Ultimate General: Civil War

Ultimate General: Civil War

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Know what really SUCKS?
.... Y'all, er most of y'all probably already know. What Really sucks? In the battle of Chickamauga, and being such a LARGE battle field, My initial Corp on Day 2 2nd phase spread from here to eternity? 100,000 in supply? ONLY ONE WAGON? ( I did CAPTURE 1 wagon, which was MUCH needed...hope there's enough to do SOME good anyways) Terrain be like BOCAGE in France! But only ONE wagon? REALLY? (Thinks I jez needed to VENT a little....lol) I'm playing (I think) the very first "J&P Mod", so NO skirrnishers. Have to use skirmisher units in place of full brigades (only 1100 in inf. to keep scaling down).

So Pandakraut, could ya tell me the difference/s in the "later mods" as opposed from the first 1? Playing 1.11 rev 22986-J&P V.1.25.2
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Showing 1-14 of 14 comments
pandakraut Feb 14, 2022 @ 11:44am 
This is by no means a complete list, but here are the highlights

- Battles led feature added to give bonuses to officers who complete multiple battles with the same unit.
- Magazine system added to repeaters and revolvers so that they can fire rapidly in quick succession before a longer reload.
- Damage system reworked to be more morale focused. Shatters and surrenders can now happen more frequently if a unit can be reduced to 0 morale.
- Drag and drop unit merging added in camp.
- Fortifications reworked so that they are more consistently useful.
- Skirmish mode can be disabled, cavalry can hold position, artillery can be set to only fire certain ammunition types.
- Hotkeyed control groups added.

- Detached skirmishers are now enabled again with a variety of restrictions.
- AI charge logic improved
- Have to keep your allied units alive if you want to recover more of their weapons
- Player always pays to refill their supply wagons, % based on career point choices

- Variety of configuration options added to adjust difficulty mid campaign
- Perks reworked
- Weapons reworked
- Various battle balance adjustments
- Various exploits partially or completely fixed including most charge cancel and firing while hidden tricks.

Very much worth upgrading :)
candymanbear2020 Feb 14, 2022 @ 1:33pm 
Are all these added "reworks" added to these mods without the needs of going into certain "files" and having to "adjust" the numbers in the files?

FWIW I "killin' 'em at Chickamauga....And gettin' kilt in the process too! :(

So, which mod is it that does all this stuffs? And does it come with a user's guide er owners manual? :)

Also, is been so long since I installed this mod, I forgots how to does it. lol
pandakraut Feb 14, 2022 @ 5:45pm 
Latest version can be downloaded here https://forum.game-labs.net/topic/25749-j-p-rebalance-mod-by-jonnyh13-and-pandakraut-6162021-12743/

The features described above come standard in the latest version. There are configuration files in the mod/Rebalance folder which allow you to make additional changes, though none are necessary to play.

Install is just unzipping the file into you ultimate general civil war/ultimate general civil war_DATA folder. It'll overwrite anything from your older version.

We've tried to add tooltips where we can and there are some general tips that show up when you start the game. Past that there are some YouTube campaigns that can be helpful and questions can always be asked here or on our discord. But there is no written manual currently.
Last edited by pandakraut; Feb 14, 2022 @ 5:46pm
candymanbear2020 Feb 14, 2022 @ 5:49pm 
Can this upgrading of sorts be done mid campaign?
pandakraut Feb 14, 2022 @ 6:09pm 
Technically yes it will work, though I generally recommend against it. A lot of the changes only have their proper impact when starting a new campaign.
candymanbear2020 Feb 14, 2022 @ 6:26pm 
Thanks Man!..........NOW!........If y'all could find SOME way of doing multi-play. That would be SCHWEET! :)
pandakraut Feb 14, 2022 @ 9:09pm 
Unfortunately way beyond my ability, if it's possible at all to mod in
candymanbear2020 Feb 15, 2022 @ 8:21am 
I hears ya Panakraut! I hears ya!......Just "seems" rather odd that other game devs can do it. Probably just not enough interest to generate the revenue it would take devs to "rock their grey matter" to the brinks of insanity in making it happen! :)

But, anywho, installed the mod. Restarted CSA campaign. I LIKES the way saber cav has a longer range. Though I hit the hold button whilst they empty their revolvers into the enemy. Before I did that, they'd just charge right in and commence to meleein'. :(
pandakraut Feb 15, 2022 @ 9:35am 
My understanding is the limited interest in the multiplayer in UGG made the devs decide to focus their effort into the singleplayer campaigns instead of continuing to include multiplayer.

Being able to put the cavalry on hold does make it much easier to consistently get the revolver shots. It can be done in the base game with halt, but tends to require a lot more micromanagement to get to work consistently. It could still stand to be improved further, but my attempts so far have just resulted in breaking something else for a worse experience overall.
candymanbear2020 Feb 15, 2022 @ 10:32am 
Methinks SOME micro-managing is necessary! Keeps the game more interesting, and immersive.

AND? Very frustrating in larger battles and battlefields. :)

Btw, Kudos to you and Johnny for y'alls efforts! :)
candymanbear2020 Feb 20, 2022 @ 8:45pm 
I've made it to Shiloh now on this new to me mod. Have noticed Saber Cav as well as Carbine Cav are better. Enemy + Arty. surrender more readily then before. Which caused me to shift my strategy from jez blowin' 'em all away to charging 'em more often. Have noticed 6 pounder arty. doesn't do too awfully terrible, IF ya have 'bout a dozen of 'em er so. :) Have to concentrate more on logistics, recon and AO moreso then medicine & training, or politics & economy. Least in these early stages. Yer right Pandakraut. It's certainly different. And more enjoyable. Gonna hafta concentrate more on medicine methinks now, as my brigade commanders are droppin' like flies! :( Lol!
Deputy276 Feb 22, 2022 @ 4:21pm 
I installed the mod as instructed. But being a complete newbie, I have some questions:
#1 Will this mod work in both scenarios as well as campaigns?
#2 Is the any special things I have to do to enable it or do I just install it?
#3 Right now EVERY time I start a Campaign I can't get past the 1st battle. I am crushed by the AI every time. Will this mod help?

Thanks for making the mod. I really appreciate all the help I can get! :)

Dep
pandakraut Feb 22, 2022 @ 9:37pm 
Originally posted by Deputy276:
I installed the mod as instructed. But being a complete newbie, I have some questions:
#1 Will this mod work in both scenarios as well as campaigns?
#2 Is the any special things I have to do to enable it or do I just install it?
#3 Right now EVERY time I start a Campaign I can't get past the 1st battle. I am crushed by the AI every time. Will this mod help?

Thanks for making the mod. I really appreciate all the help I can get! :)

Dep
The mod changes are active in the custom and historical battles but the campaign is the main focus. We haven't done any balancing or adjustments to the custom or historical battles so some of them don't play well without adjusting various configuration options, using cheat engine, etc.

As long as you've installed the mod correctly, that's all you need to get started. If it's working you should see the mod name referenced in the version number on the bottom left of the main menu and all muskets should display as range 340.

The mod generally makes the intro battles quite a bit easier than they are in the base game, especially if you are starting on Colonel or BG difficulty. Though even on legendary the intro battles are a bit easier.

If you'd like the intro battles to be a bit easier without all the other changes that the J&P mod makes, there is also another mod available that brings over most of the quality of life and bug fixes from the J&P along with easier intro missions(this part can be disabled if you prefer.) https://forum.game-labs.net/topic/25750-ui-and-ai-customizations-mod-v192/
Deputy276 Feb 23, 2022 @ 1:29pm 
The mod worked great! Won my first campaign battle. Thanks a ton for the help!!! :steamthumbsup:
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Date Posted: Feb 14, 2022 @ 10:06am
Posts: 14