Forum > Games Discussion
Grand Tactician: The Civil War (1861-1865)
Asid:
Patch 0.8907
Tue, 18 May 2021
Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
• commander attributes now show stars with 10%, 30%, 50%, 70% and 90% instead of 20%, 40% etc.
• fixed: fleets stuck in battle/retreating if engaged in fort bombardment and naval engagement while strength gets low
• fixed: units do not stop although engaged in defensive battle
• newly raised units and units being transferred are now excluded from readiness calculation of the parent group
• added message for units that withdraw due to low morale, not only low strength
• fixed: AI chooses further grand policies when reloading game or returning from battle
• fixed: McDowell shows weird commander attributes
• fixed: AI is stuck constructing supply depots and not carrying out offensive/defensive operations after a while
• added: non-constructed military buildings are removed after a few days if no friendly troops are close to finish construction
• changed back: non arrived (recruited) units now reduce readiness of group
• fixed: medium of transport for paths not saved when reloading
• fixed: commander stats: battles participated always zero
• fixed: secession of WV in early scenarios not leading to Union territory
• fixed: town occupation continues although enemy unit is pulled back during occupation process
• rebalanced company foundations: the probability new companies is reduced by the already founded companies this month
• fixed: unrealistic (too high) Union unit numbering
• fixed: units joining sieges or autoresolved battles later are not shown in the monument tooltip
• fixed: sometimes units are retreating from autoresolved battles but still showing status “engaged”
• reworked AI army composition
• fixed: commanders are always defamed at their historical date
• general rebalancing of readiness
• fixed: transported units do not consume readiness
• changed: units do not consume readiness order delay is running
• fixed: zero population growth
• fixed: reloading or coming back from battle resets population and probably lowers number of volunteers/drafts
Battles:
• fixed: stuck path arrows when placing group HQ in deployment phase using ALT
• fixed: group HQ can be placed outside deployment zone while using ALT
• units do not execute lay down or rotation orders during movement to not override order delay
• retreating units do not reset retreat path if no enemies are close
• fixed: exception related to removed units leading to not-ending battles although retreat timer has expired
• fixed cohesion impact on sprite placement not updated regularly
• improved: HQ’s with independently operating subordinates sometimes may run through enemy lines
• fixed issues in historical AI movement, leading to waiting groups (eg. Reynolds at Gettysburg)
• tidying up redeployment: divisions now also influence frontlines, brigades are shifted into nearest deployment zone if they are still left outside
• AI now takes reinforcement balance into account when evaluating stance changes
• fixed: although SHIFT is pressed units are searching for covers after reforming from march column
• fixed: units create off map routes if targets (RMB) are assigned which then are disabled
• fixed: AI commanders always position on flanks without nearby enemies
• fixed: some AI troops may still be placed outside deployment zone, esp. skirmishers
• preventing redeployment of AI units in offensive battles (adjustable in debug.txt)
• removed: allow AI defensive behavior in offensive battles / has led to non-moving units due to low force balance
• rebalanced: linked groups to update new paths at a slower pace
• fixed: artillery guns are sometimes stuck at the old position for a few seconds until redeploying EOD
• bonus for commanders with correct branch of arms now only applied if he was a graduate of Westpoint
• only dismounted cavalry and infantry units may construct breastworks now
• added a workaround for AI units that are linked to other units although they should operate independently, sometimes led to hardly moving AI units
• fixed: AI sprites stay on the old position for a while when redeployed
Others:
• added game option “Always full Readiness” to options panel
• fixed: commander in chief attributes influences into the wrong direction
• fixed: loaded time (minutes) differ slightly from the saved time
Asid:
Latest Patch 0.9010
Thu, 24 June 2021
Note: this update is the first build after upgrading the Unity engine and means a huge download. We hope for better stability and less driver related crashes following the latest Windows 10 updates!
Also the log destination has changed to:
%USERPROFILE%\AppData\LocalLow\Grand Tactician\The Civil War (1861-1865)\Player.log
(is a hidden folder and needs to be set to unhide in explorer)
Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
• commander attributes (stars) now show correct values, weighted by experience
• fixed: commander attributes are reduced by exp at scenario start and during gameplay
• increased movement updates for smoother movement
• fixed: AI does not use train, sea and river movements
• commanders now gain experience through service, although less than through battles
• measures to better represent victory conditions: national morale is now converging towards average state support and vice versa, added influence of economy (private wealth) on national morale, town occupation in enemy states reduce support for the cause
• changes in AI recruitment: adding target recruitment rate
• reworked AI army deployment for recruitment
• reduced immediate effect of recruiting policies on available manpower but added running increase of manpower
• added slower growth of available volunteers in high population states
• changes in campaign objectives: first major battle now only counts for the first side to achieve and excludes smaller engagements, encourage Europeans now used as trigger for European intervention and is available if intervention level is close to 100%
• fixed: USCT leads to a sudden reduction of available volunteers
• added reduced annual growth rates for volunteers for longer contracts
• changes in commander auto-assignment: now trying to avoid commanders whose rank is too low, replacements are taken from own army first
• fixed: wrong calculation of commander in chief when old commander is not available anymore (probably needs further work)
• fixed: wrong comparison in private wealth and tax income for monthly economic report
• added enhanced info in strategy panel about latest changes in state support
• fixed: text color turns dark after mouse moved over in campaign finish screen
• fixed “running time” effects in policies, eg permanent influences in support, recruitment
• fixed wrong directions of “arrows” in commander attributes at scenario start
• fixed: effect of running policy influences too high (eg. CSA triggering Militia Act before Union) leading to high probability of secession of border states
• added option to hide battle monuments in tools panel
• added enhanced tooltip info in top panel for manpower and influences manpower
• fixed tooltip info: units needed for reinforcements
• improved “defend capital” AI mechanics: units maneuver better towards own capital if in danger
• fixed: support <> national morale convergence too fast
• AI units with low supply first head for near supply depots or towns before constructing a supply depot
• fixed: searching for fort construction sites leads to increase in occupied forts objective variable
• fixed: entrenchment levels increasing for units in defensive stance although moving
• AI now pre-recruits manpower lost through contract expiries in coming months
• fixed: USCT already researchable in Chapter II
Battles:
• AI now deploys EOD AFTER player redeployment
• added AI behavior: “retreat if outflanked on both sides” and “refuse flank if outflanked on one side”
• fixed: when reloading a campaign battle some objectives may be switched/deactivated
• worked on measures to reduce blobbing: AI groups now do not use same objectives at once
• fixed: weird placement of subordinated units if parent units are redeployed but subordinates not (eg. AoNV vs. Left Wing in 2nd Manassas)
• removed unit names for detachments in paper map view
• fixed: ordered single brigades jump immediately to destination after deployment phase has ended
• fixed: commander is MIA if a detachment surrenders
• changed the logic how offensive/defensive battles are determined: units - moving/entrenched or not
• reduced weight of objective points for victory conditions slightly for day 2+
• fixed: AI countermeasures against outflanking (refuse flank, retreat) sometimes use wrong facing
Others:
• improved sensitivity when adding waypoints (RMB), one click movements without determining the facing are possible now
• reworked smoke engine
• fixed: changing sound volume in videos not working
• added video controls, cancel videos now with ESC
• fixed: weird or non visible savegame entries if save panel is opened a second time
Asid:
Latest Patch 0.9113
Sun, 25 July 2021
Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
Note: although we have changed weapon production mechanics it may still not work as intended as economic production hardly matches consumption. We will focus on this in version 0.92!
Campaigns:
• added disabled tooltip info for armies
• rebalanced desertion rates in low-support and low-morale environments
• added tooltip infos (nato symbols) about current engagement: probability of victory and estimated length
• added “flame” symbol for damaged/blocked IIP’s/companies behind the symbol
• added info for infrastructure damages and losses for each IIP/company in tooltip
• added railroad track list with economic info and construction duration, railroads can now only be constructed using the icons in this list
• added alert symbols for units with low supply
• fixed: commander in chiefs are replaced by low rank officers
• AI now takes into account enemy units in recruitment when setting own recruitment goals
• higher levels of supply depots deliver supplies now faster
• added info about connected depots and its supply capacity in unit panel
• fixed rare situations where armies may end on non passable terrain after retreats
• rearranged top panel UI
• now using a 3-month average to determine the change in commander attributes, experience influence is now taken into account, further UI info to follow later
• battle monument info now only shown if no other tooltip is visible (eg. from units)
• fixed: missing “The battle of “ in naming of naval battles
• fixed: when combining artillery units the guns are not adjusted
• added tooltip info about fleet firepower and used gunnery
• ships without ammo (and returning to harbor) now counting as disabled
• multiple groups now tend to coordinate defensive operations better to fight together
• reworked retreat functions
• connection to supply depots is now shown faster after game has started
• supply lines are now colored red/yellow/green, depending on the supply efficiency
• changed info about low morale units in battle start panel
• AI defensive operations are now cancelled if strength gets too low and moving around strong enemies
• AI now prefers to rally nearby friendly units next to an enemy instead of launching new defensive operations from far away which led to accumulation of AI units in a certain area
• contract expiries in army management panel show now days if below 1 month remaining
• fixed: dropping a ship from harbor pool into the harbor pool does add it to the selected fleet
• fixed: opening military tab while fleet is selected mixes up army and fleet view
• replaced economic cycle graph in finances panel by overall goods production
• added tooltips for change in commander attributes
• added tooltips for army strength in campaign panel
• assumed fixed: sometimes units are not retreating if enemies are too close
• fixed: issue with monthly economy report may have led to strange UI glitches
• fixed: officers returning from WIA or POW not visible in officers panel
• fixed: commander attribute influences from commander in chief used multiple times for each hierarchy level
Battles:
• reworked minor/major victory/defeat mechanism, now depending on casualties relation and military experience, affecting readiness and carried supplies when returning to campaign map; step 2 will follow adjusting retreat mechanism
• fixed: AI deployment behind breastworks not accurate enough to receive cover bonus at the start of the game or EOD
• units now use doublequick to move into final position before engaging enemy if initiative is on
• adjustments to AI micro behavior: brigades are now not spreading out that wide but try to keep together
• adjusted brightness on Manassas map
• assumed fixed: redeployment of own/enemy units in opposite deployment zone if they were cut off before, needs further testing
• reduced number of rifle fire if units are inside buildings
• fixed: AI group setup sometimes leads to non-moving groups, eg. Jackson at Chancellorsville
• Unit tooltip for single brigades is now regularly updated when moving over unit
• continuing old group path now cancelled if player has at least moved one subordinate while group was stopped to engage
• fixed: points counter visible if top panel is minimized/maximized although continuous vp counting deactivated
• AI now defenses less often if number of held objectives is comparable
• low morale units do not break immediately at start but have a minimum & capped morale
• reworked retreat mechanism
• fixed: when giving movement orders to top hierarchies the group sometimes is not repositioned if contact to enemy is established but simply stopped
• added battle field book
Others:
• fixed: scrolling log messages & exceptions when removing messages
• moved internal debug log messages to file “scenelog.dat”
• improved field book guides
• field books now auto-shown only once at start per layer
Asid:
Latest Patch 0.9205
Wed, 11 August 2021
Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
If you experience lags after playing the game for a while please send us your log to identify the issue. We have seen a handful of issues related to adding a modified 1862 scenario (while loading old 62 campaigns) and fixing a building bug in 0.92.
Campaigns:
• captured or removed weapons (through upgrades) can now be used to upgrade existing units
• fixed: sometimes retreat paths are running too close, added also revolving retreat calculation if retreat destination is not on own soil
• fixed: wrong influences on commander attributes from senior officers
• fixed: building upgrades happen immediately
• production of companies now much lower for goods that do not generate profits
• added further AI bonus features, linked to AI bonus settings at campaign start
• modified 1862 scenario: McClellan is now starting on the Peninsular
• fixed: workforce in companies is too low
• rebalanced production and demand in economy, as well as weapon availability
• rebalanced army and fleet upkeep costs
• fixed: if campaign is reloaded or a battle is manually played shortly after another one was finished units may become stuck
• measures if economy lacks transport ships and locomotives: transport capacity of IIP’s reduced,, supply and reinforcement speed is slowed
• IIP’s now create demand for transport ships and locomotives
• fixed: sometimes AI units in (autoresolved) combat get another moving order leading to a re-triggering of the combat/siege
• added info about total corporate production in monthly economy report
• fixed: wrong construction progress for ships
• fixed: IIP damage at start of scenarios
• fixed: fort changing hands count as captured at the start of scenarios
• improved AI behavior for defensive operations close to capital
• AI now should be a bit more aggressive in defensive operations
• fixed: researching draft acts are only increasing volunteers numbers for a short time period before falling back to pre-act levels
• fixed: building upgrades are not saved during upgrade process
Battles:
• units now recover morale slower if low experienced
• rebalanced: lower gain of fame through battles
• fixed: commander of non arrived units do not gain fame
• rebalanced construction times of entrenchments
• fixed: groups are counted for supported morale bonus
• rebalanced morale influences
• added enhanced morale info in unit panel
• added info about loss resilience in unit panel
• fixed: AI units don’t carry out fallback orders properly
• skirmishers rebalanced, now have a lower loss resilience and inflict no flanking malus
• AI now deploys deeper inside the map in offensive battles
• fixed: group movements sometimes left back single units
• units now break links if routed
• added workaround for units that were stuck in impassable terrain
• AI now withdraws at night if it was not successful in capturing an objective within a given time and has not earned victory points
• fixed: issues with upgraded parapets when reloading battle save, leading to disappearing parapets and weird unit positions
Others:
• fixed: messages sometimes not appearing as icons on the left side of the screen, eg. monthly economy report
Asid:
Latest Patch 0.9301
Sun, August 15, 2021
Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
• fixed: reloading campaigns sometimes influences state support in a wrong way, due to historic commander appointments
• name search field in military panel is now cleared when tab is switched
• added “ready for duty” filter criteria for commanders in military panel
• reworked objectives description
• changed: units that are in winter/summer quarters AND entrenched are not suffering increased attrition anymore
• added AI construction of forts
• fixed: upgrade progress for procedural buildings lost when reloading save
• rebalancing of campaign objectives
• removed initial strength check for engagements for first engaging units, now strength including reinforcements is taken into account
• fixed: too many captured guns after a victorious battle
Battles:
• captured soldiers now excluded for loss resilience calculation
• routed friendly units now do not surrender to routed enemy units if still engaged in melee
• no morale updates during night (pos & neg)
• fixed problems with loading of some random maps
• fixed: units are getting permanent retreat orders if routed, although no enemies are close
• removed: units falling back turn around or stop during movement
• units now do not stop under enemy fire when crossing a ford or bridge
• assumed fixed: lags in some maps, related to failed terrain specs assignment
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