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ohms_law
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Sun Nov 13, 2011 4:19 am

Cool, thanks.
What about just leaving him off of the board until the CSS Alabama is launched? Or rather, Stick him with the Alabama but lock him just as the ship is.

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ohms_law
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Sun Nov 13, 2011 6:10 am

This problem is kinda odd, so I included a save game so that those of you who are interested can see what the problem is without going though the rig-a-marole of having to recreate it.

It's Late September, 1862 (turn 36) and the CSS Florida has been completed and has supposedly put to sea. It's selectable and unlocked, sitting in London harbor. Unfortunately, it won't actually go anywhere. Trying to move it out of port doesn't do anything...

(I think that I'm uploading the save correctly. I didn't include any of the backup folders... it's been a while since I've done this.)
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Stuck in London.zip
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MarkCSA
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Sun Nov 13, 2011 8:47 am

ohms_law wrote:This problem is kinda odd, so I included a save game so that those of you who are interested can see what the problem is without going though the rig-a-marole of having to recreate it.

It's Late September, 1862 (turn 36) and the CSS Florida has been completed and has supposedly put to sea. It's selectable and unlocked, sitting in London harbor. Unfortunately, it won't actually go anywhere. Trying to move it out of port doesn't do anything...

(I think that I'm uploading the save correctly. I didn't include any of the backup folders... it's been a while since I've done this.)


Had the same problem. Regarding hitting the max number of divisions in 1863, could it be that the inactive FI divisions are counted towards my CSA total?
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lodilefty
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Sun Nov 13, 2011 12:20 pm

MarkCSA wrote:Had the same problem. Regarding hitting the max number of divisions in 1863, could it be that the inactive FI divisions are counted towards my CSA total?


That was supposed to have been fixed...

..please upload your saved game. Current turn only..
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lodilefty
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Sun Nov 13, 2011 1:37 pm

lodilefty wrote:Well, it's an ugly set of 6 events:


1861/06/01 Semmes arrives with the raider CSS Sumter
1861/08/13 CSS Alabama is created (very low strength and cohesion) in England, fixed unable to move
1862/05/16 CSS Alabama is "launched" in England - fixed for 4 turns
1862/06/28 CSS Alabama goes on "trials" - Fixed for 3 turns
1862/07/27 Semmes is removed from the game
1862/07/28 Semmes arrives with the CSS Alabama (which actually gets removed if it exists, then is recreated in Shiiping Lanes)

Everything is WAD until last 2 events, where if Semmes got promoted, he gets demoted back to his original unit :blink:

I think I can fix this, but let me sleep on it.... (need code similar to the "Boston Evac" events in WIA ;) )


  • The Semmes removal occurs as part of the CSS Arrival event
  • Modified the Alabama Arrives in Shipping Lanes event, to only fire if Semmes exists.
  • Semmes arrives on Alabama as a 2* Admiral
  • Added a new event, creating CSS Alabama without Semmes if he has been Killed

Available next update.
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Ethan
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Sun Nov 13, 2011 1:43 pm

Although I've not visited the forum for a week due to work, I would like to thank Lodi and the AGEOD team for their dedication and effort to improve the best game in the history of wargames. Don't forget this: [SIZE="4"]You're the best![/size] :thumbsup: ;)

Best regards, guys! :wavey:
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richfed
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Sun Nov 13, 2011 4:34 pm

Started a new campaign with the new patch [clean install] as the CSA. Playing full campaign w/ Kentucky --- played through June '61.

Two things:

1. Dragging units to merge with other units sometimes visually results in the being dragged unit[s] appearing as the image in the unit panel rather than the playing piece image. I think it happens if an artillery or leader is present in the being dragged stack. It makes it slightly more difficult to be sure you are merged.

2. I have tried to construct the available artillery units in Arkanas 3 turns in a row. They do not begin construction, but remain available in the reinforcement pool.

Save included.
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1861 April w-KY Campaign0.zip
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lodilefty
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Sun Nov 13, 2011 6:04 pm

richfed wrote:Started a new campaign with the new patch [clean install] as the CSA. Playing full campaign w/ Kentucky --- played through June '61.

Two things:

1. Dragging units to merge with other units sometimes visually results in the being dragged unit[s] appearing as the image in the unit panel rather than the playing piece image. I think it happens if an artillery or leader is present in the being dragged stack. It makes it slightly more difficult to be sure you are merged.

2. I have tried to construct the available artillery units in Arkanas 3 turns in a row. They do not begin construction, but remain available in the reinforcement pool.

Save included.


1. I guess a screenshot would help me understand.

2. WAD! All Field Artillery Units have a parameter RaiseRule = $recWSU which means thay can only appear in a region where War Supplies are produced! AR has none in your save (nor at start of scenario). I think Industrialiation will help, but I'm not sure.

Note that Coastal and Fort Artillery, Ironclads, Steam Frigates, Monitors, River Ironclads, and Armoured Frigates require a Port that also produces WSU!!!: RaiseRule = $recHarborWSU
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Queeg
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Sun Nov 13, 2011 7:33 pm

lodilefty wrote:I think Industrialiation will help, but I'm not sure.



I'm pretty sure Industrialization does help. In my current game, the only place where I can build coastal artillery is Georgia, which also is the only state I have industrialized.

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GraniteStater
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Sun Nov 13, 2011 8:35 pm

lodilefty wrote:Cosmetic only. :D
The capability to display a different name without changing the "Alias" has existed since version 1.11:

[ATTACH]16401[/ATTACH]


That's western Massachusetts in the screenshot, not the Litchfield, Connecticut region. Sorry to disagree with our friend from NY state, but Berkshire was essentially correct. I went to school in Amherst, right in western Mass. As a New Englander, that's what the screenie depicts to me.
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Philippe
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Sun Nov 13, 2011 10:01 pm

Just revisited the maps and you're essentially correct.

What threw me off was the scale and the fact that the 'county' was listed as Berkshire, CT. I used to hang out at Great Barrington three girlfriends ago, and because of that knew the Berkshires were in Massachusetts, not Conecticut. I mistakenly assumed that the CT label was correct and what was being portrayed was the northern part of the state.

It's not. I got it backwards. Berkshires is correct, it's the CT part that's wrong.

If you go to Hudson New York and head due east, you'll eventually cross the border into Massachussets, not Connecticut (and just before that happens you go through the crossroads of Hillsdale which used to have an 18th century country inn and a fabulous French restaurant).

So what needs to be done here is relabel it Berkshires, Mass. rather than Berkshires, CT. So just to be clear, scratch Litchfield, CT and replace it with Berkshires, Mass.

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Stonewall Stu
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Not enough CSA divisions

Sun Nov 13, 2011 10:19 pm

Had a couple of goes at this release and it seems in the first go I didn't get all 30 CSA Divisions, yet on the second game it seems fine. Apart from that Athena far more of a challenge

richfed
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Sun Nov 13, 2011 10:34 pm

lodilefty wrote:1. I guess a screenshot would help me understand.

2. WAD! All Field Artillery Units have a parameter RaiseRule = $recWSU which means thay can only appear in a region where War Supplies are produced! AR has none in your save (nor at start of scenario). I think Industrialiation will help, but I'm not sure.

Note that Coastal and Fort Artillery, Ironclads, Steam Frigates, Monitors, River Ironclads, and Armoured Frigates require a Port that also produces WSU!!!: RaiseRule = $recHarborWSU


I have NEVER had that artillery thing happen ... if the pieces are in the reinforcement pool and I have the resourses NATIONALLY to build them, they were built. I can't say that I don't like that rule, but, is it a new one?
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GraniteStater
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Sun Nov 13, 2011 10:54 pm

Philippe wrote:Just revisited the maps and you're essentially correct.

What threw me off was the scale and the fact that the 'county' was listed as Berkshire, CT. I used to hang out at Great Barrington three girlfriends ago, and because of that knew the Berkshires were in Massachusetts, not Conecticut. I mistakenly assumed that the CT label was correct and what was being portrayed was the northern part of the state.

It's not. I got it backwards. Berkshires is correct, it's the CT part that's wrong.

If you go to Hudson New York and head due east, you'll eventually cross the border into Massachussets, not Connecticut (and just before that happens you go through the crossroads of Hillsdale which used to have an 18th century country inn and a fabulous French restaurant).

So what needs to be done here is relabel it Berkshires, Mass. rather than Berkshires, CT. So just to be clear, scratch Litchfield, CT and replace it with Berkshires, Mass.


Thanx. Glad you agree.
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Philippe
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Sun Nov 13, 2011 11:37 pm

Just to clarify.

That should be Berkshire, Mass. and not Berkshires, Mass.

The hills have an 's', the county doesn't.

And I'm really starting to think like a tourist...

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Stonewall Stu
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Issues

Mon Nov 14, 2011 11:32 pm

More issues the pillage symbol and rail network destroyed symbols are not appearing.
AI was a real test this time until I created two armies in the east Potmac under beaurgard in three corps defense around fredricksburg (large bodies of Militia) 80000+ and second lighter army of northern virginia under lee in five light coprs comprising leadered elite brigades with best cavalry at bottom of the valley.

Lee fights his way up and main union forces wheel back, I bring Potmac army out of defense and push for Manassa's whole union army 120000+ falls all way back to harpers ferry under relentless assualt from Lee, Alexandra only small garrision 3000 easily taken leave small defensive force of 10000 union troops in Washington, Union forces at Harper ferry appeared pinned down by Lee, Army of Potmac still 65000+ takes washington.

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Queeg
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Tue Nov 15, 2011 1:22 am

Pillage and rail destruction symbols are showing up for me.

(And Philippe is right.)

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lodilefty
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Tue Nov 15, 2011 3:15 am

Everbody calm down, or some unwanted vacations will be enforced.....

The language is the language, but if offense was taken, then offense was given.

No More. Period.
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charlesonmission
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Tue Nov 15, 2011 5:41 am

I beleive in 1.16 v5 that RRs are only destroyed if the unit doesn't move that turn. That wasn't the case before. However, in your situation, is the RR actually destroyed but the symbol isn't there?

Charles


Stonewall Stu wrote:More issues the pillage symbol and rail network destroyed symbols are not appearing.
AI was a real test this time until I created two armies in the east Potmac under beaurgard in three corps defense around fredricksburg (large bodies of Militia) 80000+ and second lighter army of northern virginia under lee in five light coprs comprising leadered elite brigades with best cavalry at bottom of the valley.

Lee fights his way up and main union forces wheel back, I bring Potmac army out of defense and push for Manassa's whole union army 120000+ falls all way back to harpers ferry under relentless assualt from Lee, Alexandra only small garrision 3000 easily taken leave small defensive force of 10000 union troops in Washington, Union forces at Harper ferry appeared pinned down by Lee, Army of Potmac still 65000+ takes washington.

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lodilefty
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Tue Nov 15, 2011 1:04 pm

I'm deleting the entire "pig" set of posts.

Enough of this. Take it off line.
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lodilefty
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Call for feedback!

Tue Nov 15, 2011 2:48 pm

I'd like to update this beta patch tomorrow....

..last call: any show-stoppers withthe Game Engine?

I've addressed the "Semmes" issue. :)

Will add the Siege parameters to options, so that will need testing too before it goes official..... (same params as other games. need to see if values are good for AACW)
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Stonewall Stu
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Tue Nov 15, 2011 8:29 pm

charlesonmission wrote:I beleive in 1.16 v5 that RRs are only destroyed if the unit doesn't move that turn. That wasn't the case before. However, in your situation, is the RR actually destroyed but the symbol isn't there?

Charles


RR destroyed symbols not showing after AI (union) have destroyed a region, checked all options on set up menu

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Stonewall Stu
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AI madness, Union falls back to harpers ferry

Tue Nov 15, 2011 8:42 pm

Had a similar fault with the latest patch for NCP Spainish ulcer whole French force fell back to San Sebastian
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lodilefty
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Wed Nov 16, 2011 2:27 pm

Stonewall Stu wrote:RR destroyed symbols not showing after AI (union) have destroyed a region, checked all options on set up menu


:confused: They appear OK for me... both USA and CSA sides checked.

Please upload saved game showing this.

http://www.ageod.net/agewiki/Send_Saved_Game
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Citizen X
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Wed Nov 16, 2011 4:37 pm

A quick check revealed none of the above mentioned railway issues to me. Icons show, although in some regions they get hidden behind other icons, like cities. This has always been this way. Railway destruction and moving in the same turn works as before to me.

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lodilefty
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Wed Nov 16, 2011 5:21 pm

Citizen X wrote:A quick check revealed none of the above mentioned railway issues to me. Icons show, although in some regions they get hidden behind other icons, like cities. This has always been this way. Railway destruction and moving in the same turn works as before to me.


If you can give me ome of the regions where the icon gets "hidden", I can try to relocate same to be more visible... :w00t:
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EParhamva
Civilian
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Wed Nov 16, 2011 8:32 pm

In patch version 1.15 when I moused over experience it would show this tool tip, but it does not do this in version 1.16 rc 4 or rc5. Is this WAD or is there another place that displays the numerical experience value?
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Citizen X
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Wed Nov 16, 2011 8:46 pm

lodilefty wrote:If you can give me ome of the regions where the icon gets "hidden", I can try to relocate same to be more visible... :w00t:


Never have written it down because it has never been an issue to me. Really don't remember.

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squarian
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Thu Nov 17, 2011 4:21 pm

Three issues:

1) Raider/bushwhacker/indians apparently unable to destroy RRs and depots - see, in LateJan62 save, Watie & Co. at Jefferson City and in Fall62 save, Raider unit in Md and Shenandoah valley for several turns in Sept & Oct, trying futilely to blow rails and depots. In both instances, units spent not just one but several turns in place, clicking destroy buttons.

2) CSA ships appearing in British ports (Fall62: Florie in Bermuda, Florida in London) unable to leave port.

3) Engine apparently counting Brit/Fr divisions against CSA limit (per another thread "CSA Division limits?")
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Trial2-LateJan62.rar
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lodilefty
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Fri Nov 18, 2011 1:28 pm

squarian wrote:Three issues:

1) Raider/bushwhacker/indians apparently unable to destroy RRs and depots - see, in LateJan62 save, Watie & Co. at Jefferson City and in Fall62 save, Raider unit in Md and Shenandoah valley for several turns in Sept & Oct, trying futilely to blow rails and depots. In both instances, units spent not just one but several turns in place, clicking destroy buttons.


[INDENT]These are all $famRaider, and as such this may be the new WAD for Raiders. Stay tuned while I query the Master.
[/INDENT]
2) CSA ships appearing in British ports (Fall62: Florie in Bermuda, Florida in London) unable to leave port.


[INDENT]The Area to raise these was not defined properly in Units (areas were all listed in AltArea, but NULL in Area). Hopefully correcting this will fix it! Next patch update.
[/INDENT]

3) Engine apparently counting Brit/Fr divisions against CSA limit (per another thread "CSA Division limits?")


[INDENT]Nertz. We fixed this once, but apparently we used post-its, not superglue!
A simpler fix (rather than standing in line for dev time) would be to raise the Division Limit by the number of Grit/Fr Divisions...
[/INDENT]
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