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by satisfaction
Wed Apr 08, 2009 12:57 pm
Forum: AACW Mods
Topic: Struggle for a vast future for 1.12RC5
Replies: 527
Views: 195752

Love the mod, it has really come a long way! Playing latest mod version and 1.13b patch noticed two things thus far Late Dec '61: (playing Union vs AI) 1. When I failed the offensive into Northern VA (Northern Papers Howl over Lack of Offensive is the event that shows up) I was not penalized the 10 ...
by satisfaction
Wed Jan 28, 2009 2:31 pm
Forum: AGEod's American Civil War
Topic: deep enemy assaults!
Replies: 92
Views: 35155

Good points, I figured it had to do with AI. I'm being lazy by not looking, but how far can a unit go from depot supply source and not be out of supply? I'll try and look too when I get a chance and post if anything interesting comes to mind. EDIT: It looks like supply wagons can push supplies to un...
by satisfaction
Wed Jan 28, 2009 1:33 pm
Forum: AGEod's American Civil War
Topic: deep enemy assaults!
Replies: 92
Views: 35155

A simple way to limit deep raids would be to limit SupplyStore and AmmoStore of models Edit: In fact, although Ammostore can be ok, SupplyStore looks too high from an historical perspective, most units carry at leats 2 turns, that is, 1 month of supply with them, that makes fast units like cavalry ...
by satisfaction
Tue Oct 07, 2008 12:42 am
Forum: AGEod's American Civil War
Topic: Infantry Battle on a River
Replies: 6
Views: 3881

Ahh these threads about river movement and combat always catch my eye. This is something I've noticed and had asked if anyone else had. I'll watch this thread for sure. Good to see I'm not crazy. :wacko:
by satisfaction
Tue Sep 16, 2008 12:27 am
Forum: AGEod's American Civil War
Topic: Fleet...has been landlocked and is destroyed
Replies: 9
Views: 4735

I believe there is something that is out of sync with SVF and 1.11a. I had some issues that Gray had me try and track down in pure vanilla and I cannot replicate, but can in SVF. These all seem to be related to naval issues, mostly on rivers it seems. Figured I'd chime in as I went through some of t...
by satisfaction
Wed Sep 10, 2008 5:16 pm
Forum: AGEod's American Civil War
Topic: river interceptions
Replies: 7
Views: 5104

This thread caught my eye, as it relates to some other river questions I've had. I asked about the river moving land units and blocking/intercepting them. Seems to me that if land units using non vessel specific river transport (ie the button) run into real naval units it should be a bloodbath. Also...
by satisfaction
Fri Sep 05, 2008 10:14 pm
Forum: AGEod's American Civil War
Topic: River transport question
Replies: 2
Views: 2169

What I'd like to try and do is find a way to prevent the use of this type of transport behind my lines. I remember some discussion on this awhile back.....I'll look around in the old postings and see.
by satisfaction
Fri Sep 05, 2008 7:04 pm
Forum: AGEod's American Civil War
Topic: River transport question
Replies: 2
Views: 2169

River transport question

How many gunboats (or ironclads if you have a bunch laying around I guess) does it take to prevent your opponent from using river transport? By this I mean the kind that is initiated by the use transport button for movement.
by satisfaction
Wed Sep 03, 2008 12:49 pm
Forum: Help to improve AACW!
Topic: Should Massachusets(sp?) Bay be coastal?
Replies: 1
Views: 1286

Should Massachusets(sp?) Bay be coastal?

I'm playing through vanilla (as some of you know) and keeping my eye open for little details and attempting to see if I can replicate a river movement issue. I've picked up this little item and want to through it out. Should Mass. Bay 1493 be coastal instead of ocean? You can build ironclad monitors...
by satisfaction
Wed Sep 03, 2008 12:16 pm
Forum: AACW Mods
Topic: River land battle?
Replies: 14
Views: 6919

Thanks Gray, good explanation. I have noticed the "phantoms" as I call them, ie units appearing in places there are actually not. Question along those lines... If I hover the mouse over the unit or "number of days to get there" dot for movement does it show the correct location or am I still picking...
by satisfaction
Tue Sep 02, 2008 7:09 pm
Forum: AACW Mods
Topic: River land battle?
Replies: 14
Views: 6919

(please note edit in post above for river issue) This is a land question. Should it be possible for Johnston (with Jackson's Division, plus arty and supplies) to move from Winchester (1473) to Union PA (469) in a single turn? The rail connections are in my control (USA controlled territories) and th...
by satisfaction
Tue Sep 02, 2008 5:40 pm
Forum: AACW Mods
Topic: River land battle?
Replies: 14
Views: 6919

Extremely pleased with the regional name and UID numbers, I'm looking into it now. Thanks. edit> Now I need to have you verify the prob exists in a clean install update to v1.11a... Problem here is, I've already reworked the regions you have listed above, and the actual reworked files are overlaid ...
by satisfaction
Tue Sep 02, 2008 5:37 pm
Forum: Modding AGE engine games
Topic: How best to organize the modding forum(s)
Replies: 6
Views: 3584

I'm afraid, I don't see how a new subforum with an "artificial" distinction between "big" and "not-so-big" mods would help? I am interested, though, in hearing suggestions for making the forum work better both for the creators and the users of mods :) Looking into into the actual potential issue, b...
by satisfaction
Tue Sep 02, 2008 12:33 pm
Forum: Modding AGE engine games
Topic: How best to organize the modding forum(s)
Replies: 6
Views: 3584

[color="Blue"]This discussion has been spun off from a different discussion, since I'm interested in hearing what people think in general of how the modding forums best can be organized - Rafiki[/color] As always, when you experience a problem while using a mod, a problem that hasn't been reported b...
by satisfaction
Tue Sep 02, 2008 12:29 pm
Forum: AACW Mods
Topic: River land battle?
Replies: 14
Views: 6919

Alright here are region id's in problem and potential problem areas (potential as I see a CSA artillery sitting in the middle of the river without looking like it is in transport). Cape Girardeau 1333 (site of land battle) Great Confluent 1233 (site of artillery, potential issue) these next few are ...
by satisfaction
Mon Sep 01, 2008 10:23 pm
Forum: AACW Mods
Topic: River land battle?
Replies: 14
Views: 6919

River land battle?

Great fixes on the .ter files to address the frozen river = highway issue. However I seem to have just had a rather large land battle (Grant vs. Johnston) on the Mississippi, specifically Cape Girardeau river location. about 10,000 USA vs about 6,000 CSA. I'd be happy to send along my log files. Thi...
by satisfaction
Sat Aug 30, 2008 1:18 pm
Forum: AACW Mods
Topic: Struggle for a vast future for 1.10
Replies: 320
Views: 111694

Question on game settings for SVF Playing USA vs AI CSA What do others use for: Activation Rule Redeployment Delayed Commitment Historical Attrition naval boxes (I use them, but would be interested to hear at what level others find most "realistic") I think general randomness, and Foreign Entry are ...
by satisfaction
Fri Aug 29, 2008 12:54 pm
Forum: AACW Mods
Topic: Struggle for a vast future for 1.10
Replies: 320
Views: 111694

EDIT

Sorry if anyone read my install problem...NEVER MIND!

The install has gotten too easy, I remember the old days of this mod and that actually made me try too hard :tournepas . Great job with new install method, works great.
by satisfaction
Sun Aug 24, 2008 12:32 pm
Forum: AGEod's American Civil War
Topic: Outer Banks
Replies: 3
Views: 2077

Good idea, adds even more things to consider from a naval perspective. I also realized that cutting links would hinder resupply which would be easy to do even if US ships were waiting outside. Pamlico Sound would still be open.
by satisfaction
Sat Aug 23, 2008 8:56 pm
Forum: AGEod's American Civil War
Topic: Outer Banks
Replies: 3
Views: 2077

Outer Banks

I've found that when the USA (me) attacks the forts in the Outer Banks it attracts the attention of up to corps sized CSA units. I've had Lee appear out there, and in current game Longstreet has brought a corps to play. They are now besieging my small division in the fort. One problem seems to be th...
by satisfaction
Sat Aug 23, 2008 12:18 pm
Forum: AGEod's American Civil War
Topic: Frozen Rivers
Replies: 20
Views: 8990

Gray_Lensman wrote:This was fixed in the v1.11 Public Beta Patch, soon to be vanilla v1.11 I presume.


Great! I just need to remember to restore my old files before I patch.
by satisfaction
Fri Aug 22, 2008 6:48 pm
Forum: AGEod's American Civil War
Topic: Frozen Rivers
Replies: 20
Views: 8990

Figure I'd post this. I modded the river .ter files so that they show -999 for all land units. One year in and so far so good, no armies on frozen rivers and no noticable impact on jump links for river crossings. Finally I do want to look at the links around Cinci. the confluent there (don't remembe...
by satisfaction
Tue Aug 12, 2008 1:27 am
Forum: AGEod's American Civil War
Topic: Frozen Rivers
Replies: 20
Views: 8990

I like your thoughts Gray, but also guess I'll wait and see response. Thanks for the input and help all, including Pocus. This is why I love this game (and seen to be WIA)...great community and support. I second the notion of no land units on rivers, just crossing them. Also this is the first time I...
by satisfaction
Mon Aug 11, 2008 7:50 pm
Forum: AGEod's American Civil War
Topic: Frozen Rivers
Replies: 20
Views: 8990

Perhaps we need to 1. Increase the movement requirement on 'ice' [terrain matrix] 2. Put in more crossings links where we want units to cross freely. Thus no changes to engine... I'd second these ideas in winter. Moving on rivers should probably be the most difficult. Yes they are open and flat, bu...
by satisfaction
Mon Aug 11, 2008 2:21 pm
Forum: Help to improve AACW!
Topic: River Problems
Replies: 5
Views: 3270

Thanks for help and replies everyone! Sorry didn't know about moving threads...kind of new to forum thing. Anyway I actually hope this is isolated to my machine, but hey it would be nice to catch some type of a bug. (Actually caught one in War in the Pacific three years ago and am still pretty happy...
by satisfaction
Sun Aug 10, 2008 3:10 pm
Forum: Help to improve AACW!
Topic: River Problems
Replies: 5
Views: 3270

Sorry bout that, not running out of patience...just figured that maybe this is where it belongs. Also hoped to save him some time by making sure it is not something isolated just to my installation, or something that I can easily tweak.
by satisfaction
Sat Aug 09, 2008 4:22 pm
Forum: Help to improve AACW!
Topic: River Problems
Replies: 5
Views: 3270

River Problems

In clean install from CD with 1.10d patch applied. Rivers do not seem to behave correctly. I noticed this problem when land units started using frozen rivers as "super highways" and zipping around the map on frozen rivers. I've posted about this in the main forum. I've been playing more with the foc...
by satisfaction
Sat Aug 09, 2008 1:24 pm
Forum: AGEod's American Civil War
Topic: Frozen Rivers
Replies: 20
Views: 8990

Great good info. Figured they served a similar function. I've got one vanilla game into November '61 and one Clovis mod one to same date (seperate folders and even drives). Sure enough in both the Western Rivers turn into interstates in mud or frozen conditions. Seems once it snows rivers allow unit...
by satisfaction
Fri Aug 08, 2008 11:34 pm
Forum: AGEod's American Civil War
Topic: Frozen Rivers
Replies: 20
Views: 8990

Interesting, didn't know that part....but had wondered about it. So the flaw is not in the .ter files (hence why my personal modding of it has not worked!) Well patience I've got, so I'll just kick back and spend some time with the family :sourcil: One question though. If this does have to do with r...
by satisfaction
Fri Aug 08, 2008 8:15 pm
Forum: AGEod's American Civil War
Topic: Frozen Rivers
Replies: 20
Views: 8990

Well I know this is part of pure vanilla ACW and not related to Clovis mod. Installed in new path straight from CD and patched to 1.10d. The terrain file for shallow freezable rivers is: {/Snow} {Frozen} Ranger = 3 LitFoot = 4 MedFoot = 5 HvyFoot = 5 MedHorse = 6 MedHorse = 6 HvyHorse = 6 Wheeled = ...

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