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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.
[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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.