Matt P Posted May 12, 2017 Posted May 12, 2017 One thing I forgot was the ability to order different formations. Have a brigade take an "L" shaped formation when needed or be able to order a formation to "Refuse its flank" when attacked. Also for a unit to stay limbered or in column until I command it to form line or the enemy is near. Thanks Matt P. 2
derpus.maximus Posted May 12, 2017 Posted May 12, 2017 Hi Nick, could you do something about the Cold Harbor Union 1st phase in the campaign? Union reinforcements arrive far too late to have any impact on the battle, and the Union loses if it can't hold the objective.
civsully1 Posted May 13, 2017 Posted May 13, 2017 BUT please get rid of the weapon scaling! Otherwise Thanks for making the game get better with each patch! Most appreciated. 4
vren55 Posted May 13, 2017 Posted May 13, 2017 11 hours ago, derpus.maximus said: Hi Nick, could you do something about the Cold Harbor Union 1st phase in the campaign? Union reinforcements arrive far too late to have any impact on the battle, and the Union loses if it can't hold the objective. Derpus, there's a solution to that that doesn't need a creator fix. Weight your 1st Division to have MASSSSIIIIIVE overwhelming 2500 huge men brigades. That way you can resist the confederate assault fairly easily through using detached skirmishers to cover your flanks. 1
vren55 Posted May 13, 2017 Posted May 13, 2017 And Nick, thanks for all your hard work. Can't wait until this patch because after this, I"m going to be making a new campaign!
jamieva Posted May 13, 2017 Posted May 13, 2017 Will the update require us to restart campaigns already in progress?
jamieva Posted May 13, 2017 Posted May 13, 2017 14 hours ago, vren55 said: Derpus, there's a solution to that that doesn't need a creator fix. Weight your 1st Division to have MASSSSIIIIIVE overwhelming 2500 huge men brigades. That way you can resist the confederate assault fairly easily through using detached skirmishers to cover your flanks. Agreed. I did 1 division with all 2500 man brigades and i could hold the spot until the reinforcements came on the field. And have those reinforcements run as soon as they show up on the screen. I used the breastworks for my 2500 man brigades that were north of the actual flag spot. I kept one brigade free to turn south or west depending on where the attack was comign from. 1
Col_Kelly Posted May 13, 2017 Posted May 13, 2017 10 minutes ago, jamieva said: Will the update require us to restart campaigns already in progress? It won't. You'll be able to pick up were you left it.
vren55 Posted May 14, 2017 Posted May 14, 2017 6 hours ago, Col_Kelly said: It won't. You'll be able to pick up were you left it. 7 hours ago, jamieva said: Will the update require us to restart campaigns already in progress? Just ensure you didn't subscribe to any betas and actually updated the game to the latest patch. A couple of people had an issue trying to open Gettysburg or was it Chickamauga b/c the creators put out a 0.77 beta and the people trying to update forgot to unsubscribe to that beta. All you need to do after update is click on your latest battle save and it'll automatically give you the camp screen after your last battle. MAKE SURE TO SAVE THAT. So you can return to it.
Fetzen Posted May 14, 2017 Posted May 14, 2017 I agree with what was said before: Having the option for fixed enemy strength on normal difficulty would be great. 3
derpus.maximus Posted May 15, 2017 Posted May 15, 2017 (edited) On 5/13/2017 at 0:41 AM, vren55 said: Derpus, there's a solution to that that doesn't need a creator fix. Weight your 1st Division to have MASSSSIIIIIVE overwhelming 2500 huge men brigades. That way you can resist the confederate assault fairly easily through using detached skirmishers to cover your flanks. Sure, I was doing that. But you look at the historical version of the battle in-game, Union reinforcements show up with approximately an hour left, and then you wonder why the discrepancy. Edited May 15, 2017 by derpus.maximus 1
vren55 Posted May 15, 2017 Posted May 15, 2017 1 hour ago, derpus.maximus said: Sure, I was doing that. But you look at the historical version of the battle in-game, Union reinforcements show up with approximately an hour left, and then you wonder why the discrepancy. Oh the historical versions... I haven't played those so I have no opinion
Aetius Posted May 15, 2017 Posted May 15, 2017 (edited) On 5/10/2017 at 10:30 AM, Nick Thomadis said: Increased Corps max supply cost from 25000 to 35000 (it was a wide request). While this is welcome, it's not going to really help unless you do something about artillery ammunition usage. I set up a quick test on River Crossing. I normalized two artillery units so that they had the same stats and no perks, equipped them both with 10pd Ordnance guns, and let them blast away. My Corps commander has the +20% ammunition perk, and I have three points in Logistics for another +15% ammunition. I ran two tests, one with a 10,000 supply wagon, and one with a 3,000 supply wagon. Once they exhausted their ammunition (roughly one game hour), I stopped them from shooting and refilled their ammunition. It appears that a zero-star 8-gun 10pd Ordnance battery, Efficiency 11 and Command 53/54, can use approximately 1,250 supply in 1.5 game hours. So four inexperienced 8-gun batteries are going to use the entire extra 10,000 supply in just three game hours. https://www.youtube.com/watch?v=yK58_XHrikk I then reconfigured another save to test the +50% ammunition perk on one unit, and the Stamina perk on the other unit. This time, I had a commander without the +20% ammunition perk, but still had the 3 points in Logistics for +15% ammunition. It looks like the +50% ammunition perk doesn't do anything: https://www.youtube.com/watch?v=vp9iFzkZh18 Both units use ammunition at the same rate (slightly faster than the previous test, since their Efficiency is higher), and both refill with exactly 1,250 ammunition. This leads me to believe that none of the +% ammunition perks are working for artillery units. Edited May 15, 2017 by Aetius 7
civsully1 Posted May 16, 2017 Posted May 16, 2017 3 hours ago, Aetius said: While this is welcome, it's not going to really help unless you do something about artillery ammunition usage. I set up a quick test on River Crossing. I normalized two artillery units so that they had the same stats and no perks, equipped them both with 10pd Ordnance guns, and let them blast away. My Corps commander has the +20% ammunition perk, and I have three points in Logistics for another +15% ammunition. I ran two tests, one with a 10,000 supply wagon, and one with a 3,000 supply wagon. Once they exhausted their ammunition (roughly one game hour), I stopped them from shooting and refilled their ammunition. It appears that a zero-star 8-gun 10pd Ordnance battery, Efficiency 11 and Command 53/54, can use approximately 1,250 supply in 1.5 game hours. So four inexperienced 8-gun batteries are going to use the entire extra 10,000 supply in just three game hours. https://www.youtube.com/watch?v=yK58_XHrikk I then reconfigured another save to test the +50% ammunition perk on one unit, and the Stamina perk on the other unit. This time, I had a commander without the +20% ammunition perk, but still had the 3 points in Logistics for +15% ammunition. It looks like the +50% ammunition perk doesn't do anything: https://www.youtube.com/watch?v=vp9iFzkZh18 Both units use ammunition at the same rate (slightly faster than the previous test, since their Efficiency is higher), and both refill with exactly 1,250 ammunition. This leads me to believe that none of the +% ammunition perks are working for artillery units. Wow Aetius...a real nice assessment! Well done and thanks for posting it and your videos! 1
Karri Posted May 16, 2017 Posted May 16, 2017 Well done. This is why it would be really beneficial to see some of the values(like the supply wagon stockpile, or unit ammo) in pure numbers instead of just bars. 3
derpus.maximus Posted May 16, 2017 Posted May 16, 2017 On 5/15/2017 at 0:12 AM, vren55 said: Oh the historical versions... I haven't played those so I have no opinion Well, you may find it frustrating to see your ENTIRE army outfitted with Springfield 1863s, an entire cav division with Spencers, and so-forth. :-|
Bigjku Posted May 16, 2017 Posted May 16, 2017 Ideally I wish the wagons has separate supplies for artillery and for infantry and you had some level of control over what they give out. If one is not real careful with routing of them you can find that because they strayed closed to an artillery concentration they got cleaned out on the way to a hard pressed infantry division. Maybe just an equivalent of the ceasefire command for the supply wagon might help here so I can move them to where I want and supply only who I want. 1
Fred Sanford Posted May 16, 2017 Posted May 16, 2017 6 hours ago, Bigjku said: Ideally I wish the wagons has separate supplies for artillery and for infantry and you had some level of control over what they give out. If one is not real careful with routing of them you can find that because they strayed closed to an artillery concentration they got cleaned out on the way to a hard pressed infantry division. Maybe just an equivalent of the ceasefire command for the supply wagon might help here so I can move them to where I want and supply only who I want. This already exists 1
Bigjku Posted May 16, 2017 Posted May 16, 2017 8 minutes ago, Fred Sanford said: This already exists Awesome. I have never really looked that close at the supply wagon most of the time. I just rotated troops out of ammo out of hot zones when I ran out of ammo.
vren55 Posted May 19, 2017 Posted May 19, 2017 3 hours ago, Nox165 said: I am dying for the new patch I know... they said it was going to come out this week... a week ago. It's possibly the localization/translation issue.
Nox165 Posted May 19, 2017 Posted May 19, 2017 Well I have something hold me over (new fire emblem). but still cant wait to give the patch a go.
CaptainKanundrum Posted May 19, 2017 Posted May 19, 2017 16 hours ago, vren55 said: I know... they said it was going to come out this week... a week ago. It's possibly the localization/translation issue. Well there was a rather large response of stuff to be fixed lol. It's better if they take their time.
civsully1 Posted May 19, 2017 Posted May 19, 2017 I just hope the teleportation at the conclusion of multi-part/day battles and weapon scaling...are fixed/removed....please. Otherwise as anxious as we all are, I want them to take the time so that what is being patched works. And that our fine band of brothers play testers give their feedback to the developers so they know fixes are working.
Draluigi Posted May 20, 2017 Posted May 20, 2017 On 10/05/2017 at 10:41 PM, maojoejoe said: Please fix the inverse artillery effectiveness bug where 12 cannon brigades inflict more damage than 24 cannon brigades over the same time interval. Adding more guns to an artillery brigade should increase its effectiveness, not decrease it This issue has been documented on a couple of threads now. Thanks! +1. Please please please! 3
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