Grand Tactician: The Civil War (1861-1865)

Grand Tactician: The Civil War (1861-1865)

Didz Oct 16, 2024 @ 1:50pm
Tutorial - Facing Confusion (Finally Resolved - Thanks to Crono900)
I'm trying to follow the tutorial religiously this time rather than going bullheaded for Winchester. But I'm confused about unit facing and how to control it. I'm ordering them to advance towards Winchester in a single line of deployment, but unless I'm seeing things they are all deploying facing the wrong way towards the rear and the infantry units have deployed their skirmishers towards the rear instead of as a screen. And yet all the HQ's are deployed behind the line.
https://steamcommunity.com/sharedfiles/filedetails/?id=3349909782
https://steamcommunity.com/sharedfiles/filedetails/?id=3349909532
What am I doing wrong?
Last edited by Didz; Oct 22, 2024 @ 12:16am
Originally posted by crono900:
Here is a 9 step tutorial for the tutorial I'd recommend taking to get past step 57 in the battle tutorial.

STEP 1; Start the tutorial.
STEP 2; Skip lessons until the movement lesson (step 46).
STEP 3; Start following the steps in the instructions until they tell you to press play...

(This is the most likely cause of your issues. When you press play the time starts going at 18:00 hours. They then want you to press 10X and they point out the 20X. (This is proof that they have not updated the tutorial since they increased the battle time's top speed))

STEP 4; Press play. (time starts to tick).
STEP 5; Go to the next step, that wants you to increase speed to 10X.

(Here is the trick, as soon as you press the button to speed up time to 20X, press the play or pause button immediately. This is because the times 20X is too fast for what is needed.)

STEP 6; Press 20X followed immediately by pause or play (pause is better).

(If done properly you should have 40-50 minutes left until 19:00 in-game)

STEP 7; Read and advance the steps until you get to step 57.
STEP 8; Go ahead and speed time up to 5X and just wait a moment for the day to change.

(Your goal is to get to step 57 before 19:00 on the first day, otherwise the tutorial bugs out.)

STEP 9; Continue reading and following the tutorial and remember to take your time, there is no rush, as you can press the pause and play in-game time at anytime so long as you can see the buttons in the bottom right of the screen.

There, I hope this little tutorial helps and apologize if it would have been better for me to do it in this format from the start.

p.s. You actually should be able to finish the entire tutorial before even seeing the Union forces. So try to not speed up time faster than the play button until you are set to take on the enemy.

p.s.s. When you get to the point where you give Ewell's division the AI command to Attack, the tutorial want you to wait for the order delay from the Corps HQ. You could follow the order carrier but it will take quite a while at the play speed. You might as well speed the time to 5X again and just wait by Ewell, as you have another order to give him, then press play again to slow time down for a bit. Next is to send Ewell just south of Winchester. Go ahead and click there Obviously following the tutorial. This finishes Ewell's commands for during the tutorial. Next unit to follow is Stonewall Brigade.
< >
Showing 46-56 of 56 comments
crono900 Oct 21, 2024 @ 12:18am 
You don't need to worry about deploying yet, as it is only letting you know you can move your units around at night and at the start of battles before fighting (before you press play). When you play your first battle in the campaign you'll see it is a lot easier than what your think at the moment.

I know it's not related, but I want to share my enjoyment of my last battle that just finished. I had 17000 troops in my corps and I was the only Union corps in the battle along with our Army HQ commander. We were up against a rebel force of 86000 troops. Shortly after the second day started, we were ordered to withdraw. We lost 923 men with 291 killed. The rebels lost a whopping 4562 men with 643 killed and 674 captured. Though we lost the battle with a miner defeat, our Army leader MG Terrill became a national hero. We were the ones who attacked them in the first place to try and whittle them down. So In my book it was a victory.
Didz Oct 21, 2024 @ 12:31am 
Gratz! Sounds like you had fun.
Didz Oct 21, 2024 @ 1:02am 
My natural inclination at dawn on Day 2 would be to send out cavalry scouts to pin down the location of the enemy and scout the road north to Winchester to see if its clear. Although, I would assume that during the night I would probably have seen the glow from the enemies camp fires to the north. So, I would at least know that the enemy is close by, but I'm not sure how far Kernstown is from Winchester.

[Note: I checked in the map and the distance between Kernstown and Winchester is about 2 miles. So, the Union Army camp fires would be clearly visible to Jackson at Kernstown unless the weather was really bad.]

If the scouts report that the road to Winchester was clear then I would order both Jackson and Ewell to march on Winchester and secure the next objective of the campaign.

However, I'll stick to the script for the minute as I don;t want to derail the Tutorial again.
Last edited by Didz; Oct 21, 2024 @ 2:30am
Didz Oct 21, 2024 @ 1:29am 
There is definitely a problem with this Tutorial.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352410314
I sat down this morning looking forward to hopefully completing the Battle Tutorial today, so I can move on to the Campaign Tutorial and this is what I was faced with.

Once again the Tutorial has forgotten that I captured Kernstown yesterday and has arbitrarily rolled the tutorial back to Step 57 and expecting me to retake it on the morning of Day 2.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352412135
Even more frustrating is that even if I do as I'm told and recapture Kernstown the tutorial will still not allow me to move on to Step 58, nor will it allow me to skip the lesson.

So, there is clearly something wrong with the tutorial. I definitely saved it last night at Step 58 and was pondering over the deployment of my army ready for battle. But it seems that it didn't save where I was in the game at all and completely forgot I had captured Kernstown the day before. That's actually quite worrying, as if that happens routinely during a campaign its going to cause absolute chaos, with objective reverting to uncaptured all over the map.

Loading The Autosave
https://steamcommunity.com/sharedfiles/filedetails/?id=3352415857
Interestingly if I ignore my Step 58 save and load the Autosave instead it does seem to remember where I left the game last night.

Unfortunately, it still can;t remember I captured Kernstown.

Rolling back to the Previous Day/

However, for the time being I'm just going to have to roll back to the save I took at the end of Day 1 and hope that solves the problem.
Last edited by Didz; Oct 21, 2024 @ 1:52am
crono900 Oct 21, 2024 @ 2:02am 
If that still doesn't work try this.

2 things.
First, do an integrity check on the game files to see if anything needs fixed.
Second, try the tutorial from the beginning again without saving and reloading.

Maybe it doesn't like being loaded half way through. It only takes about 5-10 minutes to get through it without taking the time to read, not including letting Ewell, who is sat to auto-pilot, own the Union in a fire fight (part of the tutorial is to set him on AI attack control and let him march to just south of Winchester). With reading, I'd estimate 15-25 minutes to get through the tutorials 93 step, of which it then says you can continue playing this battle or quit and go on to the campaign tutorial if you haven't or play any of the other modes.

To do an integrity check go to your steam library. On the GT;TCW select the 'cog' icon to the far right from the 'play' button. Select 'Properties' followed by 'Installed Files' in the new page that opened. There select the 'Verify integrity of game files'. This will automatically check to see what has change in your game and is causing issues. Then it will download and install the fixes.

Do note that any settings you've changed, like hotkeys or scroll speed, will be reset to default settings.

It is also normal to have 10-30 error as each setting altered equals 1-2 errors, even if they are not errors at all.
Last edited by crono900; Oct 21, 2024 @ 2:03am
Didz Oct 21, 2024 @ 2:34am 
Originally posted by crono900:
First, do an integrity check on the game files to see if anything needs fixed.
Good call though I doubt a file corruption would cause this sort of fault.
Originally posted by crono900:
Second, try the tutorial from the beginning again without saving and reloading.
That's the last resort obviously, but fingers crossed rolling back to 06:13 on Day 1 should avoid the problem. But before I do any of that I amgoing to do my research I had planned for this morning so I fully understand how 'Deployment' works and also the 'Field Fortifications' because it was suggesting I try building some last night.

I just wonder how many other new players have got caught by this trap and given up.

Last edited by Didz; Oct 21, 2024 @ 2:36am
crono900 Oct 21, 2024 @ 2:39am 
Like you said earlier... it is a steep learning curve.
Didz Oct 21, 2024 @ 3:00am 
There is definitely weird stuff going on with my saved games.

I've gone back tried loading the save I took at the End of Day 1 - Step 67.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352433088
Just proving I have selected the right save.

And this is what I got when it loaded.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352435076
So, it's definitely not what I saved.

The most obvious discrepancy is the 'Deployment' box and the fact that Ewell is already on the map,

But that;s because the time is 06:00 on Day 2, instead of 19:00 on Day 1.

Kernstown still isn't captured so thats at least consistent.

And the Tutorial has regressed to Step 45. However, if I click on 'Skip Lesson' ot jumps to Step 57. Which is the correct step for the time of the save. But once again it is stuck and won't advance beyond 57.

So, I'm going to have to go back farther.

The only other thing that really puzzled me on this map was the fact that I appear to have a Deployment Zone Marked that stretches way up the left hand side of the map as far as the NW Turnpike. Which presumably means I could opt for some sort of nighttime flank march that takes my army right around the flank of Bowers Hill and catches the Union forces fromthe flank and rear.

That could be exciting.

Rolling the Tutorial Back to Step 46.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352440403
So, this looks more like what I expected. Hopefully all I need to do is capture Kernstown and advance to Step 57 before 19:00 as instructed before.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352443627
Well that seems to have worked and I'm back on track and making progress again.
Step 59 unlocked.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352444374
Bit of shame. What happened to that massive deployment zone down the enemies left flank that I was planning to use to attack the enemy in the rear. It must have been a glitch I suppose. Pity it looked like it would have been fun.

Last edited by Didz; Oct 21, 2024 @ 3:44am
crono900 Oct 21, 2024 @ 4:16am 
When you reload a game the deployment zones seem to be more accurate. 1 of the things I've noticed is as you play this game (mainly in battles) The game does not seem to dump any of the unused or unneeded assets of information properly. It clears some but not all. (This is why saving and reloading are often the answer to fixing bugs and glitches)

So you HQ commanders stats are used to determine what their deployment and redeployment radius's are. Then imagine their radius moving from their entry point to where they are at nightfall. Everywhere that the radius touched becomes the redeployment area for the first nightfall. When you save and reload the game it dumps that history of where they had moved. So the area of redeployment is more accurate for moving where the HQ commands.

Those unused assets are also what causes frame-rate drop and lagging. My MSI gaming laptop heats up like crazy if I play on balance performance (Which is what it is meant to be on). I have to have it on Low performance mode in order to keep it from over heating, but when I get one of the games chapter videos playing It lags like crazy.

This is all my observations and theories as to what is causing the redeployment change after reload and frame rate drop in bigger battles.
Last edited by crono900; Oct 21, 2024 @ 4:18am
Didz Oct 21, 2024 @ 7:12am 
Battle has been joined
https://steamcommunity.com/sharedfiles/filedetails/?id=3352518421
Well I've made it as far as the battle, but so far I'm not terribly impressed. It's turned into a complete cluster ♥♥♥♥ with units wandering off in all directions. Chew's battery which was ordered to accompany Stuarts Cavalry to block the NW Turnpike somehow interepted that as an order to cicumvent the entire battlefield and then try to engage the enemy unsupported from their rear which didn't go well. Most units are actually marching around in circles under Union artillery fire instead of going where they were ordered to go.

I actually did better in my first attempt when I was playing it like a Totawar game and just giving each unit separate orders.

I suspect part of the problem is that the tutorial doesn't tell the player to turn off road movement, as I get the impression that a lot of the pointless circling movements are units trying to use the road system to get to their objectives.

So, I'm going to switch that off and try again.

Turn Road Use Off & detached Skirmishers
That made a big difference there is a lot lets circling going on now.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352536793
Surprising the Yankee's suddenly went on the offensive.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352563212
Perhaps hoping to surprise Ewell's Division on the march in the fog.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352564872
Stuarts Cavalry Brigade which had been detached to cut the enemy supply lines along the NW Turnpike now found Bowers Hill undefended and captured it behind the enemies rear.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352565853
Attacked by Ewells Division on one side and Stuarts Cavalry in their rear the Union morale wavered and Stuarts cavalry mounted and put them to rout.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352567670
https://steamcommunity.com/sharedfiles/filedetails/?id=3352568886
I have to admit that I had completely given up on the command system by the end of this game. It worked much better to issue individual orders to Brigades and just tell them where to go and who to shoot at, Doing it through the commanders just seemed to create confusion.

For example: Jacksons Division was ordered to come up behind the Yankees in support of Ewell but spent the entire battle dithering about and in the end only Stuarts Cavalry who were detached actually turned up to finish the rout of the Yankee's.

What did see to work though was the Linking of units.

Very early on I linked Chews Horse Artillery to Stuarts Cavalry and they religiously follow the cavalry about for the rest of the battle. Even though they had trouble keeping up at times.
Last edited by Didz; Oct 21, 2024 @ 8:52am
crono900 Oct 21, 2024 @ 11:28am 
I tend to not turn on the Stances. They are for if you want the AI to react to AI threats as the take or hold a position. That is where that glob starts to form. though if you put them on Defend or Screen stance they are a little better IMO.

The AI initiative in the officer orders is another matter. In attacking and marching it is helpful to have ON, as it will have your units stop and return fire at the enemy if they suddenly come across them, but when defending in cover or attacking a specific unit, it is better to turn OFF AI initiative, as they would often rotate out of cover or switch targets if it is ON.

This causes a little more micro management in the long run, but if you have feuds on, then their are still chances that an officer will ignore your orders and move out of position or delay giving the order to his men before following it. And that is what makes this game fun is that chance for roleplay. Because you can then replace the man for his insubordination.

In the first day of my big battle, I had all my men in parapets but forgot to turn AI initiative off, and on of my officers decided to take it upon himself to advance out of cover alone. He chose to do this while the enemy was almost in firing range and the only way I was able to save him was to have his men lay down so my artillery could hit the enemy and move my other units out of cover to form a line to cover his flanks. Since his move caused the other enemy units to stop outside firing range. If I had told them to fallback at that time, they would have suffered many casualties and possible broken their morale. There was about only 4-5 hours of actual combat before nightfall, where I use the redeployment phase to fallback out of range of all their units to prep for my withdrawal.
Last edited by crono900; Oct 21, 2024 @ 11:30am
< >
Showing 46-56 of 56 comments
Per page: 1530 50