Sir Galahadn't 2 Posted July 12, 2020 Share Posted July 12, 2020 1 hour ago, pandakraut said: There isn't actually a prisoner exchange. The player is just capped at the amount of recruits they get for captures for balance reasons, any AI men that are captured are fully removed from the manpower pool. I did not know that. Now I think I'll try harder for captures than I have to-date. I had assumed there was an actual exchange because the Battle Rewards box says there is. Quote Link to post Share on other sites
Cameronb 0 Posted July 20, 2020 Share Posted July 20, 2020 Panda- ai scaling seems different, at Gaines mill and equal to enemy size (legendary obviously because why else play). Secondly, ref perks, updated info and non working perks to avoid (T1 artillery Ammo is one) can you confirm what is what in this mod? Running v1.8 but don’t see the orange detail you mentioned in the perks Quote Link to post Share on other sites
pandakraut 431 Posted July 20, 2020 Author Share Posted July 20, 2020 3 hours ago, Cameronb said: Panda- ai scaling seems different, at Gaines mill and equal to enemy size (legendary obviously because why else play). Secondly, ref perks, updated info and non working perks to avoid (T1 artillery Ammo is one) can you confirm what is what in this mod? Running v1.8 but don’t see the orange detail you mentioned in the perks Scaling has definitely not been touched unless you enable two config settings. The scaling factors can vary quite a bit from campaign to campaign. Can you share your gaines mill numbers(also which side)? I'm not sure what you are referring to with orange detail. The +ammo perks are the only ones that don't work. Everything else works as displayed in the tooltips. Quote Link to post Share on other sites
Sir Galahadn't 2 Posted July 24, 2020 Share Posted July 24, 2020 On 7/20/2020 at 9:43 AM, pandakraut said: The +ammo perks are the only ones that don't work. Everything else works as displayed in the tooltips. Do you mean that NONE of them work? How can you tell since the Supply line on any unit does not offer a tooltip for how much is available? I'm not doubting you, I just don't understand how you can tell. Quote Link to post Share on other sites
pandakraut 431 Posted July 24, 2020 Author Share Posted July 24, 2020 3 hours ago, Sir Galahadn't said: Do you mean that NONE of them work? How can you tell since the Supply line on any unit does not offer a tooltip for how much is available? I'm not doubting you, I just don't understand how you can tell. Realizing that the +ammo bonus of perks does not work is fairly difficult if not debugging the game code, I suspect this is why the issue was never fully resolved by the devs despite them getting very close in the last patch to the game. After that patch several players including myself thought it was working but as I'll go on to explain we were incorrect. What you can do to test it in game is put two units of artillery next to each other, one with the perk and one without. Then you need to let them fire, hold fire until they are reloaded(due to randomized aiming, reload, and volley times), let them fire again, repeat. This lets you count the total number of shots while checking the amount the supply bar drops per shot. If working correctly an artillery unit with the +ammo perk should still be at 50% ammo remaining when the non-perked unit is out of ammo. 1st Franklin is a convenient csa battle for these tests. What you will find if you try to replicate this is that the perks work, under very specific conditions. If you assign the perk to a unit and then go immediately into a battle, no restart, no load, etc. then the perk works as expected. But a reload of the game of any kind breaks it. The issue appears to be with the save/load system as the numbers all look fine when debugging up until that black box does whatever it does. So to be more precise the perks do work under very specific circumstances, but break under any normal use of the game. Technically, if you're using a full disband army and are very careful you could make new artillery units for every battle, give them the perk, and then disband them after the battle. Then you'd make them again and assign the perk. If at any point you have to reload, start the entire process over. I did not check to see if the perk survives phase changes or multiday battles, but I suspect it does not. While not entirely accurate, for the majority of players the perks effectively do not work due to how easily they break. So I've shortened my explanation to they don't work. +ammo from the logistics career points do work though. Quote Link to post Share on other sites
Sir Galahadn't 2 Posted July 24, 2020 Share Posted July 24, 2020 OK, thanks. It's good to know the Logistics career points work. Quote Link to post Share on other sites
Cameronb 0 Posted July 24, 2020 Share Posted July 24, 2020 New damage curve is default on right? Quote Link to post Share on other sites
pandakraut 431 Posted July 26, 2020 Author Share Posted July 26, 2020 On 7/24/2020 at 5:51 PM, Cameronb said: New damage curve is default on right? Yes Quote Link to post Share on other sites
abrucewebb 1 Posted October 6, 2020 Share Posted October 6, 2020 I installed version 1.81 (which still shows version 1.8 on the startup screen) for the GOG version of the game. However, after the first battle as the CSA my general (actually he starts out as a colonel) doesn't get any perks. Was that changed? Also, just to clarify, has the Logistics perk been fixed? Does the unit get more ammo? Or should we still avoid that? Thanks for all your hard work fixing these issues. 1 Quote Link to post Share on other sites
pandakraut 431 Posted October 7, 2020 Author Share Posted October 7, 2020 15 hours ago, abrucewebb said: I installed version 1.81 (which still shows version 1.8 on the startup screen) for the GOG version of the game. However, after the first battle as the CSA my general (actually he starts out as a colonel) doesn't get any perks. Was that changed? I forgot to update the version number from 1.8 to 1.8.1 so you're set there. What should happen with the general is that they get promoted to BG after the first battle. This allows the player to select their starting perk. 15 hours ago, abrucewebb said: Also, just to clarify, has the Logistics perk been fixed? Does the unit get more ammo? Or should we still avoid that? +ammo perks for artillery and generals still does not work. I've tried fixing it, but the issue is tied up with the save system and I haven't been able to figure it out. The +ammo from the career point does work however. Quote Link to post Share on other sites
abrucewebb 1 Posted October 8, 2020 Share Posted October 8, 2020 Okay, good to know about the ammo perk. My general didn't get promoted after the first battle. He's still a colonel so I didn't get to choose a perk. Any ideas why? Any ideas why? I actually reinstalled the mod prior to starting a new campaign just in case there was an issue from my first installation. I also see that to uninstall it says to verify the files. I'm assuming this is the Steam version as I don't see a way to verify the files in the GOG version. I did, however, copy the original files to a folder. Again, thank you for all of your hard work on modding this game. Quote Link to post Share on other sites
lonelydestroyer 1 Posted October 28, 2020 Share Posted October 28, 2020 I installed the mod in Directory stated, but it did not work ( there was no change to the game ) How do i fix this? 1 Quote Link to post Share on other sites
pandakraut 431 Posted October 29, 2020 Author Share Posted October 29, 2020 On 10/28/2020 at 6:04 AM, lonelydestroyer said: I installed the mod in Directory stated, but it did not work ( there was no change to the game ) How do i fix this? Usually this means that the mod files didn't end up in the right place. The default steam install path is C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data There is also an Ultimate General Civil War\UGCWReporter_Data folder that tends to trip people up as it contains similar files as what would be overwritten in the correct install directory. In case you're having issues with zip extraction here are the paths to all the files used by the mod C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data\Managed\Assembly-CSharp.dll C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data\resources.assets C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data\Mod\UIAICustomizations\ConfigFile.csv Hope this helps. If you're still having trouble, or are not using a PC or a steam install let me know and we can try to figure it out from there. Quote Link to post Share on other sites
pandakraut 431 Posted Wednesday at 05:16 AM Author Share Posted Wednesday at 05:16 AM Updated to 1.9 Major changes include making the two starting battles easier, replacing the +ammo perk bonuses that don't work, and adding the ability to turn off or adjust scaling. No scaling mode is not balanced by default, some battles may be far too easy or far too difficult. This is intended to be used in combination with AISizeMultiplier to adjust difficulty as desired. My recommendation would really be to leave scaling on and just adjust AI sizing from there, but the option has been provided as is if you want to use it. UI Changes - Units can be merged by dragging and dropping. Unit type and weapons have to match and the sum of both units hp must be less than the unit types max hp. Merged units stats will be averaged as normal. The dragged unit will be destroyed and its officer returned to the pool. Credit to Adishee. - Cavalry can now hold position. - Highlighted penalties to reload speed in perk descriptions. Perk Changes - Artillery tier 1 Logistics perk now gives +speed in place of +ammo. This is due to the +ammo stat being bugged. - General tier 1 Strategy perk now gives +spotting. This is due to the +ammo stat being bugged. Fixes to Union Deployments - Crossroads, Rendezvous, Crampton's Gap, and Harrison's Creek deployment slots now match total units that can be deployed. - Stones River, Chancellorsville, Gettysburg, Chickamauga, and Cold Harbor deploys fixed so that all deployed units now show up on the field. - Stones River supply wagons now appear on day 2. Configuration Changes - modifyTutorialBattle added into ConfigFile, enabled by default. Reduce the difficulty of the the first battle in each campaign by removing the random sizing adjustments to AI units and increasing the size of player units slightly. - disableScaling added into ConfigFile, disabled by default. Enabling this turns off all scaling based on the players army. AI sizing is determined by difficulty and a random factor. - improveArtilleryTargetting, now disabled by default. Requires far to much focus on enemy artillery given the options the player has available to keep smoothbore artillery close enough to be effective. Quote Link to post Share on other sites
pandakraut 431 Posted Wednesday at 03:34 PM Author Share Posted Wednesday at 03:34 PM (edited) Updated to 1.9.1: Fixed a bug that was causing the AI units to be larger in the starting battles. Edited Wednesday at 03:35 PM by pandakraut Quote Link to post Share on other sites
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