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Grand Tactician: The Civil War (1861-1865)

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Asid:
Latest Patch 0.8211
13 Dec 2020


Uploaded December 13, 2020:

Campaign:
•   added campaign battle map: New Market
•   states may only change alliances once
•   fixed: AI recruiting from foreign nations
•   fixed: railroads unlocked through policies disappear after reloading
•   fixed: economic report is only shown once
•   construction of forts, telegraph lines and supply depots now only progresses if friendly unit is close
•   fixed: forts changing ownership if constructed on enemy terrain, now forts are only constructed if friendly units are close
•   added detailed info about national morale moves in strategy panel
•   fixed: objective “Invade the Confederacy” not triggering
•   unit contracts now starting from the first day of service, without recruitment delay
•   recruitment delay is now adding correct unit type to queue
•   added filter for wia/kia/pow commanders in officers panel
•   added probability of wia/pow commanders returning to command
•   added reduced attributes of returned commanders
•   added detailed tooltip information about supply in unit panel
•   some adjustments in content of messages: eg fleet arrivals, issuance of bonds
•   port blocked status now shows up if blockade ratio is >=10%
•   newly created fleets & armies now selected
•   fleets with no present ships cannot move anymore
•   fixed: river fleet can only build sea ships
•   fixed: commanders get younger after reloading
•   stuck buttons workaround
•   ai bonus now also used to adjust number of volunteers
•   changed wording of aggressiveness to prosa
•   removed too short non-spotted AI moving marks
•   fixed newspaper message: “Yankees whipped Yankees”
•   fixed: retreat paths sometimes lead towards enemy towns
•   units now also retreating during nighttime
•   construction timer now shows days left
•   added additional uniforms (cav+arty)
•   spotting marks now disappearing if enemy is revealed
•   fixed morale and ammo not taken over from manual battles
•   reworked spotting marks paths
•   fixed subsidy slider moves due to certain policy conditions
•   reversed y axe of cost charts in finances panel
•   added text label for y axe in rating chart/finances panel
•   fixed production panel charts not updating
•   policy “letters of marque” now only affect ports, not all IIPs
•   fixed: message icons unresponsive if game was reloaded
•   fixed: stuck state color in recruiting list when reopening recruitment panel
•   fleets: switching from showing minimum provisions/coal/days at sea to average as ships are permanently rotating to resupply
•   drafting now only possible if at least one town in a state is occupied
•   fixed: move on time
•   fixed: multiple newspaper messages only to be able to close when moving mouse away from paper
•   forts under siege are now not supplied any more
•   fixed: left/right unit arrow switches units into same direction
•   refix: end of day supply button only clickable if mouse was moved away first
•   campaign morale is now capped by fighting spirit too to not have differences to battle layer
•   added additional morale influence information for unit panel
•   fixed weapons being newly assigned when reloading saved campaign game
•   rebalanced: national morale drops from policies/objectives/battles slightly lowered
•   rebalanced: recruitment rebalanced a bit (smaller corps are being created: 3 corps per army, 3 divisions, 4 brigades)
•   reworked AI-zones to better rebalance AI recruiting and movement

Battles:
•   fixed sprite numbers sometimes getting much bigger when reloading, depending on the battlefield
•   AI bonus now also used for inflicting casualties on player/higher accuracy
•   creeks are now shown on papermap
•   reworked end of battles if no active units are on the field any more
•   fixed: artillery counterbattery fire does not target artillery, artillery switches towards closest unit if enemy is at canister range
•   fixed: some statistic values in battle statistics show >100 values due to FOW
•   fixed: forced march does not accelerate movement for whole groups
•   no unit overlapping (slow downs) anymore if HQ units are envolved
•   rebalanced: perk exp growths
•   preventing end of day process and retreating process to overlap
•   fixed wrong intelligence and fighting spirit averages in battle stats
•   fixed non-updating retreat timer

Others:
•   added historical font option for message log
•   added 35 more colored commander pictures
•   added new tutorial video #2
•   rebalancing: movement speeds on both layers

Please use the forum "Bug Reports" if any issues arise:
https://steamcommunity.com/app/654890/discussions/2/

Asid:
Map Pack #1 Maps.
Wed, 02 December



Gen’l,

To-day we will reveal to you the contents of Map Pack #1, a collection of 10 new historical battle maps that have been created during the Early Access period. The maps will appear, when fighting at the appropriate locations on the campaign map. Some of them have already been included for some time, as we’ve been adding them when ready. The Map Pack is one of the six mile stones on our Early Access Road Map.



Cumberland Gap, Kentucky.

The first map is that of Cumberland Gap, a strategically important mountain pass allowing movement from Virginia and Tennessee to Kentucky. During the Civil War this Gap was first captured by the Confederates. In 1862 7th Division, under G.W. Morgan attacked through the gap, and this map is part of his return route along the Kentucky State Road during his attack from Kentucky to Tennessee.



Honey Springs, Indian Territory.

Located in modern day Oklahoma, Honey Springs was a Confederate depot in the Indian Territory, along the Texas Road running from Texas to Kansas. In July 17, 1863, the largest scale battle in Indian Territory was fought here between mainly Native American troops of the CSA, and USCT troops of the Union. In this battle the Union Army of the Frontier under J.G. Blunt, with some 3,000 men, defeated the approximately 6,000 Confederates under D.H. Cooper and captured their depot.



Olustee, Florida.

In February 20, 1864, the largest battle of the Civil War in Florida was fought here between Confederate general Joseph Finegan and Union general Truman Seymour. In the battle Finegan defeated Seymour’s army and forced it to withdraw. Seymour was attacking on his own initiative from Jacksonville towards Tallahassee along the Florida, Atlantic & Gulf Central Railroad. Finegan placed his defences along Seymour’s axis of attack at Olustee Station, a natural choke point with Ocean Pond covering his left and a large swamp his right flank. The Historic Battle of Olustee is already available in Grand Tactician!



Carnifex Ferry, West Virginia.

This map saw two battles in fall of 1861: The Battle of Kessler’s Cross Lanes on August 26, and that of Carnifex Ferry on September 10. The fighting was part of the early West Virginia campaigns. At Kessler’s Cross Lanes Confederate general John B. Floyd defeated Erastus Tyler’s 7th Ohio Infantry Regiment in a surprise attack. After the battle Floyd moved south to Carnifex Ferry, where, just north of the ferry site, he dug a defensive line, from which he fought against general Rosecrans’ three brigades. After initial success and inflicting higher casualties on the Federals, Rosecrans’ artillery proved problematic, and Floyd withdrew across the Gauley River towards Lewisburg. The image shows the ferry site, and Floyd’s defensive position just north of it on the plateau.



Honey Hill, South Carolina.

Honey Hill is a small high ground along the Grahamville Road. On November 30, 1864, during Sherman’s March to the Sea, Coastal Division under John P. Hatch fought a small battle here against G.W. Smith’s Georgia militia. In the battle the entrenched Confederates inflicted heavy losses on the Federals, forcing them to withdraw. Hatch’s movement to Grahamville to cut the nearby railroad failed.



Champion Hill, Mississippi.

On May 16, 1863, Union general U.S. Grant was moving south along the Mississippi river to take Vicksburg. In a cunning and brilliant move he bypassed the fortified city and emerged south of it to first attack and drive away general Johnston’s small force at Jackson, then turning west to engage John C. Pemberton’s army of some 22,000 strong with his own force of some 32,000 men. Grant’s Army of the Tennessee attacked along the three roads, Raymond Road, Middle Road and Clinton Road in three columns, and the main fighting took place on a high ground called Champion’s Hill, shown in the image, looking from the Champion House. Grant defeated Pemberton and continued to Vicksburg to eventually capture it in what would be one of the main turning points in the war, paving way to his promotion and the eventual Union victory.



Winchester, Virginia.

Located in the northern mouth of Shenandoah Valley, Winchester and the surrounding area saw a number of battles during the war, including 1st – 3rd Battles of Winchester and 1st and 2nd Kernstown. Winchester was of strategic importance, as it was positioned along the Shenandoah Valley Turnpike, the macadamized road running through the valley, and also the ending point of Winchester & Potomac Railroad. In the 1st Battle of Winchester “Stonewall” Jackson defeated Banks, while in the 3rd Battle Phil Sheridan defeated Jubal Early’s Army of the Valley after they had withdrawn from the gates of Washington D.C…



Fort Stevens, District of Columbia.

Talking of Early nearly taking Washington, D.C., here is the map where he was stopped. The Union capital was the most fortified city in the world during the Civil War. But when the fortifications were tested in July, 1864, they were manned by green troops. Early moved down the Shenandoah Valley, defeated the Union defenders in the Battle of Monocacy, and then marched down towards Washington D.C. along the 7th Street Turnpike. Along this pike was Fort Stevens, and its entrenched defensive line. On July 11 Early was facing only a hodge-podge Emergency Division, but Grant’s reinforcements, the VI Corps and a detachment from the XIX Corps arrived on time to engage the overstretched and exhausted Confederates. Even President Lincoln was observing the battle at Fort Stevens.



New Market, Virginia.

Probably the most requested map, New Market is located in the Shenandoah Valley, south of Winchester along the Valley Turnpike. A sleepy small town, but made famous due to the Battle of New Market on May 15, 1864. In that battle, Franz Sigel’s army moved up the Valley to Staunton to take the important supply hub and to threaten Lee’s flank in concert with Grant’s Overland Campaign. Confederate general Breckinridge moved in to meet Sigel, and the engagement took place at New Market, where the approximately 5,500 Confederates forced Sigel’s 10,000 men to turn and withdraw. In this battle, the Virginia Militia Institute Cadet Corps was Breckinridge’s reserve, and he committed the young boys to attack Federal positions at Bushong Farm. The rest is stuff of legend.



Mine Creek, Kansas.

August 1864, general Sterling Price launched his raid from southern Arkansas to Missouri. His force wreaked havoc during September and most of October. When moving south from Kansas City he was pursued by Union cavalry from general Samuel R. Curtis’ army. A battle took place at Mine Creek, Kansas, where Marmaduke’s cavalry fought against Benteen’s. Union emerged victorious and Confederacy lost approximately 1,200 men versus Union’s 100. The battle was one of the largest ones between two opposing mounted forces.

Most Respy,

Gen’l. Ilja Varha,
Chief Topographer, &c.,
The Grand Tactician -Team

Asid:
Merry Christmas Billy Yank & Johnny Reb!
Wed, 23 December

December 24, and all quiet on the Potomac tonight.




Gen'l,

December 24, and all quiet on the Potomac tonight. With the cessation of fighting, troops retire to their winter quarters. Unofficial cease-fires are agreed on, and along the picket lines the Billy Yanks and Johnny Rebs approach one another to trade coffee, tobacco, stories... and news. While still enemies, there are many things that the soldiers in blue and gray agree about:

...that the generals on both sides are getting the enlisted men killed in futile assaults against enemy works, that the newest weapons seem take too long to reach the frontline regiments, that there's never enough information about what is going on, that the food is not that great...

...and that while the Grand Tactician's Christmas patch 0.8307 does not yet bring the end to the war, it brings a lot of fixes, improvements and requested features on the table, that will keep the men fighting.

These include, among others:

•  Map Pack #1 is finished, with 10 new historical battle maps added and available during the campaign
•  Raiding option to fleets to launch surprise attacks against blockading fleets
•  More aggressive battle AI, if it has the numerical superiority
•  Rebalanced numbers of volunteers and drafts, with drafts being used to fill up volunteer units and draft units reducing support in recruiting state
•  Fixed morale loss and gain for losing or capturing cities during the campaign
•  Poor training and low support slowing down movement of armies
•  Armies no longer besieging enemy forts on the opposite bank of a river
•  Option to withdraw instead of retreating, with rear guard action and only pulling away from the immediate danger
•  New rolling text information about campaign events, like autoresolved battles including rear guard action and naval battles
•  Improved naming convention for new armies


And a lot more...

Read the full patch notes here:

Latest Patch 0.8307
Uploaded December 23, 2020:

Campaign:
•   draft acts now also increase volunteers pool slightly
•   replacements of volunteer units can now also include drafts
•   draft acts now increases replacement speed
•   drafted units now lower state support of home state
•   fixed: stuck units caused by reloading auto resolved battles
•   refixed production charts / showing multiple chart lines
•   retreat destinations now also take into account infrastructure points
•   commander attributes initially now affected by commander experience and thus military experience
•   fixed: impressment act increases draft potential
•   added initial stock for supply depots at scenario start
•   fixed: town/state references due to change of borders, eg. resulted in CSA being able to draft in Kansas 63
•   fixed: naval - fort bombardments cancelled after reloading
•   not showing newspaper & results for naval engagements with few ships only
•   added new fleet order: “Raid” against fleets operating in blockade mode
•   fixed: production panel shows corporate tax values although no corporate tax is available
•   reversed sort rank for commanders, starting with best attributes
•   fixed wrong number of guns in army management panel
•   fixed commanders being promoted when reloading & getting unavailable at the historic date during campaign
•   tooltip now shows research duration for policies
•   policy research duration now depending on number of activated policies and average state support
•   fixed newly recruited units requiring too many goods for being equipped
•   forts now show correct number of guns
•   fixed strategy panel/tradeware slider not working
•   adding rearguard actions (skirmishing) when withdrawing or retreating from battle
•   fixed: supply and reinforcement info shows wrong values
•   added campaign battle map “Champion’s Hill”
•   fixed: commanders are not being promoted if assigned to a higher unit
•   fixed wrong dispatch message about sunken ships
•   fixed: national morale effects when capturing towns not working
•   improved: message spamming for same events
•   now using pre-determined army names for newly created armies
•   added campaign battle map “Fort Stevens / Washington DC”
•   army management: fixed wrongly selected commander when a group was created after a brigade was raised
•   adding on-map rolling text info about certain events: battles, movement speed, rearguard actions
•   improved supply of “offshore” forts via sea routes
•   combat range is now restricted by rivers
•   improved: position finding when units have arrived
•   added campaign battle map “Carnifax Ferry”
•   now showing fleet orders icon “none” if no order is selected in bottom panel
•   fixed: too high perk experience gain through sieges
•   fixed: naval battles may continue although ships are returning to harbor due to ammo or supply shortages

Battles:
•   AI does not detach men to man left guns while already leaving battlefield
•   added “assault move”: AI now acts more aggressively against outgunned enemies instead of guarding objectives
•   defensive battles: if group has set defensive stance in campaign, objectives are placed around the defender
•   fixed: paths getting lost when reloading save
•   fixed: perks of detachments carrying over to parent units

Others:
•   fixed wrong number shown for move on time symbol
•   fixed: commander’s suffering reduction in attributes due to degrading multiple times
•   replaced slider graphics
•   added 36 more colored commander pictures

Please use the forum "Bug Reports" if any issues arise:
https://steamcommunity.com/app/654890/discussions/2/



We, the Grand Tactician Team would like to wish you all a merry Christmas and a Happy New Year! Also we'd like to thank all the Early Access players, who have supported us in making of this game, from providing feedback, to playtesting & bughunting, to the many friendly words of encouragement we have received while working hard to improve the game and finalizing it for the full release.

Cheers - and onwards!









Asid:
Early Access Situation Report #2.
Jan 7, 09:17 pm

Author iv



Gen’l,

It’s 2021, happy New Year everyone! It has been some time since the last look into the latest new features in Grand Tactician: The Civil War (1861-1865), so here’s a quick summary of what has happened during the holidays and what is currently being worked on.

More Information.

While under the hood, there has always been a lot happening, the cause and effect -chains have not been always clear to the player. For example, why is national morale dropping, why are the units moving so slowly, or what is happening during naval engagements? Here we have introduced a lot of new information for the player in a few different ways:
-Improved tooltips. On strategy panel the tooltip now shows, for example, all effects on national morale. Perk tooltips explain the effects more accurately, including what needs to be done to level up the perk. Army supplies are now explained with more detail in the unit panel.
-Rolling texts. These texts appear on the campaign map to inform player of certain events and effects. For example, there’s information given about automatically resolved battles, sieges, troop movements including rear guard action and pursuit after battle, inflicting further casualties. While all the described effects have been there, now hopefully the player will also have the information in a timely fashion.

Re-enforcements Arriving!

One of the often requested feature has been control over reinforcements in campaign battles. Previously the system worked so, that offensive armies were to automatically reinforce, while defensive would not march to the sound of guns. We have now improved the engagement interface with further information about the engaging armies and the available reinforcements — and we now allow the player to choose which available units he would like to order to join the battle, regardless of their stance.

Navy has also received improved functionality in the form of raiding-order. Under these orders, the fleet in question will launch surprise raids against blockading fleets, engaging only a small part of the fleet. This allows numerically inferior fleets to engage and possibly sink a few ships, and then to disengage. With successful raiding the CSA can try to wage a war of attrition along the coast against the much larger Union blockading squadrons.

Currently we are working on improved retreating mechanism on the campaign map, including better retreat path-finding, retreating to forts, and disintegration of units that have no-where safe to retreat to. This is in addition to already implemented much shorter retreat routes, more orderly withdrawal, and additional capital city defensive moves by the AI.

Oh, that's what's taking all the time!


Balancing.

A constantly ongoing work has been the game balance, including AI improvements, in both campaigns and battles. This line of operation, so to say, contains working on the already implemented features to make the game play experience smoother, more challenging and fun. Here are just a few examples from this work:

Battles:
-Fatigue and morale effects balancing,
-AI now acts more directly and aggressively, if it encounters a force with considerable numerical inferiority,
-Couriers now move faster, reducing order delays a bit, while unit movement speeds have also been readjusted,
-Reworked objective placement in historic battles,
-Defensive battles are being improved to allow the defender larger deployment area and objectives that are already held.

Campaigns:
-Policies: implementation times have been adjusted, and researching multiple policies or acts will make the progress slower,
-Recruitment numbers have been revised, so that acts will have bigger effect on available recruits, recruitment subsidies will have bigger effect, over longer period of time, and drafts can be used to reinforce depleted volunteer units. This happens without support loss, unlike recruiting full draft units,
-Commanders getting wounded or captured may return during the campaign, but their attributes are affected,
-Commander attributes are now correctly affected by their experience, and experience will drop accordingly when appointed to higher command. Also if within range from the higher HQ, the commander will influence his subordinates’ attributes. For example an aggressive commander will feed aggression in his subordinates, and vice versa,
-Intervention armies are more of a threat now, at least that’s what the troops of V Corps, told me when visited by the Army of Canada.

More than just Fremantle this time, eh...


The Next Steps.

Work continues as planned, with focus now on finalizing added features, bug-fixing and general improvements. New content is being worked on, with the 1864 campaign database being implemented, and already adding the historic battle of New Market. Our map guru Wasel is working on the generic “random” maps, Peter has been adding commander portraits and improving the visuals here and there, and our friend History Guy Gaming is producing more Tutorial Videos as we speak — you may check out the ready ones from our YouTube playlist, here


All in all the start of the year 2021 looks busy, but also the full release is slowly getting closer and closer.

Most Respy,

Gen’l. Ilja Varha,
Chief Designer.

Asid:
Updates for the Campaign map!
Jan 13 2021


Norfolk and Hampton Roads allow now ships movement and Gosport is protected by new forts. Also coastal fortifications added in Texas.






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