Don't know if these are fixed in the 1.04 RC. From an early (1861 April) campaign. Looks like some address violations (invalid pointers?) and missing assets.
I'm probably one of the few developers on earth willing to debug a modded game ;) And I must be one of the few users on earth willing to mod a game without any modding tools. :laugh: (Although you've made it easy enough, with most everything in text files.) It's a bit like testing airplanes: push t...
A notification could be added for the side not affected (directly) by the event. Here's an example from the 1861 April campaign: SelectFaction = USA SelectRegion = $Prince_George_MD StartEvent = evt_nam_USA_LincolnFirstAddress1861|1|2|evt_txt_USA_LincolnFirstAddress1861|Event-img_USA_LincolnFirstAdd...
OK, thanks for the effort. Looks like modding without tools that check for erroneous data is hazardous. Might want to change the code to guard against a -1 invalid index, anyway.
Sorry for any confusion. Here are the files I modded (diff vs. the nppBackup sub-directories for the exact changes). I cut out as much as I could, to get it under the upload file size limit.
In the List of Forces could we have a button that sorts the leaders according to rank and seniority. Benefits are self explanatory. It's sort of possible on the Forces tab (F1). Here's an example, with Naval units filtered OFF (clicking the 3rd button from the Left, up top - note the red "X") and s...
Happens when attempting the drag from the lower unit panel widget. Critical section of log file is the end: 4:11:06 PM [Warning ] Supply 42 4 0 4:11:06 PM [Warning ] Supply 42 4 0 4:11:06 PM [Critical ] TListUnitDefs.Get ListUnitDefs Index out of range (Index/MaxIndex): -1 1137 4:19:50 PM [Warning ]...
I looked into this some more. The main rule triggering the event is: SelectFaction = USA SelectRegion = $Richland_ND StartEvent = evt_nam_USA_GreatSiouxUprising1862|1|2|evt_txt_USA_GreatSiouxUprising1862|Event-img_USA_GreatSiouxUprising1862|$Richland_ND|122 Conditions MinDate = 1862/08/17 MaxDate = ...
Yes, the merging does bring the total back under 24. As I mentioned elsewhere, it would be nice to have the ability (perhaps a modifier key over the drop target?) to deploy/construct units as a stack, rather than the present two-step procedure of deploying them all to a region, then selecting each i...
Spring of 1863. evt_nam_USA_GreatSiouxUprising1862Penalty never fired, since EvalSubUnitCount = <;5 was == false. I don't see any complementary rule for that condition.
⋅ Load or escape to the spiffy new main menu. ⋅ Select "Load" and choose an existing saved game (directory) that has multiple moves recorded. ⋅ Use the odd computer-chip icon in the upper right corner to access special operations. ⋅ Rename the saved game. &sd...
Regarding those three illustrious Generals I miss some events or consequences of events: 1. When McClellan gets the Command of the Army of the Potomac, I think McDowell should be demoted to a 2-star-geranral. 2. Is there any event regarding the correspondence betwenn Mr Fremont and Old Abe regardin...
Thank you. One of the nice aspects of this community is the interaction and support directly with the developers. It's great to get such quick turnaround.
Chalk it up to "fog of war" (or, as von Clausewitz called it, back in the mechanistic Industrial Era: " friction "). It's unrealistic to know exact strength & composition of enemy forces in any 19th Century conflict -- I consider the exact numbers presented as a UI design flaw. ;) McClellan often im...
how in the hell you going to take it except by land, cause there are two forts guarding the mouth of Charleston and each one gets a turn paddling the rear of any amphibious force passing by. It might be helpful to review the Manual section on Orders > Special Orders & Movement > Amphibious Landing ...
I had a little fun with spreadsheets today. After downloading a PDF of the actual 1860 US Census report, I made a little summary (also attached as a .xls file): [ATTACH]25602[/ATTACH] The fun part is the right-most column. It captures the idea of how many "units" each state could nominally contribut...
The last couple of weeks have been fun/frustrating post-release testing. My other posts have commented on bugs that seriously need fixing. I'd like to balance those with some comments on what I enjoy and think are strong, positive features. Being an old grognard :p apy:, I prefer game play over eye ...
this is only a problem if you try to intercept/follow one of your stack. The code when you do that, picks a unit at random in the target stack, and will try to follow it. if the unit you detach from the stack is the unit picked by the code, then it will follow this one. OK, I've been playing around...
That's how I interpret what he said. I've tried a depot in each box (including a Level 2 depot in Western AZ), and dragging half a dozen supply wagons, to no avail.
Fair enough, although it certainly should start with appropriate data structures (cf N. Wirth ). It seems to me the key part of GUI design is making the Key Abstractions readily apparent, and directly manipulated in a way that is reasonably intuitive for the expected user. For that latter part, it s...
Um, OK. That's what I've been trying. But the units there still wither away, due to supply-related attrition (they never have enough cohesion to combat). Perhaps that's the intended design? Like Afghanistan, " graveyard of empires ." Conceptually, though, isn't each OMB just another "region"? Other ...
Understood. Thanks for the explanation. It occurs to me that the design is missing a few Key Abstractions. The most important one is the Theater/Army/Corps/Division chain of command, as it existed in the Industrial Era. Using the "unit stack" as a proxy for it, with all the special-case rules around...