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Offline Asid

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #60 on: August 28, 2020, 02:48:47 AM »
Latest hotfix 0.7220
28 Aug 2020

As there were a lot of reports stating crashes during the game and hints that disabling steam overlay helped we have decided to launch a quick hotfix where all steam related dll's were removed to check if this leads to improved stability.

Campaign:
- fixed non working cancel button for deleting units and ships, now updating ship pool list after deleting
- adding condition of forts to name + tooltip
- fixed: after reload the basic garrison units are shown
- fixed: policies become immediately available once clicked at

Battles:
- single brigades reform now better for range combat

Others:
- removed all steam related .dll’s to improve stability

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #61 on: September 04, 2020, 12:54:47 AM »
Latest patch 0.7307 & Hotfix 0.7312


Hotfix 0.7312, uploaded Sept 2, 2020:

- fixed 1861 trigger of war event policy
- fixed WV seceding already at start
- when removing brigades from corps and no brigade is existent below the army hierarchy both groups are removed (before: only corps, at second attempt: army)
- fixed: range radius still shown when units are removed

Patch 0.7307, uploaded Sept 1, 2020:

Campaign:
- fixed: multiple waypoints can make units teleport
- list of ships in fleet info panel now shows up correctly and is scrollable
- ships return now to harbor if condition is too bad and get repaired, condition is improved
- fixed: ship resupply not working
- when constructing ships the condition now shows the construction progress
- fixed: return to port button stuck
- fixed wrong 1862 fleet setups, could have also impacted garrisons
- fixed: resources cost for ship construction not shown
- fixed: if only one opponent sees the other through fow (higher intelligence) the other unit is stuck in retreat
- fixed: when reloading campaign (or coming back from campaign) the demand for trade nodes was exponentially increased which may have led to disappearing finances after a while
- rebalanced recruiting: now less separate groups are raised but newly raised units are added to existing groups
- fixed: not taking over battle orders & results from manually played battles (retreat etc.) due to subordinate groups not taking part in battle
- fixed: some garrisons jumping to top left position of the map when reloading campaign
- fixed: setting or canceling army waypoints also cancels independently operating corps
- fixed: running autoresolve combats are doubled when reloading game
- fixed: returning no battle result if battle resulted out of a fort siege
- fixed: units do not retreat if manual battle was initiated through fort assault
- empty fleets are now automatically removed when closing management panel (like group units)
- campaign is now paused when started/reloaded
- fixed: wrong policy research progress after reload
- removed: morale zero for all units that retreated out of battle
- changed: automatic withdrawal before battles is now checked taking the strength relation of the initial units, excluding reinforcements

Battles:
- fixed non moveable units related to switch of month and start at night

Others:
- added hints to loading screen (battles + campaigns), including hotkeys, UI hints
- Linking units now needs hotkey ALT to be pressed, this to prevent accidentally linking
- Workaround for disappearing UI

Note: prefs files are replaced, therefore update of resolution is needed.

Further topics are in work, we will post a preview asap!

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #62 on: September 10, 2020, 04:14:08 PM »
Latest Patch 0.7407
Sep 10, 2020


Campaign:
- fixed “offshore militia” bug, a unit that was created when closing military panel while recruiting
- startup armies with only brigades attached can now recruit one subordinate group level
- reworked war trigger: Militia Act I or Fort Sumter event
- reworked 1861 startup armies: appearance of Missouri units now depending on support, not secession
- enemy newspaper messages now contain correct prosa
- fixed: missouri secedes event does not change state ownership
- retreating units can now not capture towns or infrastructure
- fixed: wrong starting ownership for forts in 62+63 scenarios
- Player has now the option to decide about engagement for every strength relation
- rebalanced influence of battles on national morale, taking enemy towns now reduces enemy morale
- fixed: casualties of the nation not accumulating after battles
- Strategy overview: tonnage now includes ships in pools, European relations are added
- rebalanced AI recruitment
- added new campaign scenario: July 1861
- fixed: commanders stats are not taken over from battles/saves
- fixed: commander filters & assignments not working properly
- promotions for commanders (esp. navy) are shown already in management panel before closing the panel
- fixed: blockades not working
- transport capacity now increases exponentially with port levels
- policy “civilian ships” now also shows reduced construction materials
- fixed: wrong transport capacity usage calculation
- fixed: if <Old Dominion> policy is not active capital is nevertheless moved to Richmond
- contract length is now linked to the nation instead of the state (prevents problematic with border states from which both sides are recruiting)
- retreating units now show a red blinking flag
- fixed: “Kansas a Slave State”: effects only shown partially
- fixed: moving corps below armies in OOB may result in multiple OOB entries
- rout of units is removed on campaign layer
- unavailable commanders now excluded from officer selection
- now more than one newspaper message can be shown per day
- fixed: stuck date after year has changed

Battles:
- removed button for ceasefire for now
- optimized (esp. artillery) targeting which took a long time when wiped units were near
- fixed: reinforcements sometimes withdraw immediately (eg. Army of the Mississippi and Reserve Corps)
- fixed: invincible small artillery detachments

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #63 on: September 23, 2020, 12:58:05 PM »
Latest Patch 0.7505
Sept 23, 2020


Campaign:
- fixed: dummy commanders always start with attribute values zero
- fixed: commanders do not take over status and attributes from battle back to campaign
- fixed: suitable commanders not shown for replacements
- fixed: Go-West policy increases support in Arkansas instead of Arizona
- reworked campaign finish
- pause button now suspended when renaming units
- fixed: ships without tech constructable when deactivating checkmark “tech available”
- fixed: forts that are set to be removed at a certain date are removed when reloading a saved game after this date
- stopping armies in campaign now does not stop subordinates
- fixed: perk selection sometimes selected wrongly (if a different perk was selected before)
- fixed: ship to construct is added to fleet instead of pool if a ship was created for a fleet before
- added further commander pictures
- added further soldier images
- fixed: “2nd battle crash”
- fixed newspaper messages popping up for policies that are not active
- fixed: repeating policy newspaper messages after battles
- double assigning of commanders is not possible any more
- non-arrived units cannot be merged any more
- navy commanders can now not be commander in chief any more
- filter prefs are now saved
- retreating units cannot be stopped any more
- shorter retreat distances
- game stays paused if leaving menus/newspaper (if it was paused by player before)
- fixed: trade agreements are not recognized
- surrendered units now disappear from campaign map

Battles:
- added new 3D models for maps
- sunrise now in the east
- retreating units cannot be stopped any more
- fixed: no music is being played if battle is won

Other:
- improved scene loading speed
- added new commander pictures

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #64 on: October 02, 2020, 03:16:15 AM »
Latest Patch 0.7609
October 1, 2020


Campaign:

- no camps for deactivated armies
- no movement during nighttime
- fixed: corps with brigades directly attached are transformed to divisions not appearing on map any more after reload
- fixed: no CSA president picture is shown when resuming campaigns and Union is selected
- improved building ground textures
- music is now permanently played in the background
- fixed loading freeze related to bounty policies

Battles:

- measures to reduce blobbing: AI forms now larger groups
- marching to the sound of guns now excludes routed units so that AI groups are relieved faster for new operations
- less broken lines and melees: AI groups now move on to next objective only if fighting has ceased
- improved: errors related to moving long paths
- commanders can now be directly moved by pressing <ALT>
- separate visualization (symbols) of commanding units in battles
- improved linking of groups: groups are now not stuttering any more when linked
- changed: no sudden end of battles: AI now falls back and retreats, timer added
- resized buildings
- fixed: parapets and breastworks are not finished during deployment mode although engineering points are available
- commanders are now marching at the end of the column
- sole AI artillery units now retreating when enemy approaches
- improved: wrong facing when holding SHIFT while giving movement orders

Other:

- added 40 new commander pictures
- fixed flickering explosion animations

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #65 on: October 08, 2020, 02:24:25 AM »
Changes to new patches
05 Oct 2020

From the devs:

Hey Guys!

After the first stabilization period where we tried to fix severe bugs, crashes and memory leaks as fast as we could, we have now decided to improve the quality of upcoming patches.

Beside of informing you about the topics we work on, we will not add an ETA any more but rather publish the current state of the next patch so that we have enough time to test and to be prepared for extraordinary issues arising.

Furthermore we would like to give you the opportunity to participate live in the development of the upcoming patch by having added a <development> branch for this game. If you right-click on the game in the steam library and open prefs, you should see a <BETA> tab where you can select the <development> branch. This way you can help us testing the new patch before we go live. There will be frequent development updates every few days and we are glad for every help!

Development patches are now live!

For participation or further information about upcoming patches, please us the forum <Development Patches> :
https://steamcommunity.com/app/654890/discussions/4/

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #66 on: October 15, 2020, 02:56:35 AM »
Latest Patch 0.7707
(Uploaded October 13, 2020)


Topics (selection) that are WIP and should be included in next patch (0.78+):
•   Order delay timer info is blurry
•   morale balancing in campaign
•   performance
•   multiple campaign saves

Campaign:
•   demand and production values are now shown both per annum
•   fixed: pre-goods are sometimes not taken into account if more than one pre-good can be used
•   higher consumption (eg. when building ships) is now affecting larger IIP areas and reduce overall stock of the alliance
•   faster price-finding (slight performance win)
•   added dynamic rating system: debt load now needs to be lower in the early years of the war
•   so that player (or AI) needs to take care of the finances permanently
•   reduced starting stock of goods by 40%
•   fixed: import/exports in trade panel not shown correctly
•   fixed wrongly shown corporate/sales tax values in IIP/industry panels
•   improved calculation of standardization of weapons, depending on construction date, production capacity and available imports
•   weapon upgrades now depend on weapon standardization (and therefore production capacity) and already equipped troops
•   added monthly economic summary as message
•   fixed non-working bond issuance message
•   IIP’s that were occupied through change of frontlines now have reduced transport capacity (recovering after a while) and therefore leads to lower supply levels during offensive operations
•   low availability of supply goods now leads to lower supply ratios
•   changed functionality of supply depots: armies may now access supply depots directly if in commander’s range and therefore improves supply ratio. supply depots now add supply goods at no matter what price
•   fixed: disabling sound disables background music (0.7703)
•   fixed: policies not visible in policy overview (0.7703)
•   overhauled supply efficiency and visibility (0.7703)
•   fixed: canceling commander assignments not possible as commander button is stuck (after assigning commander) (0.7704)
•   fixed: AI always recruits volunteers (0.7704)
•   reduced speed of AI ship construction (0.7704)
•   AI now keeps a small reserve of recruits to prevent permanent recruiting of cavalry and artillery if recruits pool is low (0.7704)
•   smoke animation for buildings in campaign is stopping after a few hours not in combat/raid (0.7704)
•   non active commanders are now automatically replaced for all factions (0.7704)
•   fixed: no ammo consumption in campaign battles & no taking over of ammo states from manually played battles (0.7704)
•   reworked weapon standardization so that a few more weapons become available (0.7705)
•   fixed jumping to front unit when units are moved within OOB (0.7705)
•   reinforcements that have not arrived yet are now not retreating after a lost battle but stopped (0.7705)
•   added “consumption” of locomotives and transport ships when moving troops by rail/ship (0.7705)
•   added extraordinary demand of units, ship repairs and construction to goods info (0.7705)
•   campaign background music not overlapping with loading music (0.7705)
•   fixed: some commanders used for units pre-war although home state did not secede (0.7706)
•   fixed: ships that are constructed directly for a fleet do not increase condition during construction process (0.7706)
•   rebalanced: recruiting now happens more for existing groups, no spamming of groups in same areas (0.7706)
•   fixed: double unit counting in campaign statistics (0.7706)
•   added order delay info on large unit panel (0.7707)
•   when engagement panel opens there is no auto-scroll any more, but player can press button to move to location (0.7707)
•   fixed issues with filters (“ALL”), leading to wrong selections in OOB after recruiting/moving units (0.7707)
•   fixed non visible ship information in CSA 1861 campaign when constructing new ships and no fleets are available (0.7707)
•   fixed: freeze when engagement panel opens and certain battlefields are loaded (0.7707)
added production complexity to standardization of weapons (0.7707)

Battles:
•   fixed: stuttering units when single units establish contact to enemy while in marching column
•   fixed auto fallback for groups under stance while order delay is running and enemy is close (0.7704)
•   stuck in melee bug: “resetting” of melee status if opponent is out of range (0.7704)
•   updated historical AI for Chancellorsville (0.7704)
•   added order delay icon on large unit panel (0.7707)
•   rebalanced fatigue system (0.7707)

Others:
•   added 40 new commander pictures (0.7706)

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #67 on: October 26, 2020, 02:18:01 AM »
Grand Tactician: The Civil War (1861-1865) - Major Patch 0.7807
Sun, 25 October 2020



Adding unlimited save games per campaign scenario, new objective system and additional maps.



Since the Early Access release of Grand Tactician: The Civil War (1861-1865) the game has been patched regularly, improving the game play experience. In addition to bug fixes, AI and performance improvements, new campaign scenarios and battle maps have been added.

The players have also had their say. The latest patch released includes a highly requested feature, allowing unlimited save games per campaign scenario. Also included is a new historic battle of Olustee. Work on further maps, tutorial videos and mid-battle saves is already underway.

As Wargamer.com put it, the game is shaping up to be the definitive American Civil War strategy game!


Latest Patch 0.7807
(Uploaded October 25, 2020)

Campaign:
•   rebalanced morale improvement
•   fixed: stuttering and blurry text in order delay info
•   fixed exponential construction of buildings within longer sessions
•   fixed: unread messages counter permanently changing figures
•   performance improvements
•   fixed problems with finding manual construction locations
•   2nd fix retreating units still influence frontlines and occupation
•   if zero strength units are engaged in battles as first units (eg HQ’s) the first reinforcing unit is arriving immediately to prevent ghost battles
•   increased speed steps up to 50x
•   increased AI value for capitals, probably needs further balancing
•   fixed: morale and ammo level not taken over from manual battles
•   reduced construction resources for ships
•   higher increase of military experience through battles
•   fixed resetting construction time for ships when reloading
•   fixed: replaced commander (because of WIA/KIA) not showing unit stats and wrong rank
•   fixed broken brigade panel (weapons, recruiting) in army management, related to 1863 policies
•   fixed one time subsidy costs sometimes happening, needs further testing
•   first rebalancing of AI campaign objectives and repositioning
•   fixed: raiding immediately sets support to 100%

Battles:
•   removed objectives and entry points from deployment zone calculation at the end of day
•   complete overhaul of battle objective system: occupying objectives now takes time, depending on unit strength in area, every objective continuously adds victory points to the occupying side per time (the more points, the faster [can be deactivated in options menu])
•   fixed: end of day freeze when battle starts in December
•   removed cohesion deplacement for march columns
•   enemy routed units now not taken into account any more for flanking detection
•   casualties (wounded) from prior campaign battles are now not taken into account in stats and not influencing strategy decisions any more
•   fixed: sometimes national morale drop is zero after battles
•   added historical Battle of Olustee
•   lowering carbines lethality
•   fixed units sometimes not firing when playing multiple battles in one session
•   fixed: AI units are moving towards center after reforming for attack, less blobbing

Other:
•   replaced OOB font

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #68 on: November 21, 2020, 03:48:00 AM »
Latest Patch 0.8006
November 20, 2020


Campaign:
•   state support is now capped with 100%
•   states may now secede also after war broke out
•   high battle casualties now reduce support in affected states
•   fixed issue that resulted in too many AI zones that probably slowed down AI from moving to important locations
•   update to AI offensive movements: AI acts more aggressively
•   recruiting now happens more in front-states
•   added different recruitment times for each branch of arms
•   added Mine-Creek battlefield for campaigns
•   fixed: unit to fort transfer button missing for newly constructed forts
•   fixed: non working move-on-time command
•   fixed: units that are moving on rails show railroad model although even when turning off “move by railroad”
•   added tooltip infos to top bar, enhanced by rating info
•   rebalanced debt/deficit to rating ratios
•   no recruiting and constructing ships possible any more if rating is too weak
•   reversed y chart scale for rating graph

Battles:
•   roads are now not taken into account for unit alignment any more
•   fixed stuck overview report in Battle of Chickamauga
•   fixed: loading stuck at 99% when returning to campaign, caused by buildings under construction or wrong states of AI recruited units
•   added save option for historical battles
•   added save option for campaign battles
•   fixed non working barricades in Pea Ridge
•   fixed “too colorful” uniforms in some battles
•   added autosave function for battles
•   fixed: units are suffering fatigue during change of day

Others:
•   added colored images of 33 further commanders
•   fixed 2 non loaded songs
•   added to commander tooltip info: home state and current command

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

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #69 on: November 29, 2020, 04:00:41 AM »
Grand Tactician: The Civil War (1861-1865) - Major Patch 0.8103
Sat, 28 November 2020



Grand Tactician: The Civil War (1861-1865) - Early Access and Player Requests.



Since we started the Early Access in August, we have been releasing new patches in a steady flow. While following the Early Access Road-Map, we have also listened to player feedback, adding and reworking features, improving the game play experience.

The first mile-stone from the Road-Map has been reached, and the game now allows mid-battle saving during both the historic battles and campaign battles. Thanks to players' reports we've been able to quickly fix related bugs as well, and keep doing so as we move forward.

The next steps have also been under development simultaneously. Map Pack #1, introducing 10 new historical battle-fields, has already been partially implemented during patching, with maps of Winchester, Olustee, Mine Creek, Cumberland Gap, Honey Springs and Honey Hill already added in the game, available for campaign battles. After three more historical maps, the next step is to start adding the randomly chosen non-historical battle-fields to increase campaign battle diversity.

And while adding maps, new historic battles have also been added: Shiloh (1862), Olustee (1864), and Wilderness (1864) are now available as stand-alone scenarios. A few more historic battles are also coming with the 1864 campaign.

Also on the Road-Map are the tutorial videos. We're proud to announce that we have teamed up with the one and only History Guy Gaming, who has already produced the first tutorial video about the game's Information and Options, and continues to produce new ones as we speak.




One of the most requested features by Early Access players along with AI improvements has been the weapon upgrades. First we added a standardization feature, which limited number of available weapons, but this alone was not sufficient, as hinted by the players. In the latest patch we've reworked the standardization feature completely, and now newer and more advanced weapons will be available in smaller quantity at start, and will slowly become more common when equipping more units with them, increasing standardization. Re-arming the whole Army of the Potomac with repeating rifles is no longer possible, and as the Confederate player you may be stuck with heaps of obsolete weapons only available to your troops for some time - making capturing of Union weapons from the battle-fields after victories more important. At the same go we added improved tooltips for weapons and perks, which should help players when choosing weapons and specialization for their units.

And while the economic model has been improved in the background, we've added further information for player about the state of their economy. Credit rating is now shown on the main campaign view, and if the rating drops too low, further recruitment is no longer possible before taking steps to improve the rating via policies, taxation, government spending and so on. Also the economic hit of military operations such as blockading and raiding has been added to the strategy panel, along with information about weapon production efficiency.

Next steps will include, in addition to the items on the Road-Map, improved information about the policies and their effects, as well as possibility to choose the reinforcing units in campaign battles - both requested by the community.

The march continues. Thanks to our dedicated community, who are helping immensely with reports, suggestions and feedback, the work on the Early Access version has been progressing well. The work is not finished, but with each patch the game is getting more and more enjoyable. Public patches are to be expected, like before, approximately weekly or bi-weekly. We have also allowed Early Access players to opt for developer patches, which arrive at even steadier flow. Using the Steam betas, players can see the latest features and give feedback about them, before the public patches come out.

We are, sir, Your very ob't se'v'ts,

The Grand Tactician Team.
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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #70 on: December 23, 2020, 02:28:37 PM »
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/

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #71 on: December 24, 2020, 03:13:24 AM »
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

« Last Edit: December 30, 2020, 02:19:04 AM by Asid »
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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #72 on: December 30, 2020, 02:12:59 AM »
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!









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Offline Asid

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #73 on: January 08, 2021, 03:37:34 AM »
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.

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #74 on: January 15, 2021, 03:01:06 AM »
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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