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Offline Asid

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #90 on: November 07, 2021, 11:26:45 PM »
Patch 1.0210
November 7, 2021

Thanks again to all development patch testers!
Please report bugs and/or ideas in the following forum:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:
AI now defends more carefully and watches out better for nearby enemies
fixed: units joining an autoresolved battle are not stopping but continue movement
fixed: potentially wrong faction in naval battles when reloading while a battle rages
added enhanced info panel for autoresolved battles (land battles, siege combat, fort bombardment, naval engagements)
fixed: Diplomacy I selected in summer 61 scenario leading to wrongly assigned weapon types
fixed: loading of saved tutorials fails if FOW options were changed
playing manual battles in campaign tutorial is now not possible anymore
fixed: LTGen act does not promote commander in chief to LTGen
assumed fixed: playing background music twice while inspecting campaign after a won campaign
fixed: multiple garrisons may take part in siege combat
added drop down list below the alarm icons on top to directly access the autoresolve-panel
fixed: wrong correlation between availability of weapons on the markets and equippable units
removed: high combat intensity in sieges if besieging unit has offensive stance activated
fixed: regualars act may add a Minnesota brigade to CSA armies
newspaper messages can now be deactivated in options menu
added to options menu: keep game paused after closing panels
fixed: sea raiders perk not blocking trade nodes
added: damages of forts through siege combat
logics changed: increase of stock of supply depots now lead to immediate expenses, shown as separate position in finances tab
supply depots are now fully filled at scenario start to prevent huge spikes in expenses at start
fixed: provision and coal stock for fleets too high
arms agents/security measures: number of weapons in stock is increased/reduced (before: only markets were affected)
fixed: ship names for newly constructed ships are resetted when reloading
fixed: capturing ships not working
fixed: naval battles may triggered several times as AI cannot retreat out of the enemy fleet range
fixed: when removing a ship name completely a new one cannot be entered
commander exp now increased in naval combats and fort bombardments


Battles:
AI bonus now also applies to loss resilience
AI now acts slightly faster and tries to avoid direct assaults on entrenchments
added quickinfo about locked map functions when HQ papers are opened
fixed: disappearing morale icon tooltips
fixed: retreat time too short for AI although units fully engaged
player can now use the arrow keys to browse through the army hierarchies
AI is now forming up in double lines to deploy quicker
AI acts more aggressive in battles
AI reduces maneuvers in front of the enemy
improved behavior for group commanders whose subordinates are all routed
fixed: move at signal, on time sometimes carried out immediately


Others:
updated: manual is now searchable

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Offline Asid

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #91 on: December 04, 2021, 01:25:45 AM »
3D troops to replace sprites
04 Dec 2021



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Offline neilnilly

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #92 on: December 04, 2021, 12:04:32 PM »
I like this game, biondo have seen you name on the credits, nice work!!!
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Offline Asid

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #93 on: January 22, 2022, 11:53:52 PM »
Patch 1.04: A Wagonload of AI
Fri, January 21, 2022


The new Grand Tactician update focuses heavily on improving the game's AI opponent, both in campaign and battle layers.



The campaign AI now recruits more intelligently, and transfers units to threatened theaters actively. It is more active in construction and management of its fleets, and will also consider naval invasions against poorly protected shores. Capital city defense behavior, defensive operations, weapons production and distribution among the troops, replacing commanders with better ones, and organizing early armies into grand armies with corps organization are also among the upgrades.

The battle AI handles its troops better. In attack, it will bombard enemy positions with its artillery while waiting for more troops to arrive, before moving in to close combat, if required. It is more active in defensive battles to counter player's flanking and encirclement movements with timely withdrawals, while also considering keeping a reserve to counter player's maneuvers. All in all, there will be less confusion in the AI's ranks during battles.

Along comes also a long list of bug fixes, balancing, UI and other improvements, including orderly withdrawal from campaign battles if the losing army is not broken.

While continuing to improve the game with the usual bug fixes and other minor improvements, the next patch 1.05 will have its focus in campaign economy, and player's controls in influencing it.

Most Respy,
The Grand Tactician Team

Latest Patch 1.0421

Campaigns:

    added AI seas invasions
    AI now better uses gaps in the frontline and coordinates attacks better
    AI actively replaces bad commanders
    AI fleets try to avoid enemy forts when executing blockade orders
    added campaign theaters that lets AI focus on certain regions and not moving across the map
    AI recruits armies with more corps the more the war progresses
    AI converts early war armies into late war armies with corps structure
    fixed: commanders may be promoted above maximum rank causing issues
    fixed: commander history shows wrong battle name
    fixed issues with AI recruiting and rebalanced recruiting
    AI now transfers units to locations threatened by enemy
    fixed: CSA Free Trade act lowers Union tariffs if Tariff Act is also active
    weapon strength and national morale are taken into account for evaluating AI offensive actions
    fixed: AI bonus not 100% applied on higher difficulties in campaign
    if troop transports are engaged by fleets the troop transporter is now slowed down in movement tremendously (not if unit is retreating)
    fixed: garrisons are retreating with other corps if joining battles
    changed chart logic: all negative values now show downward graphs
    AI recruits preferably volunteers, does not recruit more drafts as possible
    rebalanced ammo consumption and casualties for interception of troop transports
    fixed: updating available weapons immediately if combining brigades
    AI now gets also access to commanders that had a low rank at start of the campaign and actively uses promotions
    rebalanced AI ship recruiting and allocation
    changed auto naming logic of newly created fleets
    fixed: reloading duplicates captured soldiers to missing in stats
    supply consumption lowered when troops are transported
    fixed: not spawned fleets can be selected in spring 61 scenario if using left/right arrow
    fixed: sometimes ships in harbor are not marked red for transfer although not fitting to the currently selected fleet
    fixed: ship image is shown when switching from army -> navy -> officers -> army in military management panel
    fixed: transport capacity usage sometimes takes subordinate but separated corps into account
    fixed: transferring units that had already been transferred before may lead to immediate arrivals
    fixed: navy raids may end up stuck if both fleets run low on ammo
    fixed: low readiness during navy raids may reset fleet orders with implications on strength relation of the battle
    fixed: AI may not recruit groups in areas where no recruits are available
    fixed: fleets cannot retreat if enemy fleets are on raiding points
    fixed: fleet orders of high readiness fleets not selectable if a fleet with low readiness was chosen before
    improved pathfinding along rails and rivers
    filter searchfield is now cleared after assigning commanders and filter settings are now saved permanently instead of just when leaving the management panel (except when replacing officers)
    fixed: sometimes units cannot cross bridges in campaign
    supply depots now store lower numbers of less relevant goods
    reduced spamming of AI supply depots
    increase focus of AI on capital regarding recruitment and unit transfers
    AI tries to construct more forts around the capital
    fixed: multiple commander assignments when replacing wounded or killed officers
    changed AI army composition factors
    pre-set filters when replacing commanders are now not overwriting the manual setting
    fixed wrong arrival times when re-transfering units


Battles:

    fixed: groups in certain AI groups leave field as no subordinate brigade arrives
    fixed: dead models visible on paper map
    artillery now interrupts movement before running into enemy lines and slows movement if moving in front of the column
    AI tries to form up in larger force before starting attacks
    improved direction finding when units with defensive stance fall back
    retreating out of the field without having the loss barrier triggered now results in a withdrawal on campaign map instead of a retreat
    AI now bombards positions before assaulting if artillery is in position
    fixed: finished barricades shown low alpha after reloading
    AI uses advance movements more often
    commanders now better try to move away from enemy units
    fixed: sometimes surrendered units reappear on the map edge after reloading
    fixed: sometimes routed artillery units do not move or move late
    AI now tries to reposition to back if it discovers encirclement
    allowing overriding of “safety zone” movements of commanders by manual movements
    probably fixed: units caught in animation cycles on papermap (eg. cavalry mounting) and gets stuck until zoomed in
    fixed: AI acted to defensively if approaching with huge formations
    allowing cover for skirmishing formations
    fixed: units hanging slightly in the air in map “#210”


Other:

    fixed: subordinate commanders not shown for historical battles in main menu if switching from campaign battle
    desertions are now influenced by commander’s admin skills instead of leadership
    fixed: loading saves from in-game does not apply the save-game realism settings
    improved input for entering/modifying names & support of copy/paste
    reworked setting of game options as some settings were not remembered




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Offline Asid

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #94 on: March 01, 2022, 12:12:13 AM »
Patch 1.05: Community Requests
Tue, February 22, 2022

Version 1.05 is focused on community requests and all-around improvements to enhance game play.



Gen'l,

A new patch is out! Version 1.05 is focused on community requests and all-around improvements to enhance game play:

•   Battle AI improvements, including deployment, defensive behavior.
•   Army and fleet management improvements, including shipyard capacity, quick construction of ships, reinforcement options for units and armies, detaching a corps from an army, creation of an independent corps after Military II policy, ability to change uniform & colors after recruitment.
•   Fixed fame system, including redeeming lost fame ("defamed") through time or battle honors, and positive morale effects from famous commanders.
•   Supply depots can be abandoned by player and the AI.
•   Commander and unit histories are updated during the campaign.
•   Further game option to decrease/increase the number of 3D models shown per unit, and optional VSync.
•   Locking map rotation only affects mouse controls, not hotkeys.
•   Bug fixes & balance improvements.


Full patch notes
Latest patch 1.0516, uploaded January 22, 2022:

Before enhancing the economy part in the next patch we are focusing mostly on community observations and wishes in 1.05. This includes fame system, AI defensive behavior and a lot of minor improvements and fixes.

Note: the download size is quite huge ~5.5GB, this because we upgraded to a new Unity version and all the videos got transcoded again.

Campaigns:
•   fixed: wrong newspaper messages are shown for completing objectives
•   added auto-generation tools for ships
•   re-arranged info of top panel and added wharf capacity
•   added control for reinforcement priority and vols/drafts in army management panel
•   added new feature: send unit home to reform and replenish faster
•   added option to create independent corps without army HQ
•   uniform and unit colors can now be changed after recruitment
•   fixed: dummy fort garrisons show up transfer time at game start
•   autoresolve panel: if units join a fight while the panel is opened the group lines are misplaced
•   added “detach to independent corps” function in army management panel to better split units
•   added option to upgrade independent corps to armies
•   ships being repaired now blocking shipyard capacity
•   fixed: exponential increase of probability of returning WIA commanders the longer the session
•   rebalanced fame system and allowing rehabilitation of defamed commanders as time passes
•   fixed: commanders become famous on their historical date during campaign
•   flags of forts are now shown smaller on papermap
•   supply depots can now be abandoned
•   fixed: armies can engage embarked troops
•   fixed: movement slowdown (readiness, winter, training) even if embarked
•   fixed: commanders and units do not save battle history info & info enhanced
•   fixed: timed movement on campaign layer inaccurate
•   fixed: alarm icons for invasions sometimes show similar entries
•   fixed: intervention forces occupy land and towns of the allied faction
•   fixed: french intervention now to happen after the victory in Mexico in 1863
•   fixed: units moving by train can be “intercepted” by fleets
•   if troop transporters are engaged by forts the troops are now debarking to engage
•   increased attributes for European commanders
•   reduction of probability of offensive and defensive operations during winter months
•   fixed: raiding alarm icon never disappears
•   fixed: stuck OOB management if drafts/volunteers buttons are switched
•   intercepted troop transports (by fleets) are now retreating immediately
•   AI now tries to recapture lost towns more often
•   enemy units that are within combat range are now visible, even if intelligence is low
•   rebalanced ammo consumption of fleets in fort bombardments
•   increased AI recruitment target ratios
•   rebalanced road movement costs to prevent units debarking from rail movement if track runs close to roads
•   assumed fixed: multiple movement orders of units in AI offensive operations sometimes lead to stuck retreats and fleet movements
•   fixed: issues with intervention forces when leaving the alliance
•   AI emergency recruiting policies not used if troop strength is already superior
•   fixed: fleets that have access to rivers and sea can only attach river or sea ships, not both

Battles:
•   loss resilience is increased at the end of each day, depending on experience
•   fixed: barricades and parapets are hidden behind FOW if constructed in own deployment zone during deployment phase
•   fixed: units are stopping outside their fire range when manually assigning targets via RMB
•   victory points are now closer together, AI starts closer to the edge of deployment zones and/or AI defends closer to victory points
•   fixed: sometimes orders are canceled if subordinate groups are cut off from main unit
•   reworked AI defensive positioning
•   added AI cavalry charge mechanism on weak enemies
•   improved: AI should avoid better moving across rivers in battles
•   slight performance increase through improving dust animations
•   no “digital” rotating out of cover anymore and “rotating in” in of cover added
•   number of models in battle can now be adjusted in options menu
•   auto-downsizing of units for large battles can now be deactivated in options menu, guns of rescaled units are now shown correctly in stats
•   fixed: group movement speed sometimes is too low if the group consists of cavalry
•   AI groups now do not wait hours for their reinforcements to arrive before attacking
•   probably fixed: small units (skirmishers, arty detachments) sometimes take no casualties
•   refixed: victory bar sometimes stuck at 50:50 if both sides have high casualty ratios
•   improved: models moving across water
•   fixed: groups that are linked are moving before the unit linked receives the order
•   AI groups wait for reinforcements to arrive within short time if they are not superior in force before attacking
•   reworked auto-pause functionality when opening menus
•   routed units engaged in melee now suffer prisoners
•   skirmishers now use a wider formation and do not show commander’s name after reloading
•   fixed: perk experience of detachments not added to parent unit when reattaching
•   fixed: issues with wrong facing of linked groups

Other:
•   fixed: game guide pops up every time main menu is started
•   fixed: lock map rotation not “remembered” if changing this option from within a game session
•   lock map rotation now only applies to mouse rotation, not hotkeys
•   reduced volume of weather sounds, also adjustable in debug.txt
•   increased AI bonus for higher difficulty levels
•   improved management for drag and drop and list scrolls
•   clarification on difficulty and aggressiveness settings in main menu
•   Vsync may be switched on/off in options menu
•   fixed: sometimes movement orders are canceled if same order is given before order delay expired


Cheers,
The Grand Tactician Team

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Offline Asid

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #95 on: April 24, 2022, 10:01:32 PM »
Economy Updates.
Apr 21, 2022


Gen’l,

With patch 1.06, Grand Tactician’s economy will see a big overhaul, not only increasing its importance, but also allowing player further control over it.

From the beginning, Grand Tactician had an elaborate economic system built into it. When designing the game, we wanted to minimize micromanagement required from the player, while also having the economy play its role in our model of the Civil War. While this did work quite well, we were not completely happy with the end result, as quite a lot was abstracted a bit too far, and the effects of the economy were quite difficult to observe. For these reasons we decided to redesign parts of the economy.




Sinews of War.

The first noticeable change is in the Finances-panel, and how subsidies work. In the above image, you can see that the subsidy controls have received some improvements. There are now six (6) subsidy types. Politics subsidy type is the only one not connected directly to policies, while the other types are. Enacting Industrialization policies, for example, will unlock further available industry subsidies per annum. Small amount of subsidies are now available even without enacted policies.

Earlier, pre 1.06, subsidies included direct effects. While it worked in principle just fine, it remained rather invisible for the player. We wanted to make the subsidies and the effects easier to see and understand. So, the paid subsidies are now shown under each type as coins of different color. These indicate how much government money has been invested. This money can then be spent by the player.


NOTE: The screenshot still contains some placeholder assets.


Projects.

In the new Projects-panel, player can use the subsidies to finance different kinds of government projects, each requiring certain subsidy type. The projects are divided into civil and military projects, and some are one time, others repeating. For example, with military subsidies one can appoint new weapon types to be produced by the nation’s industry, or with diplomacy subsidies one can make weapon import deals.

These are one time projects. In the above screenshot, you can see one of the repeating projects. Each level of these repeating projects will increase the effects, but will also cost gradually more. Infrastructure Reform, the example shown, requires industry subsidies, and will increase transport capacity of all the nation’s IIPs (Important Infrastructure Points, that move goods around the campaign map). Once appointed, the next level will further increase the effects, but at a slightly higher cost.

The project effects will influence the nation’s war effort, and are powerful tools, but also expensive. It’s up to the player to figure out which projects to focus on, as subsidies are collected over time, and not everything can be done at any one time.




Weapon Production.

Changing the way weapon production works in the game has been one of the main requests from the community since the beginning. We did not want to make big changes so far, as it required stronger link between the economy and weapon production. With the overhauled economy model, it was finally time to change this as well.

In the above image you see a new Weapons-panel, which can be accessed via military management. Here, you can see all available weapons per type, including the actual numbers. There are weapons that are found currently in the nation’s depots, including those captured from the battle fields. Even if certain weapons are available, it does not mean they can be produced or imported — the projects are used for this.

Once a weapon type is available for the industry to produce, or an import deal is made, said weapons can be ordered. Player chooses the number of weapons to be produced, and places the order. Depending on the weapon type’s complexity, standardization, condition of industry (produced weapons), or available trade routes and relations (imported weapons), completion of the order will require certain amount of time and money. Once the order has been completed, the weapons become available, and can be handed over to recruited units.

So, from unlocking the weapon types directly via policies, and receiving new weapons to equip the units quite abstractly, the new system makes weapon production way more flexible and controlled. Players can, for example, try to unlock the best repeating rifles first. But the delays and costs need to be weighed carefully, as the economy now plays more important role in general.




Construction Options.

Another big change is the ability to construct buildings on the campaign map. When no army or fleet is selected, you can see new construction buttons in the bottom of the screen. There are three (3) types of construction options: government building, industries, railroads. Constructing railroads has not changed much from earlier versions of the game, except the location for the controls, and that subsidies can be used to cover the costs.

Government buildings are paid for using the nation’s treasury directly. Government buildings, such as national banks, POW camps, military hospitals and military academies, all have their effects in the war effort. For example, when capturing enemy soldiers in battle, if no POW camps are built, the field commanders will parole the prisoners, and many may return to their units to fight again. If POW camps with sufficient capacity exist, the prisoners can be moved there, and will be effectively out of the fight. But there are upkeep costs…

Industries, like railroads, can be funded with subsidies. When subsidies are available, construction is cheaper, as private investors and businessmen can be attracted more easily. If insufficient subsidies are available, these construction projects can still be ordered, but it will cost much more, and the funds are taken from the treasury directly. Similar payments (subsidies, or direct) can be used now to upgrade any of the existing industries throughout the campaign map.




As the new construction options require further information, we have also added a number of new map filters to show information, that can be helpful when considering whether new buildings are needed, and where they would be most effective.

While all these changes increase the control player can have over the economy, all the mentioned functions can be placed under the AI Cabinet’s control (automanagement), in which case no further commands from the player are needed.

Most Respy,

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

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Offline Asid

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #96 on: June 05, 2022, 05:48:53 PM »
Economy Overhaul - Version 1.06 Released!
Fri, June 3, 2022



Gen'l,

The biggest Grand Tactician update so far has been released. Version 1.06 brings not only a long list of bug fixes and minor improvements, but overhauls the game’s economy system completely. The patch introduced also new game mechanics, like government funded projects and a new weapon procurement system (including a few new weapon types), as well as ability for the player to construct a wide range of buildings with unique effects on the campaign map.

For the full list of changes, see the patch notes in the below post

The game’s manual has also been updated to include instructions for all the new or changed features.

Cheers,
The Grand Tactician Team

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #97 on: June 05, 2022, 05:49:50 PM »
Latest Patch 1.06


Latest patch 1.0635, uploaded June 3, 2022:

The biggest Grand Tactician update so far has been released. Version 1.06 brings not only a long list of bug fixes and minor improvements, but overhauls the game’s economy system completely. The patch introduced also new game mechanics, like government funded projects and a new weapon procurement system (including a few new weapon types), as well as ability for the player to construct a wide range of buildings with unique effects on the campaign map.

Campaigns:
measures against long retreat routes
rebalanced (increased) long term recruiting numbers of large population states
rebalanced railroad speed
fixed: CSA/Mexican intervention policy leading to a massive reduction in overall recruiting pool
added effect of banks on economy (available capital, higher private wealth, cheaper funding)
added effect of markets on economy (increasing transport capacity)
added effect of printing works (intelligence gathering, fame increase, lower support loss through drafting)
added effect of military schools (increase mil exp, lower exp loss when promoting commanders, commander attributes growth)
added effect of hospitals (lower mortality of wounded, increase in state support if wounded are treated, wounded recover faster)
added effect of pow camps (reduces number of paroled pow’s, need to be provisioned, overcrowding increases enemy state support)
auto generating units now preferring volunteers
AI units do not construct depots if embarked
fixed: small units move very fast by rail or water
reworked IIP trade mechanics
added new map filters: available capital, medical treatment, transport bottlenecks
fixed issues with visualization for goods trade flows (clicking on IIP resource symbol in IIP panels)
fixed: sometimes fort garrisons are losing touch to their manually constructed forts after reloading
fixed: sometimes enemy units burn down player supply depots when retreating
fixed: CSA newspaper not triggered in 1864 election
fixed: forced march button not greyed out if readiness is yellow
reworked filter panel, added garrison list
added construction menu for manual placement of buildings, moved railroad construction there
added fertility & fertility maps for agricultural products
reworked AI building placement logic
added shortage and production filters
rebalancing of transport capacity, goods consumption, pre-goods usage, tax regime
added construction expenses to finances panel
shifting subsidy and policy effects to new projects panel
adding seperate AI raid operations on economic objectives
companies now not only switch but adjust production according to market prices
companies now dynamically search for better nearby locations to buy or sell goods
added base military consumption for weapons, uniforms, horses, ammo resulting of erosion
added project panel
added weapon management panel under military management
weapon standardization now linked to project research date
replaced “weapon industry” by “economy” in balance/strategy panel
enhanced town tooltip info
rebalanced workforce availability, recruits now reduce workforce
added auto-renaming of placed buildings
added economy alerts if automanage option for construction is off
added tooltips for headers in trade tab
enhanced info of building panels and upgrade buttons
map filters can now also be accessed in zoomed in 3D view
unlocking imports for ships now adds a handful of immediately available ships for order
fixed: companies often use more expensive pre goods if multiple pre goods can be used
added info for imports/exports in trade panel
fixed: companies sometimes not consuming all pre-goods
reduced sensitivity for detecting battles if a unit is placed on a bridge or ferry, now battle triggers if both units are very close to each other, though the river should actually be blocking
added construction cost info for supply depots, forts and telegraph stations
added number of alerts to top panel alerts, blockade alert image now switches if a high blockade ratio is surpassed
added monthly intelligence report
added quick launch buttons for economy and intelligence reports
rebalanced: increased success of amphibious assaults perk
added message for completion of building constructions
added newspaper message for completion of railroad constructions
government buildings are now added to filter of production buildings panel
fixed: filters in production not working properly
player can activate auto placement for buildings to let AI place the selected buildings automatically
added filter for market influence areas
fixed: replace button shown if officer tab is selected, should be shown in unit view only
tremendous increase in construction costs + upkeep costs of govt buildings
reworked supply and goods flow visualization
fixed: fleet recruiting list shows multiple identical port entries
map symbol settings are now saved, separated battle & campaign nato symbol activation
retreating units may now only retreat to friendly towns and forts or IIPs if in own states
added symbols for IIP blockades, market and capital influences to building icons
reduced AI supply depots construction activity
lowered reinforcements during winter months
fixed: ammo stock within armies can run negative
fixed: December economy report not saved
adjusted tutorial to take care of newly added features
rebalanced aggressiveness of offensive operations
changed calculation of supply ratio: now taking the minimum of provisions, forage, ammo [before: the average of provisions and forage]
fixed: wounded and low state support affects train and river movement speed
fixed: auto-generating horse artillery ignores size markers
redimensioned dispatch content size
fixed: commander attributes in tooltip and in military management panel not matching
fixed: filter button greyed out if hiding and showing unit filter

Battles:
added AI counterbattery fire
fixed “remaining” movement on water issues in certain maps related to water level
fixed: cold steel button not highlighted, though ordered
fixed: units which are reforming from march column to line as enemies are close may “forget” interim waypoints
changed: no “interruption” of units if enemy is on opposite side of a river
fixed: infantry in square formation cannot rout
fixed: cover type “forest” needs change of unit facing in order to be recognized
fixed: difficulty settings lost when reloading save of battle for the duration of the battle
reduced volume of thunder sound
fixed: units not snapping in to highest level parapets
fixed: flying units in Honey Springs map near Elk river
fixed: AI exceptions if no objective was found between engaging armies
fixed: reloading deactivates constructed pontoons
adjusted tutorial to take care of newly added features
rebalanced melee, probably needs further adjustments
fixed: units cannot cross frozen rivers

Other:
fixed: overwriting of campaign battle saves not working if overwriting from campaign layer
added all-automanage button at scenario start

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #98 on: July 18, 2022, 12:44:04 PM »
Patch 1.07 - Weapons, Projects & AI
Mon, 18 July 2022



The main changes include new weapons, projects, AI updates, an updated manual and a modding tool.
 
Gen'l,

Patch 1.07 is out! The main changes include new weapons, projects, AI updates, an updated manual and a modding tool:

•   Gatling and Coffee Mill (or Agar) guns for the Union, and 1-pdr Williams gun for the CSA, are rapid-firing short-range weapons with also a considerable impact on morale on the receiving end.
•   Machineguns (Union) and Confederate Guns (CSA) projects allow production of these weapons and the 12-pdr Iron Napoleon.
•   Four new military reform projects for both sides, that simulate the gradual development of tactics during the early war: Artillery Reform, Cavalry Reform I-II, Supply Reform.
•   The released modding tool (Excel) is found in the game's install folder, under \ModdingTool\, and allows players to modify and export many of the game's data files, and even create their own custom scenarios.

The game’s manual has also been updated to include instructions for all the new or changed features.

Note: the download size is quite huge as we have switched to a newer Unity version and therefore need to update many packages.

Please note, that old saves will work with this patch, but due to the new projects, you will experience some changes. Starting a new campaign after installing this patch is recommended.




Patch 1.07

Campaigns:
•   (sea/river) filter for ship construction list now including mixed movement instead of filtering it out
•   fixed: unit strength may rise above regular strength near hospitals
•   fixed: autoresolve battles sometimes take too long, although the victory conditions are met
•   fixed: autoresolve panel shows negative casualties if number of recovered soldiers is bigger than new casualties
•   fixed: rating is floored by project and policy effects though debt load is huge
•   added workaround: newly created units without attached brigades sometimes are jumping outside the map and causing exceptions
•   rebalanced: lower regain of readiness, lower aggressiveness for defensive movements
•   trade projects now also influence pricing of imports, not only traffic
•   supply depots close to frontline now do not change ownership if nearby units are still engaged
•   AI defensive movements now try to cut off supply more often
•   fixed: transfering all units out of a group does not remove this empty group after closing military management
•   fixed: enemy hospitals may overlap own medical treatment area resulting in no medical treatment
•   reduced influence of state-occupation (by enemy troops) malus on state support
•   fixed: autoresolved battles sometimes produce small negative numbers of casualties or captured guns
•   added projects: supply reform, cavalry reform I+II, artillery reform
•   organization reform leads to lower supply consumption
•   fixed: subsidize banks project cannot be appointed although policies were researched
•   added a workaround to prevent auto-placement of friendly buildings near occupied IIPs though automanage is set to off
•   influence of state support on fighting spirit is reduced and lower for volunteers
•   changed logic of ship filters: if sea AND river going are checked the list now contains all types of ships instead of just <sea and river> going
•   fixed: units in company, battalion and regiment size now show correct symbol marker, appoint correct commanders
•   fixed: horse artillery restricted weapons now only applicable for horse artillery units
•   rebalanced AI ship creation based on fleet expenses to prevent fleet-driven defaults
•   group speed now takes subordinate unit types into account
•   fort garrison unit management can now be directly accessed via bottom panel if fort is selected
•   depending on battle outcome some wounded become pow after battles
•   readiness recoveries now faster in friendly states
•   lower ranks required for group units before organization reform
•   fixed: AI constructs supply depots too often and forts too rarely
•   fixed: additional construction costs for federal budget although subsidy funding is available
•   fixed: wrong influences on state support from overcrowded prison camps
•   goods flow lines (if active) stay on screen if scrolling out to paper map
•   changed: pre-war and organization reform unit sizes not applied to European forces
•   companies that produce multiple goods gain better production efficiency
•   AI now combines weak brigades
•   now using average readiness to evaluate if siege combat assaults are possible (before: readiness of first unit)
•   fixed: construction button needs to be pressed twice before being able to place first building
•   fixed: stuck fleet stance and fleet order buttons
•   size of AI weapon orders increased to allow faster upgrades
•   added info about accomplishment of weapon orders and ship construction
•   fixed: exception if units with enough perk experience but no chosen perk enter a siege
•   fixed: wrong info about prisoners in dispatch after battles
•   fixed: fort sieges may end with withdrawals
•   fixed: one-time project effects are not applied and checked for requirements at start of latter scenarios
•   fixed: autoresolve battles sometimes take into account all subordinate troops of army HQs, no matter if directly attached or not

Battles:
•   AI groups that were stopped by advance guards now do not chase and run into player’s lines anymore but wait and reform
•   AI: artillery stops farther behind the line when touching enemy
•   measures against stuck mounting cavalry
•   artillery units moved to center of single line formations, cavalry to flanks
•   added: AI assault move on isolated groups
•   AI uses doublequick order to deploy faster when establishing contact to enemy
•   fixed: invisible objective in Manassas map leads to stuck AI movements
•   rebalancing of melee
•   rebalanced: units don’t suffer severe fatigue when moving along fences
•   AI macro strategy now better takes into account arrival times of reinforcements
•   fixed: whole groups sometimes shift to a slightly shifted position if the group commander moves along rivers
•   cavalry and artillery may cross fences in or close before combat situations
•   units that have left the field don’t influence the casualty ratio anymore, preventing sudden jumps in victory bar
•   measures to keep AI groups better together while moving long distances
•   AI constructs pontoons during deployment phases to better able to cross rivers
•   AI tries to place defensive lines in front of objectives, if possible
•   fixed: units behind cover do not increase fire range if under fire from front
•   added workaround to prevent stuck melees when engaging routed units
•   if AI is not strong enough to capture (player taken) objectives it withdraws
•   added tooltip info about the reason why detachments are not possible
•   increased visibility of cavalry scouts, not dismounting possible if scouts detached
•   fixed: if one side has surpassed the loss ratio trigger for major victories/defeats the victory bar needle is shown in center
•   triggering the maximum loss ratio may not result in immediate loss of the battle which caused sudden jumps in victory conditions if both loss ratios were high and equal
•   fixed: HQs in brigade, regimental and battalion battles use wrong nato hierarchy symbol
•   victory point images on map are now increased in size if zoomed out
•   assigning targets (RMB) now also possible while unit is moving
•   fixed: units that stop in march columns and have no waypoint assign may not reform to line if enemy close
•   increased AI aggressiveness to carry out “march to the sound of the guns” order if friendly groups are engaged

Other:
•   adding info while autosaving
•   added Excel modding tool in game subfolder “ModdingTool” to create/modify unit, buildings, resource, commander, weapon setups etc.
•   increased resolution of (+added 2 new) loading screen images


Cheers,
The Grand Tactician Team

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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #99 on: August 16, 2022, 12:59:09 AM »
Patch 1.08 - Commander Avatar & Co.
Mon, August 15, 2022



New commanders with custom portraits can be added, further bug fixing & AI enhancements & rebalancing.



Gen'l,

​Patch 1.08 is out! The main new feature is the ability to add new commanders, along with custom portraits, to the campaign game. When starting a new campaign, you may choose which of the custom commanders will be activated, and they will appear in the pool of available commanders. After that you can manage them like any of the game's historical commanders. Add a historical commander who is missing from the game, or maybe even the greatest general the Civil War saw - Yourself?

In addition to the usual bug fixing, AI improvements and further balancing, the patch also allows further modding possibilities, like creating your own custom battle flags for your elite units.


Latest Patch 1.0812
Latest patch 1.0811, uploaded August 15, 2022
Hotfix 1.0812, uploaded August 15, 2022

The 1.08 patch adds the last remaining implementation of our post-release roadmap, the avatar system. In main menu you are now able to create your own commanders and even add your own portraits. For more info about this, see below!

Furthermore the weapon system was adjusted, for more information see this link:
Blog: A Short Weapon Procurement Study[www.grandtactician.com]

From now on we will continue with bug fixings and AI improvements, as well as working on a DLC.

Detailed Patch Notes:

Campaigns:

    improved AI ability to move around enemy troops if outnumbered
    outnumbered AI attacks enemy supply lines only if out of combat range of enemy unit
    added avatar management system
    refixed: immediate jumping of group units where attached units have not arrived yet
    added 32 further colored commander images
    if game is reloaded and all ships of a faction in a naval engagement have left the battle, the battle now ends (before: empty ship list was shown)
    changed commander attribute filters: now commanders are shown if ANY attribute is applicable, not all
    measures to reduce AI movement by sea (except naval invasions)
    fixed: pre-organization units (arty, cav) can be combined to full strength units & combine symbols are now only shown if OOB if conditions to combine are met
    added a fix for ship names that contain certain invisible characters while renaming leading to broken saves
    rebalanced: autoresolved battles & siege combat now take morale more into account, should stop the veeeery long siege battles
    reworked ship imports: now showing country, number of available ships, immediate availability
    fixed: ship construction costs not affecting treasury balance completely
    added weapon filter: “orders available” and “orders placed”
    prison camp capacity increased
    fixed: prisoners are taken to pow camps still under construction
    fixed: weapon standardization of all available weapons starts at zero at scenario start
    weapon complexity now influences import delivery duration
    auto scroll to location disabled when battle results pop up, instead an arrow was added to move to this location
    AI CSA probability for offensive operations lowered, can now be adjusted in prefs
    rebalanced weapon delivery times & standardization
    added tooltip info for standardization in weapon orders panel
    AI waits for higher morale before executing defensive movements
    fixed: effective weapon upgrade costs higher than shown
    fixed: auto weapon upgrades not influencing weapon standardization correctly (hotfix)


Battles:

    fixed: deployment zones are recalculated from repositioned troops when reloading saves from deployment phase
    AI better waits for reinforcements (if arriving in appropriate time) before attacking defensive positions
    separated AI groups now advance better coordinated towards objectives
    fixed: skirmishers cannot fallback or advance while being engaged


Other:

    added modding support for main menu scenario images (folder Modding)
    added modding support for (elite-) battle flags


Avatar system:

To make your own commander photos available for custom commanders:

    The picture file(s) need to be added to the game's install folder, in the sub-folder called "Avatar".
    The images need to be in .PNG -format. Use size 200x240 pixels for best looks.
    In the said folder is a Photoshop template to help you create the commander images.
    The game contains a number of nation specific default portraits, that you may also use.


You will find your own non-nation specific commander pictures by scrolling the available images in the Avatar creation panel.

Patch 1.08 is the last patch to add completely new features to the game. We will of course continue improving the game with further bug fixing, AI & other improvements. But alongside that we have already started developing a DLC to the game - further information & details regarding this will be announced once we are ready to do so.

Cheers,
The Grand Tactician Team


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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #100 on: August 22, 2022, 12:21:47 AM »
A Short Weapon Procurement Study
Aug 15, 2022



Gen’l,

Weapon production and procurement system has seen some changes during the development of Grand Tactician: The Civil War (1861-1865), most recently in the 1.08 patch. Let’s take a quick look at how the system works now, vs. previously.


The ability to equip and re-equip units with different weapon types has been one of the unit customization features in the game since the beginning. Originally, since the game’s Early Access release in fall of 2020, the weapon production system was quite heavily abstracted, which many players found unsatisfying, as they had no real direct control over the production.

The Old System.

In short, it used to work like this:
- Industrialization & Diplomacy policies made certain weapon types available, with the better weapon types requiring higher level policy to “unlock”.
- Once the weapon was available, production/import started automatically. Depending on fixed “standardization years” and “equipment modifiers”, the weapons were added to player’s “pool”.
- Standardization year: each weapon had a year, from where onward the weapon type was available. During approximately 2 years the standardization would increase following a curve. Example: weapon standardization year is 1861. In 1861, more weapons of this type became available very slowly, and in around 1863 the production would reach the highest level, as per equipment modifier.
- Equipment modifier: using this value, the different weapon types were balanced according to historical data. Example: Springfield Rifle-Musket, with historical production numbers of more than 1 million units, had a very high modifier, meaning much faster production than say Richmond Rifle, that had historical production of just a bit over 30,000 units.
- Weapons were not tracked as individual pieces, but rather per units to equip.
- Weapon costs were realized at the moment units were equipped, and the costs were depending on number of Weapons & Artillery goods types in markets, which tied the system to economy.
- If a weapon type was commonly used by units, it’s production would speed up a bit.

As said, the system was quite abstract, and limited player’s options. For example, if the player would have wanted to focus the industry to produce repeating rifles, this was not possible, as these weapon types became available very slowly. For this reason in patch 1.06, which focused on economy in general, we changed the system. But there were some bugs, plus a few remnants from the old system, so we wanted to revamp it further in version 1.08 of the game.


Fayetteville Rifle has low standardization, as only 7509 examples of this weapon type have been produced so far.


The New System.

The new system works quite differently if compared to the old one:
- New weapon types are made available via Projects, instead of policies. This adds the possibility to more directly influence which weapon to procure. If the player wants to focus on repeating rifles early on, it is possible, but it requires much higher subsidies than more simple weapon types.
- Using the new Weapons -panel, player can place orders for available weapon types. These can be either produced domestically, or imported from Europe.
- Weapons are tracked by actual number of pieces per weapon type. This also allows tracking of weapons captured in battles, including them in the stock.
- Each weapon is ranked per Production Complexity. The more simple the weapon, the cheaper and faster it is to produce.
- Equipment Factor is used only to balance production times between weapon types, or availability of imported weapons in Europe. For example, it’s used to make a difference between 10-, 20-, and 30-pounder Parrott Rifles, making the larger ones a bit slower to produce, or making sure more commonly available Enfields are faster to import than, say, Dreyses (which historically were not imported).
- Standardization, which affects only domestic production, plays a big role. This value represents the readiness of the nation’s arms industry to produce said weapon type, which in turn depends on the number of weapons of said type in use. If a weapon type is common, it means weapon industry has the required machinery ready to produce further pieces, and also has the means to quickly produce required ammunition and other accessories. When standardization is low, the industry needs to set up the required infrastructure and machinery…
- …which means weapons with high standardization are much quicker and cheaper to produce.
- Weapon costs are realized when an order is placed. The player can place one order per weapon type at a time. Once the weapons are delivered, they can be used to equip units. At this point the costs will cover the required logistics.
- Shortages of needed materials will make production slower and more expensive.
- Weapon imports are affected by blockades. If blockade efficiency is high, less goods get through, meaning orders will take much longer time to be delivered.
- In the Weapons -panel, effects of these mechanics are explained in the offered tooltips.


Example, purchasing 1000 rifles. Left: Union order of Springfield Rifles with standardization of 100 costs $201k and takes 14 days. Middle: CSA order of Richmond Rifles with standardization of 6 costs $293k and takes 62 days. Right: CSA order of Enfield Rifles from Europe costs $344k and takes 17 days. Conclusion: highly standardized, domestically produced weapons are cheaper and quicker to get, but ramping up the industry takes time.

With this new system, weapon production and import (= procurement by the government) are more controllable by the player, and also better balanced. If the player wants to get a lot of weapons quickly, importing is a better option, as long as trade routes are open, but the costs are higher due to the required logistics. If player wants to domestically produce weapons, it’s not possible to start mass production right away, as the industry is not ready immediately. It’s better to place smaller orders first, to increase standardization – later production will be much faster and cheaper than importing, but it takes some time. It also means it’s possible to balance between fast mass production of simple weapon types, such as muzzle-loading rifle-muskets, or more complex types like repeating rifles. And the link to economy is also more apparent: if production facilities suffer shortages on materials, or trade routes are not open, weapon procurement will be directly affected, in the short term as well as in the long term.

I hope this short study explains how weapon production works in the 1.08 version of the game!

Most Respy,

Gen’l. Ilja Varha,
Chief Designer, &c.,
The Grand Tactician -Team
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Re: Grand Tactician: The Civil War (1861-1865)
« Reply #101 on: September 12, 2022, 12:52:23 AM »
Patch 1.09: AI, Rebalancing & Fixes
Sat, 10 September 2022



Gen'l,

​Patch 1.09 has just been released! The focus this time is on the AI, once again. The campaign AI will coordinate its forces more carefully, especially in defensive situations. In battles the AI will redeploy during the night also when attacking, and will react better in situations where it finds itself under long range fire.


The patch also contains a long list of bug fixes and other improvements, see the full list of changes here:

Campaigns:

    fixed: weapon order costs are increasing cost in stats instead of reducing
    friendly fleets are not joining naval raids but start a separate engagement
    fixed: Veteran filter not working in officers list
    performance improvements for campaign layer
    smoothed tariff and sales tax revenues in projections to prevent sudden spikes
    fixed: sometimes wrong negative effect on fighting spirit when operating on enemy soil
    AI better coordinates its defensive movements with multiple corps if player’s units are moving
    AI units better stick to their assigned theater positions, theater zones are smaller
    fixed: commanding general is replaced very seldom
    AI only leaves 1 group unit behind to construct a supply depots instead of all in range
    AI acts more carefully when retaking occupied towns
    AI promotes subordinate commanders vertically to higher positions if experience/fame is higher
    fixed: statistical gun numbers are too high if unit downsizing is used in options menu
    fixed: dropdown menu of sieges or land battles may show “dummy” entries, like “Siege No10” in the background
    added readiness symbol to unit overview list on the right
    fixed non accumulating perks: land torpedoes, bureau of military information, skilled cartographers, expert scouts, supply colliers, blockading sqn
    when combining units the additional weapons are consumed from stock, if not available the unit is equipped with standard weapons (eg. mixed muskets)
    AI does not transfer units out of groups carrying out offensive or defensive operations to not weaken strength
    AI tries to achieve a higher strength dominance when carrying out defensive operations
    fixed: RMB unpauses the game in campaign if game option “Game Remains Paused when Panels are Closed" is activated
    fixed: city sizes change when new states are created (eg. WV)
    AI moves farther to supply depots if supply is low and constructs depots less often
    fixed issue that led to low probabilities of AI picking projects
    AI recruits less cavalry brigades and tries to concentrate in separate cavalry divisions
    brigade perks now increasing in autoresolved battles too +added AI picks


Battles:

    fixed: blank avatar images in battle end screen
    AI detachments to grab guns now have a cool down phase
    fixed: melee during deployment phase
    added workaround to fix units that march long distances in line formation
    AI redeploys also in offensive battles
    AI reacts better if under fire from out of range
    faster perk exp increase for artillery units
    group deployment now takes into account rivers and is curving
    fixed: units stuck in melee if HQs move into melee


Other:

    fixed: avatar, switching day or month may exceed birth year limitations
    added option to switch to black & white cursors
    [fixed: broken avatar files
    fixed: pause key now also unpauses the game correctly

Cheers,
The Grand Tactician Team
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