either go batshit crazy away from me or surrender and I lose them. Try as I must no 2000 men are going to break fortified troops numbering 6000. I knew about the upscale but this is whacked, what can I do to prevent this???

Edited by Lt. Gen. James Longstreet
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3 corps is more than you need at that stage of the campaign so that is likely driving up numbers a bit. Lots of other factors affect scaling as well, but one solution is changing removeSizeCap to false in the AIConfigFile.csv. That will restore the base game size limits for the AI.

 

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Wow, I got back reading posts in these forums about re-scaling and never noticed your response until now. Mind you I was reading a lot of stuff of yours even back then!!! Thanks a lot, pandakraut, I shudder to think where I would be without your personal help. Do you think that this has anything to do with me using 1.21 instead of 1.23a? And how beneficial is the surrender mod? The only time I got past this in-game was vanilla, and I don't remember this problem

 

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I think you would be getting pretty similar results in 1.23a, there haven't been any scaling changes recently. In the base game this is much less of an issue because AI infantry maxes out at 2950. But in the mod this cap is raised to 6k and the way melee works these units can be very difficult to deal with. I am a bit surprised that you are hitting units that large with your own infantry units being at 2k though since if I recall you are playing on BG difficulty and scaling doesn't tend to be as much of an issue there.

On your campaign map screen, can you share what the intelligence report shows the enemy for size as? One of the features of the surrender portion of the mod is that captured units aren't removed from the AI's force pool. This is to balance out how much easier it is to force surrenders in that version. It's possible that if you've been capturing a lot of men that the AI Size is snowballing a lot and that is partially why you are hitting 6k units. The combined version of the mod is unfortunately also the least tested, so balance issues like that would not be unexpected. There is an option to turn off the captured units being returned to the AI if that turns out to be the problem.

 

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That's it, I was capturing a lot of units and therein lies my problems I'm sure  Oh damnation, wish I could have found 1.21 without the surrender mod now? I wasn't 100%  sure of that when UI started using it. How far back in saves would I have to go to stop the insane amount of men they deploy and what do you recommend me doing different

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8 minutes ago, Lt. Gen. James Longstreet said:

WHOA, I just realized something, I am replacing Officers that are wounded or killed during battles. I thought that was our favorite perk were the officer of lower rank went into temporary command. And you keep both officers. I'm sure I am not getting that now.

This only works to a certain point. If a low enough rank officer is killed or wounded they will not be replaced as there are no officers in the unit to step up.

2 minutes ago, Lt. Gen. James Longstreet said:

That's it, I was capturing a lot of units and therein lies my problems I'm sure  Oh damnation, wish I could have found 1.21 without the surrender mod now? I wasn't 100%  sure of that when UI started using it. How far back in saves would I have to go to stop the insane amount of men they deploy and what do you recommend me doing different

I'd just turn off the setting and restore the size cap and get through the battle. Can try removing the size cap again afterwords and see how it goes.

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3 hours ago, pandakraut said:

This only works to a certain point. If a low enough rank officer is killed or wounded they will not be replaced as there are no officers in the unit to step up.

Nope, this is not the case. Just went back and started the valley campaign again, or the first minor battle after Shiloh. In camp and back when I had only 2 corps. The first corps I'm not doing anything about because they are my original men so veterans and yea, I'm just not going there! My second corps I disbanded all Infantry brigades and re-created the entire three divisions with  2000 man raw recruits. So all gone are the 4000 man Brigades. Now some of my original 1st Corps units have 3000 men, but the majority are mid-2000's. Cavalry are at the most 1500 and artillery was always maximum of 12 cannons.

So I started out 1st Winchester with approximately 23,000 Infantry and 24 guns and the Union responded with about 13000 Infantry 5000 Cavalry and 32 Guns. It did not go very well at the start, but after some time my lines started to overcome the odd unit until they broke and then applied pressure was rewarded by driving them through the town and victory was the outcome. Good skirmish I'm pleased with that. However, two major things happened that I took notice of.

First, I lost to wounds, Brigadier General DH Hill, 1st Division Commander, then  Colonels Carr and Joseph Kershaw all three from my 1st Corps. Yet none were replaced at all either during or after the Battle. So the Junior Officer replacement is not working at all!

Second, when you look at these units during a battle you have the Organization Bar at the bottom of the screen. Showing Corps, then Divisions, then under that all Brigades. If you click on any unit separately you see the commanders picture, but I haven't noticed a name. Previously upon replacing a wounded officer, although the name does not appear, the picture did change, so I knew that replacement was active! Now even when you use the bar at the bottom screen, say for instance the Corps bar, this shows your Corps Commanders Picture and Name! OK great, but when you use the next row down the Divisions bar, the picture and name is that of the 1st placed Brigade I think? Its almost as if the Division Commanders are not present! Could this be why they don't seem to gain Experience like Brigade Commanders?? Also when you check the individual units, either way, it shows no picture at all with a WIA instead

Edited by Lt. Gen. James Longstreet
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pandakraut, I have a theory here. One of these changelogs comes from the 1.23a download, that I first got from here or the current version. The second one comes from the 1.21 version plus surrender mod. And even though the officer's replacements are supposed to be in version 1.21 as per the logs from the last version, they do not say that in the combined versions log, which is supposed to be 1.21, but I'm debating whether this had been implemented by the time of the original combinations, Does this make sense even ?? I believe that the combo which I got is really 1.2 and surrender!! Mainly because that is the last changelog entry.

 

 

 

 

ChangeLogV1.21.txt

ChangeLogV1.2.txt

Edited by Lt. Gen. James Longstreet
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Yeah, the combination mod appears to be 1.2 not 1.21 so the officer changes are missing. The upside here is that 1.2 is considerably more stable than 1.21.

Sorry for the confusion. That was the last time I tried to update 3 different mods at once. Not doing that again, to easy to get things mixed up. If you don't want to use the surrender stuff, then I would just go to 1.23a.

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Yea thought of that, but that would take me back to the original problem of not having that as well. I searched the internet but all links came back to the thread on these forums. You don't have a separate copy of 1.21 left around or maybe 1.22 even. I presume that 1.23a means still not 100% finalized that's why you claimed that it wasn't finished being updated completely. As for surrender, not sure where I land on that one yet

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We do have access to the older versions, but everything between 1.2 and 1.23a has several bugs that can prevent battles from completing. I can send you a link if you want, but if you hit those bugs the only solution is to move to 1.23a. The current version is what I would call a stable release, we're still intending to make significant changes in the future though.

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OK I will muddle through with what  I got and wait for the next version

p.s. Oh, wait! send me a link for 1.22  or 1.21, please. either would be better than 1.2 with no officer replacements, that is my favorite perk hands down. Thank You very much pandakraut

Edited by Lt. Gen. James Longstreet
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Thank you once again pandakraut for the files. I tried 1.22d and replayed Winchester. What a time I had, it certainly wasn't my prettiest battle for sure! I must have started and restarted that one scenario at least 6 times. I had units all over the place, especially chasing random skirmishers and Cavalry that came in the back door, or ran through a melee. This was certainly the most annoying part! I was attacking a unit, it routs and runs away, but through my unit and gains my rear, then calms down and proceeds to release prisoners, or rear flank my units. I had a couple skirmishers do this, an Infantry brigade once or twice and then cavalry. The two cavalry units joined the battle from behind, and although annoying, I understood this to be their reinforcements, which I had to expect. Yet altogether it was freakin' hellish!! you can't catch these guys with an infantry brigade, and once they even captured my supplies and do you think I could get him back, No Sir!! I realized that this version although I did have a surrender or two must not have had the actual surrender mod installed or it would never have been that bad and chaotic. I mean you don't rout forward toward the enemy in masse, you lose control and run away, and in this scenario, the Union tried to hold the town, when routing they all mostly every time I played it ran through the town southward. I don't ever remember the enemy routing unit, actually, try to push through or fight to go around my guys, and even adding artillery or other units to fire upon them from my lines direction, I could not get them to go the other way.

So then I tried the 1.21 version and it failed to load the game three times before I finally managed to get the verify my game files and reinstall to work. I have no idea why.

I have not tested this one yet, so here goes.

Question: Do you know of anyway, for me to reset my perks for my Infantry Brigades. To change like my first star or perk after I receive my second start perk?

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1 minute ago, Lt. Gen. James Longstreet said:

Question: Do you know of anyway, for me to reset my perks for my Infantry Brigades. To change like my first star or perk after I receive my second start perk?

Unfortunately this is not possible other than disbanding and recreating the unit.

In terms of routing, the games logic is basically run away from the largest concentration of enemy troops. This calculation sometimes determines that behind your lines is the 'safest' area as there is no concept of retreating towards supply lines, headquarters, etc. This does mean that you can largely prevent the issue with troop positioning. If you double up your lines the AI will nearly always try and go a different direction. This can be done with detached skirmishers, artillery, reserves, etc. This is most important when engaging in melee. Once you get used to it and play around it routing through your own lines is very rare.

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Got you, and I understand, but it happened a lot during those battles as so I noticed the difference, and am wondering if it was the version1.22d or if it was the lack of the surrender mod that caused the increase? Or maybe it was just time for a lot of those units to try that tactic. I mean once it was two skirmisher units that routed past my lines and disappeared. Next thing I knew my supply wagon was captured and the prisoners at least two units were set free in my rear. Other times it was cavalry units and at least once Infantry and I really never saw this happen to this degree before.

p.s. Previously I mentioned about the Army Icon bar at the bottom, and how it lacked the Division Commanders picture. Apparently, that is the way the base game was or is according to the manual. I really find this odd, is there any magic you guys can pull as with Junior Officers taking over part timecommand to get the Division commander present during battles?

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The surrender mod changes definitely greatly reduces the occurrence of units routing through your lines.

Regarding division commanders, do you mean you would like them to show up as a controllable unit like the corps commander? If you meant something else can you post a screenshot showing what you are talking about?

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