NOTE: This is compatible with v1.28.4 that just dropped. The main features of 1.28.4 include numerous bug fixes, reorganizing the Config files with explanations, setting all AI default weapons to be the same as Legendary, but also making things a bit easier with an "MG Light" Difficulty setting (select MG in the campaign setup and it will ask if you want the light version).
@fiasco_games4131
Жыл бұрын
Some of the best analysis on opportunity costs in army construction, and long term planning I've ever seen in a UG:CW video. Top tier stuff man.
@gonzogamer8710
Жыл бұрын
Thanks! When I first started posting videos I sort of assumed everyone watching was a seasoned player since the game has been out for years. But, over on the Discord brand new players are always just finding it - or they pick it up when Steam or GoG have a sale. So, I've been trying to go into some more details on what is happening in the mod combined with just my subjective personal preferences.
@MortgageMentorMike
Жыл бұрын
Thank you! You have no idea how helpful this is. Looking forward to the next one!
@honorharrington9707
Жыл бұрын
Dankeschön, ich habe sehr viel gelernt ❤❤❤
@davidrichards8109
Жыл бұрын
You mentioned putting skirmishers in the north fort so the CSA wouldn't charge. Why doesn't the CSA charge skirmishers?
@gonzogamer8710
Жыл бұрын
In v1.28 of the J&P Mod, AI infantry will not charge CAV or detached skirmishers. It will charge dedicated skirmishers, infantry, and artillery. However, it will countercharge your CAV or detached if you contact them for any reason. In fact, other than its artillery, if you make contact with an AI unit and it has a charge available, it will automatically counter charge. J&P tend to look at how players are currently exploiting the AI and then make changes to eliminate those exploits in further releases. Previously, it was easy to use detached to bait the AI to charge and go where the players wanted the AI to go, so that led to how it is setup now.
@samuel.andermatt
Жыл бұрын
If i were to disable scaling, only the scaling modifier would be affected right? Do the other factors still matter?
@gonzogamer8710
Жыл бұрын
Some aspects of the mod can be changed in either the Aiconfig file or ConfigFile. For example, "variance" (as discussed in this video) can be turned off by setting varianceMode to "False" in AiConfig. I don't believe that scaling can be disabled, that would break the game. However, there are several ways to change how scaling is applied. - You can change the maximum size of each AI unit type. - The three Ai scaling multiplier values have a default of 1 (100%) and can be reduced with a decimal, like .8 (80%) or increased for anything greater than 1. - Static mode can be turned on (True). Rather than scaling to the size of player units, AI unit size is determined by individual battle and the timeline of the war. AI unit sizes will increase over time. In this mode, the player can build units that are up to the same size as the AI. However, do not think that this mode universally makes the AI army smaller in every battle, some will actually be larger.
@ked2649
Жыл бұрын
Great video! Thanks. Can you explain what you mean by a split?
@gonzogamer8710
Жыл бұрын
In the J&P mod there is a 20% chance that Ai or allied units will be a split or duplicate. If you see a name plus 1st brigade and 2nd brigade then one that split. Split units are normally smaller but more total men. So, a 1600 man brigade may become two 1,000 man brigades. Some battles have units that are always split. Here at Distress Call the allied units in the two supply depots are always split.
@ked2649
Жыл бұрын
@@gonzogamer8710 thanks very much
@ked2649
Жыл бұрын
Another question. At camp before Shiloh I have a two star brigade of 700. But when I add more than 5 vets he loses a star. Any advice?
@gonzogamer8710
Жыл бұрын
@@ked2649 I would add whatever I needed and lose the star. I am not comfortable taking any unit smaller than 1000. What was the largest that unit was to start? Did they take heavy damage at some point?
@ked2649
Жыл бұрын
@@gonzogamer8710 I think he was 1k at Logan crossroad and got beat up. I lost another 1k of vets. Think I should replay that battle although I won and inflicted 2× casualties. Csa at Shiloh got 3200 vets and new recruits too
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