- Updated terrain tooltips to show modded damage modifiers. Rebalance mod hasn't been updated with this yet. This gives more incentive to try and capture units without affecting the economy as much as the full rate would. Not sure if possible but would be good AI improvements for the AI Join the conversation. Mod should work on a mac though the install instructions are a bit different. ... Jan 17, 2020 #301 could we get a version that works with the Rebalanced mod, that would be fantastic . Charges will only happen if the AI thinks it has an advantage. -Withdraw from a pocket when encircled (use fallback button) - Enabled recovery of weapons from captured units. I decided to deviate a bit from the core focus of this mod and address some of the more notable balance issues in the game. You cannot paste images directly. One day I'll try the Rebalance too, but for now even just the visual and Tool Tip elements make this indispensable to me. You can post now and register later. The dll I have from steam does have references to steam in it, so it's possible that the gog version is using a different dll. Surrender chances increase at low percentages of unit size and morale but also check the status of surrounding allied units.
- Implemented new damage degradation curves so that adding more men or cannon to a unit will always result in higher damage. First perk will still be random. Adjusted infantry damage modifier for fortifications so that early and mid game fortifications are improved but late game fortification damage is unchanged.
by makotech222 » Sun Jan 05, 2020 9:16 pm, Post The changes probably have to be redone for gog. - Added config setting endOfDayMultiplier. Re: Ultimate General Civil War Post by The Mogician » Wed Jul 19, 2017 6:46 pm For attributes like medicine/training/scouting, you have to hack the … Download CustomizationsModV1.8.zip and extract the zip folder into your Ultimate General Civil War_Data directory. These provide snapshots of how effective a given weapon is at various ranges. In general the better the rifle the more effective it is out to the maximum range with the exception of repeating rifles which are more effective at medium ranges. Paste as plain text instead, × -No charges with an infantry unit if it has less than 750 unit strength or 50% of the original unit max, whichever is higher (prevents an entire unit from shattering/suicide behavior) Thanks pandakraut. -Fallback any infantry unit that is under 500 unit strength or 35% of the original unit max, whichever is higher (prevents an entire unit from shattering), if a unit encounters melee at this value it should surrender. - When a division commander is wounded or killed the popup message will notify you of the affected division. can it be installed at the same time, This mod and the rebalance mod cannot be installed together. Started a CSA campaign (after patch) and quickly realized how much I miss this mod!
https://drive.google.com/open?id=1ch6DvD0zcV3tvMMKedHO0h39YSaclS-y Short, medium, long, and max correspond to 1/4, 1/2, 3/4, and maximum effective range for each given weapon. - Weapon range arc color changed to white to increase visibility.
If you reinstall the previous version it will still work. - Weapon return rate from captured units reduced slightly for all difficulties. MAIN FEATURES. A lot of balance changes were made and it's in testing. - Weapon tooltips updated to show actual weapon range for rifles. - Artillery descriptions updated with some context on how effective cannons are at various ranges to provide insight into how the damageDegradation curve affects the base stats. - The player's starting general will now have all perks selectable after the initial battle. Well, for some reason, everything works perfectly fine except for the health cheat. Changing unit types is outside the scope of this mod though you will see some of it occur in the J&P mod. 100% Upvoted. 1) In Steam, right click UGCW and select Properties.