
This applies to both AI and player units, and it is easier to see in action than to understand from this description. So if the attacking unit or units are in good order and strong, the unit in cover will lose most of its cover advantage during a volley. It works as such: when an infantry unit is attacked by another infantry unit, if the attacking unit has a lower cover value than the attacked unit, the attacked unit's cover will slowly be eaten away during the attack consonant with how much damage the attacking unit is actually inflicting. The spirit of this new system is to decrease the player's advantage over the AI by exploiting cover in such a way that the AI is not able to follow. The submod now has a novel cover system which differs sharply from vanilla and J&P mod.
#Starters orders 6 horse sprite mods mod#
This command and control handicap can be ameliorated with general and career perks but career points are precious, as manpower and funds are greatly reduced versus J&P and vanilla.Īs the mod is now basically complete - meaning, I will not be adding major new features anymore - I can concentrate on writing a detailed play guide which is sorely needed. The difficulty in controlling your army, which I have tried to make historically authentic per my understanding, makes it so that even if you see a tactic which will defeat the AI, it can be very difficult to execute it. Much of the changes are meant to return a sense of challenge to experienced players - and to do it without just throwing more AI troops at the player. All officers have fairly detailed personalities which you will have to manage, and which affect units under their command. The field is filled with smoke, and there are more soldier sprites to give the game a denser feel. It also looks more like the ACW: the base unit size is the regiment, and regiments move in long lines of infantry. In this mod, the player has a greatly reduced amount of information about the status of both his own and the AI units, and a vastly reduced ability to control what is going on, especially in the early game. The general idea of the mod is to make battles look and act more authentic that is, slower, grinding shooting battles that are chaotic and difficult to manage. It overhauls many perks, balance, mechanics, visuals and perhaps especially the command and control of units. The poorly-named 'Historical Submod' is, by now, a complete overhaul both of the base game but also of the J&P Rebalance Mod upon which it was originally based. Without their patience and help, this would have been completely impossible. I would like to first and foremost thank Pandakraut and Jonny for their (unduely) generous help in the beginning.


This is the release thread of my 'Historical' mod for UGCW, a submod of the J&P Rebalance mod.
