Ultimate General: Civil War

Ultimate General: Civil War

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General WVPM May 1, 2018 @ 1:47pm
Surrender Mod
IMPORTANT: After downloading a version, check if new savegames can be loaded, sometimes a bug occurs which breaks this feature. Broken savegames can not be recovered.
Broken savegames bug does not occurs with the current version.

I got sick of units endlessly routing while thousands of my troops were attacking them in melee. As well as units just shattering instead of surrendering, so I made a small mod that fixes that.

The mod was expanded to fix 2 important vanilla bugs: larger units did less damage (not just per men, but total) and captured units did not give weapons. Both of these bugs have been fixed, however I'm willing to support the old more vanilla like versions.

I also included Pandakraut's fix for the skirmishers charging when they can't fire at their target.

Updated to 1.11

Downloads:
Steam version:
https://wvpm.stackstorage.com/s/VgHZkj0tVT9eoYI

GOG version:
https://wvpm.stackstorage.com/s/UQe7Acp7YpKcf53J

Stats exporter to Excel:
https://wvpm.stackstorage.com/s/pj7shK6IbiFB1Wr

This mod is not compatible with any other mods that edit the dll.

There is a version for the J&P rebalance mod available here: http://forum.game-labs.net/topic/26417-jp-rebalance-surrender-mod/

Put the .dll into ...\<steam>\common\Ultimate General Civil War\Ultimate General Civil War_Data\Managed\

Changes:
-Units surrender based on the morale of nearby units as well as their fatigue and losses. This means that it's easier to cleanup a bunch of routing troops that are cornered.
-Units surrender when surrounded with no allies nearby (a bit randomized and cav has a larger escape chance).
-Units can't shatter from melee, they instead surrender.
-Cav melee attacks give a big bonus to surrender chance.
-After a battle you get up to 5000 troops in return for captured troops. The rest gives you 5 dolar per soldier.
-Every 2000 captured soldiers give you 1 extra reputation point.
-Normal campaign troop gain is reduced by 50% to balance increase from captures
-Enemy troop estimates depend on recon skill.
-Captives are returned to the AI before it gets post-battle reinforcements.
-You may pick all your general's perks now.
-(vanilla) Bug fixed where captured units did not give weapons (only in new version).
-(vanilla) Bug fixed where large units did less damage than small units due to bad curve (only in new version).
-At the end of each battle, the results are logged to a file in your temp folder, so the Excel tool can make a nice Excel file of it.
-Large units are split up into regiments (700-2000 men infantry or 280-600 men cavalry), batteries (120-250 men artillery) or companies (150-250 men skirmishers) to aid the AI (it works better with more units instead of fewer large ones).
-Large parts of the mod are configurable, just not in a user friendly manner yet. If you want to configure it, I will explain how.

To uninstall, validate steam files (library, right click this game, properties, validate steam files).

For the Stats exporter to Excel:
Install by placing the contents of the .zip somewhere.
You can put a filepath in the .cfg file and it will place the .xlsx file there.
The filepath should end of .xlsx. If no valid filepath is configured, the file will be placed on your desktop instead.

You have to manually run the exporter to get your .xlsx file.

To uninstall, just delete the files you extracted from the .zip.
Last edited by General WVPM; Oct 25, 2020 @ 4:32am
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Showing 1-15 of 179 comments
PaloAlto May 1, 2018 @ 2:40pm 
Interesting mod, but I fear it would grossly unbalance the game. For example, say a battle gave 10,000 recruits as a reward. You could potentially receive 11,000 recruits (10,000 + 1000 for captures) for a victory. Playing the same battle with your mod would potentially give you 18,000 (8,000 (80%of 10,000) + 10,000) recruits for a victory. That would be an extra 7,000 recruits you would gain. The disparity would be even worse on minor battles that give around 5,000 recruits as a reward (6,000 vs 14,000). If you could make it so AI troops would withdrawal from battle, now that would be awesome.
Zenneh May 1, 2018 @ 4:45pm 
@Palo You have to remember you will incur extra losses to get into melee to make them surrender. probably not as many as 7000 - but it would chew into a couple of thousand - it actually rewards playing aggressively instead of finding the highest cover area to make a kill zone.

@General Thanks for making a mod for this game! Especially the fact that you get something for capturing more men - as before it was a punishment if you caught to many as you lost potential exp.
Last edited by Zenneh; May 1, 2018 @ 4:46pm
Ninjasquirrel May 1, 2018 @ 4:56pm 
Why do you have to melee for them to surrender? I captured 12k men at Chancellorsville the other day and I didn't melee them.

Couple thousand casualties from meleeing routers? That's a little overboard lol.

I think GeneralWVPM, that you need to mod weapons availability and money too for this mod to work the way you want, otherwise probably will have a tough time taking advantage of the extra men.
PaloAlto May 1, 2018 @ 5:14pm 
Still think its overkill, but its a mod and people can choose to use it or not. The reduction should be closer to 50% imho. Its not that you can get more recruits, but the degree of more recruits you could get. I think their should be a greater punishment for not capturing units if your going to inflate the amount of troops you can get for capturing them. For example, if you don't capture any troops then you should get considerably less recruits than vanilla game, but if you do capture a lot of troops than you get more than vanilla game. Besides, its not hard to capture troops even when you are not trying to.
Zenneh May 1, 2018 @ 5:18pm 
@Ninja

"-Units can't shatter from melee, they instead surrender."

Don't want to waste those precious meat sacks do you?

getting into position to charge and the damage you take even from routing units in melee is still significant.

If i don't try to melee I find that i only lose 1500-2500 Units on the side missions byt when I melee Im up to 3000 minimum - simply by the extra damage you will take when you run out of cover.

Before without this mod going into melee was NEVER* worth it. Now with this mod it is acceptable losses.

*Unless you are Charging Artillery or Using Sabre cav on routing units or skirms -Disclaimer-
Last edited by Zenneh; May 1, 2018 @ 5:20pm
Ninjasquirrel May 1, 2018 @ 6:44pm 
I'm not sure I understand what you're saying, like what kind of extra damage are you taking from running out of cover? Are we talking about nonrouting units? What are you trying to say with the meatsack analogy, are you saying you want to capture more men instead of killing them outright?

I mean it says they'll surrender just if no allies are nearby, so don't understand why you have to melee them.

I don't think melee is never worth it, there's situations throughout the game where imo you take less casualties overall by meleeing, especially on the CSA.
Kristoph42 May 1, 2018 @ 8:56pm 
Interesting, very interesting.
[TFM]bobcat May 2, 2018 @ 2:08pm 
Originally posted by Ninjasquirrel:
I'm not sure I understand what you're saying, like what kind of extra damage are you taking from running out of cover? Are we talking about nonrouting units? What are you trying to say with the meatsack analogy, are you saying you want to capture more men instead of killing them outright?

I mean it says they'll surrender just if no allies are nearby, so don't understand why you have to melee them.

I don't think melee is never worth it, there's situations throughout the game where imo you take less casualties overall by meleeing, especially on the CSA.

I don't think its all that hard to understand what Zenneh is trying to say here Ninja. I don't necessarily disagree that this mod could unbalance things to an extent but the premise that units will suffer significant casualties from enemy volleys/artillery fire while forming up and charging across open ground + the fact that units will suffer larger losses in melee than they would if you were to stick to the ideal strategy of deploying in high cover areas while keeping the AI out in the open is one that should be relatively clear by now. I agree that melee can be useful in vanilla when used in overwhelming numbers against exposed or isolated enemy forces but I believe the OP designed this mod to allow players to utilize melee as a tactic of first resort in the case that players want to be more aggressive the way that more conservative players will min/max cover and concentrated volley fire
General WVPM May 2, 2018 @ 2:41pm 
I updated the mod today to fix a savegame issue. As for balance concerns, balance is not final and may change.
General WVPM May 9, 2018 @ 3:35pm 
Updated the mod so that units can now be captured even with allies nearby. It's not easy and you have to break the enemy morale while keeping your up. Fatigue also plays a large role in this.
General WVPM May 19, 2018 @ 3:44pm 
I updated the mod for 1.10 patch, but it now suffers from broken savegames bug again sadly. I'll work on this soon.
mhenry_101381 May 20, 2018 @ 11:21am 
Just to make sure I get the right version.

"-After a battle you get up to 10000 troops in return for captured troops. The rest gives you 5 dolar per soldier."

Which version is this or both?
General WVPM May 20, 2018 @ 12:06pm 
Both
mhenry_101381 May 24, 2018 @ 1:54pm 
Any word on when the saved game bug will disappear? Crushed the Union with an almost total surrender of the Union at Potomac Fort. Want to see how far I can push it.
General WVPM May 25, 2018 @ 12:29am 
I'll work on it again this weekend. Have been pretty busy :/
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Date Posted: May 1, 2018 @ 1:47pm
Posts: 179