Eugene Carr wrote:On the models & units DBs the 'name' column and the 'short name' column give the generals names- best to be same on both.
There was a thread which mentioned some of these before, some of the generals gained portraits with the corrected details.
ie model 585 P.Marston has a portrait G.Marston.
575 R. Johnston is interesting, I always thought it was a wrong picture but now I think it may be Andrew Johnston, Military Governor of Tennesee rather than Richard W. Johnston divisional commander and later cavalry commander in the Army of the Cumberland.
Andrew Johnston? Richard Johnston
maybe the 'A' became an 'R'?
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lodilefty wrote:I'm going to ask the community for a big favor!
I'd like to get this patch to be official, as dev time is severely limitied.
I really want the history to be correct, as this is almost an "educational game".
So: After we get to official, we can together do a "Community Mod" to address thes types of issues. As long as the game engine isn't changed, we can even issue a patch or two with the historical fixes.
..otherwise, we'll be forever in beta.
deguerra wrote:That's why I asked. If we're close to a release, then I think we should go ahead with that and finally get an official 1.16 patch out.
That said, seeing as there is interest I really would like to get all these generals correct. I might go through them sometime in the next couple of days and see what I come up with.
As you said, if we do get a 'fixed' file, it can always be added as a mod afterwards.
oberst_klink wrote:Drop the 't' The blokes were called Johnson
Captain_Orso wrote:I've run into some issues play Apr-'61 w/Ky as CSA.
First and most important is that the US MN-loss level is 40 and I've had them below this for at least 2 turns (32NM & 36NM) without them giving up.
More minor issues:
Athena likes to put troops on generic river transports by selecting 'Move by River order' and then leave them sitting in the river for what ever reason. I had three fleets, 1 with 6 gunboat elements, 1 with 8 gunboat elements and 1 with 3 ironclads being being lead by Buchanan, in Offensive Posture run over the top of one such stack sitting in the Green River above Bowling Green, KY and not have any combat at all. When I formed them into one single fleet and set them to converge on this stack by dropping the stack on top of the target stack so that the converge icon appeared on my fleet, the target stack simple dropped onto land with out so much as a shot being fired.
I've run up against a stack commanded by Thomas Meagher, but the icon shown doesn't have his picture nor a generic general's depiction.
While taking Cairo the USS Choctaw lead by Dupont suddenly appeared in Benton, IL, which is the land region to the north-east of Alexander, IL (Cairo), which is land-locked . There are two small unnavigable rivers to the north and south of Benton, but there's no way for the Choctaw to get to Benton through those.
Edit: I almost forgot. I captured 2 12lb-er batteries, built in Wisconsin, but cannot put them into a division, which has room for them.
lodilefty wrote:@Captain_Orso:
1. The NM is confirmed as probable bug. Forwarded to the Master.
2. Corps command is working OK in my RC8 pre-release game, but doesn't seem to be corrected in yours when I load/execute. I suspect some "flag" is set in RC7 or some such. Very likely only fix is start new game with RC8 when released...
3. Dupont/Choctaw is a bugged event. Fixed for RC8
gchristie wrote:Oh oh. If numbers 1 and 2 are the case, then will us tournament players need to restart with RC8? NM and Corps command are crucial elements...
Good work ferreting this out, Captain Orso. Thank you Lodi for your doggedness. I hope you both are making time to finish your Christmas shopping
gchristie wrote:Playing 1.16 RC7 in a game against the CSA AI. It is in the September 1861 turn and I'm finding that my Union cavalry can't destroy railroads. In past versions I could start in a region, give the order to destroy the railroad and have them move somewhere else once they complete their order. But now they move to another region but the railroad is intact. So I tried having them start in a region give the order to destroy the railroad and have them stay in the region but still no rails ripped up.
Has something changed in 1.16? Can early union cavalry no longer destroy rails? do they now need a leader attached
Will send my save game files if necessary. I had uninstalled AACW when RC7 came out and reinstalled then added the RC7 patch so I don't believe there is a corruption issue.
Regards.
Longshanks wrote:I recommend we "play on". At the worst, we'll waste a few turns. But I'll leave it up to the players involved. If they want to play on, I'll host 'em. If they want to wait and see, ok by me.
gchristie wrote:Playing 1.16 RC7 in a game against the CSA AI. It is in the September 1861 turn and I'm finding that my Union cavalry can't destroy railroads. In past versions I could start in a region, give the order to destroy the railroad and have them move somewhere else once they complete their order. But now they move to another region but the railroad is intact. So I tried having them start in a region give the order to destroy the railroad and have them stay in the region but still no rails ripped up.
Has something changed in 1.16? Can early union cavalry no longer destroy rails? do they now need a leader attached
Will send my save game files if necessary. I had uninstalled AACW when RC7 came out and reinstalled then added the RC7 patch so I don't believe there is a corruption issue.
Regards.
- Destruction of RailRoads is no longer automatic:
- A check is made of D100 <{less than} Stack Strength. +25 to stack strength if attribute “*pillage*” is applied to model
- All Partisans, Indians, BushWhackers, Raiders, Guerillas and Bandidos now have “*NoCapture*|*pillage*” attributes. (All show the Pillager ability icon)
- Day of destruction is random. Not always day 1, so if you give a move command, the unit may move away before destruction occurs.
Captain_Orso wrote:<snip>As far as the Army bonus situation, it only happened with A.S.Johnston and only to Hill and Hardee. I had another corp added to AJS later and that one did get the bonus. Since they all had the same strategic level and better offensive and defensive ratings I didn't expect AJS to honor them with much anyway.
<snip>
On another side note, I got an script error during the game . Three popups came. The first stated:
'FullDebug: Schript Engine Error(s), while parsing line 4530 ChangeLoyaltyFac = 1084;-15'
<snip>
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