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- 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 :)
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
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.
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'. :(
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.
AND? Very frustrating in larger battles and battlefields. :)
Btw, Kudos to you and Johnny for y'alls efforts! :)
#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
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/