Rexor
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Thu Dec 29, 2011 5:22 am

BTW, how do I do a clean re-install (should I need to) without buying the game again? I bought a download version without disk.
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charlesonmission
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Thu Dec 29, 2011 5:45 am

You can uninstall your current version if you wish. Then, double click on the huge 451 MB file you downloaded when you bought the game, mine is called Setup AACW fren.exe. It will install, you'll need your key at some point. Then, download/install the latest patch. Wala, done!

Charles

Rexor wrote:BTW, how do I do a clean re-install (should I need to) without buying the game again? I bought a download version without disk.

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Captain_Orso
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Thu Dec 29, 2011 6:31 pm

Jim-NC wrote:@ Captain_Orso - It depends on which general it is. ;) They may be spending time at the local saloons drowning their troubles instead, or maybe they're insulting the local populace. They also could be tearing down rebel flags all day.


Or maybe a combination of all the above. :blink:


:D I wouldn't mind if Pope, Buttler and Freemont whiled away the hours with such activities. In fact, I'd give them free passes for life for all riverboats on the Ohio, Mississippi or any other waters that eventually leads to the sea or elsewhere. I'd even give them their own private, little army hand picked from Hotel Leavenworth, sort of like the Dirty Dozen ACW style, to escort them ... hmmm, anybody have Tarantino's telephone number? :D

Rexor
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Thu Dec 29, 2011 8:12 pm

charlesonmission wrote:You can uninstall your current version if you wish. Then, double click on the huge 451 MB file you downloaded when you bought the game, mine is called Setup AACW fren.exe. It will install, you'll need your key at some point. Then, download/install the latest patch. Wala, done!

Charles


Cheers!
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BigDuke66
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Thu Dec 29, 2011 10:37 pm

And just to keep you happy in case something happens, you should burn those downloaded games or put them on a USB stick, external HD, what ever.
I have stored my downloaded games onto DVDs so I can use them anytime in case I need them because depending on where you downloaded them it can be troublesome to get them again.
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Captain_Orso
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Sun Jan 01, 2012 7:32 pm

I've noticed that most of the time when a turn is being run that the focus of the screen is being changed to some per pertinent location, a text in the log window says so-n-so unit is arriving at such-n-such location, but there is no unit icon to be seen in that location. In fact the only times I see a unit icon during such messages is when the location is close enough to some of my units that I can see some enemy unit icons already and the ones I'm seeing my not actually correspond to those in the message.

One exception was when Athena was moving a huge number of leaders across Lake Erie and it took for ever to get through all the messages one at a time. I kind of thought that it was because of the 'British' units in Amhurst being able to 'see' these moving units--although the UK is not in the war I thought they might be doing some favors for a bale of cotton or two ;) --but otherwise I'm not seeing any unit icons that I can remember other than those mentioned above.

Also, on a side note, since I just looked at the map and the names of the 'sea' regions of Lake Erie, they are from right to left: Eastern Lake Erie - Lake Erie - Western Lake Erie - Eastern Erie *huh(??)*.

And since I'm on side notes. Detroit (I was born and grew up just out side Detroit) in the game is in the region of Macomb, but Detroit is actually in Wayne County--the first county formed in Michigan, the second being Monroe--and Macomb County is to the north-east straddling the Detroit River - Lake St. Clair shore line--that waterway separating Detroit and Amherstburg is the Detroit River*. The Macomb County seat Mt. Clemens. In game to the south-west is the region Wayne with a town drawn in also called Wayne. In real life, the county to the south-west is Monroe--named after President James Monroe--and the town would have to be Monroe City, the county seat and home of 'The Son of the Morning Star' George Armstrong Custer, who was actually born just across the Michigan-Ohio boarder and who needs no introductions :D . There is IRL a Wayne City too, but it is directly to the west of Detroit.

SOoO, the region Wayne should actually be Monroe and the town in it should also be Monroe, the region Macomb should be Wayne and since the region above Detroit and past the real-world Macomb County actually is St Clair County with Port Huron, there is no problem with Mt Clemens being in Wayne as it is very close to the actual Wayne-Macomb Counties boarder anyway.

And with this, my 300th annoying post--coincidentally my 300th post at all :D --I leave you to decide what to do with all these trivial facts, but the non-appearing units is a bit strange ;)

*the name Detroit actually comes from the French "de troit' and the town was originally name La Ville de Troit, which means 'the town of the straight' or straights, ergo the Detroit River is actually the Straights of The Straights.. ehhhh yeah, somehow fitting for Detroit :D

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Captain_Orso
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Sun Jan 01, 2012 7:34 pm

I've noticed that most of the time when a turn is being run that the focus of the screen is being changed to some per pertinent location, a text in the log window says so-n-so unit is arriving at such-n-such location, but there is no unit icon to be seen in that location. In fact the only times I see a unit icon during such messages is when the location is close enough to some of my units that I can see some enemy unit icons already and the ones I'm seeing my not actually correspond to those in the message.

One exception was when Athena was moving a huge number of leaders across Lake Erie and it took for ever to get through all the messages one at a time. I kind of thought that it was because of the 'British' units in Amhurst being able to 'see' these moving units--although the UK is not in the war I thought they might be doing some favors for a bale of cotton or two ;) --but otherwise I'm not seeing any unit icons that I can remember other than those mentioned above.

Also, on a side note, since I just looked at the map and the names of the 'sea' regions of Lake Erie, they are from right to left: Eastern Lake Erie - Lake Erie - Western Lake Erie - Eastern Erie *huh(??)*.

And since I'm on side notes. Detroit (I was born and grew up just out side Detroit) in the game is in the region of Macomb, but Detroit is actually in Wayne County--the first county formed in Michigan, the second being Monroe--and Macomb County is to the north-east straddling the Detroit River - Lake St. Clair shore line--that waterway separating Detroit and Amherstburg is the Detroit River*. The Macomb County seat Mt. Clemens. In game to the south-west is the region Wayne with a town drawn in also called Wayne. In real life, the county to the south-west is Monroe--named after President James Monroe--and the town would have to be Monroe City, the county seat and home of 'The Son of the Morning Star' George Armstrong Custer, who was actually born just across the Michigan-Ohio boarder and who needs no introductions :D . There is IRL a Wayne City too, but it is directly to the west of Detroit.

SOoO, the region Wayne should actually be Monroe and the town in it should also be Monroe, the region Macomb should be Wayne and since the region above Detroit and past the real-world Macomb County actually is St Clair County with Port Huron, there is no problem with Mt Clemens being in Wayne as it is very close to the actual Wayne-Macomb Counties boarder anyway.

And with this, my 300th annoying post--coincidentally my 300th post at all :D --I leave you to decide what to do with all these trivial facts, but the non-appearing units is a bit strange ;)

*the name Detroit actually comes from the French "de troit' and the town was originally name La Ville de Troit, which means 'the town of the straight' or straights, ergo the Detroit River is actually the Straights of The Straights.. ehhhh yeah, somehow fitting for Detroit :D

For references--finding them for Michigan counties is a bitc... er, a pain in the as.. eh, not easy, you can have a look here: http://wiki.ask.com/List_of_counties_in_Michigan

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lodilefty
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Sun Jan 01, 2012 11:53 pm

Uncheck "focus on move" in main menu....
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Captain_Orso
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Mon Jan 02, 2012 4:28 am

I guess I'm as clear as mud as usual :( . Didn't you used to see the unit during the move when the focus changed to that location? I see short snippets of the unit now only if I might have some view to it otherwise--my own units being nearby. I still get the reports that unit so-n-so has arrived at some location far away from any units that I have, like up-state New York, but IIRC you used to see the unit on the map and not just the focus on the location and the text. My mind might be playing tricks on me, or it my just be WAD with engine changes for PoN or what-ever. It's just something that looked strange to me until I realized that I had expected to see the unit itself at that location.

I don't expect that it's really very important and nobody else has mentioned it and most of the people in this section of the forum have played a lot more than I have, so I'll just go back into my cave and wait for spring Image

;)

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Mon Jan 02, 2012 6:00 pm

I think it is working fine and as always. You might want to play with the settings a bit. I have it on the second check box. Working fine.
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Captain_Orso
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Wed Jan 04, 2012 1:33 am

The focus to the region is working, it's just that I remember seeing the unit or a train before regardless of where it was :confused: I must be getting old ;)

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Captain_Orso
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Script bug & game crash

Wed Jan 04, 2012 1:49 am

I'm playing '61 April with Kentucky as the CSA at patch level 1.16rc9 and I've set the CSA division limit to 60 or 99; I don't remember at the moment. I've also applied the engineers quick-fix, but I don't think either of those will have any influence on these errors.

In Jan '64 Early the Presidential Election event triggers and says: "Presidential Election in the USA - Defeat Moral threshold set to 25. Victory Moral threshold set to 100." My NM loss level is at 25 but the victory level is 175. I can hardly believe that the victory level should ever go to 100.

Then in Late Jan '64 during a huge battle in Manassas I started getting a popup saying that no target element could be found and that this is only reported if debugging is turned on, so I just clicked the popups away until one came saying that there was a major error and should this be reported to Paragon games or what ever [Yes] [No] [Cancel], so I clicked Yes and the game crashed.

I've attached the logs and the last 3 turns.
Attachments
61-04 wK CSA 02-01.rar
(2.08 MiB) Downloaded 235 times
Logs.rar
(670.49 KiB) Downloaded 206 times

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Captain_Orso
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Wed Jan 04, 2012 2:14 am

And since I'm such a masochist, and I forgot to check my blockade runners for supply :siffle: , I backed the game up a turn and re-ran it and got the exact same results. Logs and Backup1 & 2 only attached this time.

Oh and I got hard copies of the popups too :wacko:

Image

Image
Attachments
HardCopy_20120104_020145.jpg
HardCopy_20120104_020126.jpg
Logs 2nd try.rar
(92.86 KiB) Downloaded 226 times
61-04 wK CSA 02-01 2nd try.rar
(1.54 MiB) Downloaded 238 times

charlesonmission
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Unable to add captured artillery and fort artillery to divisions

Wed Jan 04, 2012 6:00 am

Hi there, I've been unable to add captured artillery and my fort artillery to divisions. Is this WAD for 1.16 v9?

Thanks,

Charles

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Captain_Orso
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Wed Jan 04, 2012 8:35 am

AFAIK you never could add fort artillery to a division. Even if you could I wouldn't do it, unless you never wanted to move that division again.

I have the same thing with captured artillery. It apparently has to do with the captured unit having a different nationality. Whether it's a bug or not, IDK, but it is a bit of a PITA.

I'd suggest trying to keep captured artillery with corp or army stacks where they are not part of a division anyway; otherwise you could stick them into static defense.

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lodilefty
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Wed Jan 04, 2012 12:12 pm

Captain_Orso wrote:And since I'm such a masochist, and I forgot to check my blockade runners for supply :siffle: , I backed the game up a turn and re-ran it and got the exact same results. Logs and Backup1 & 2 only attached this time.

Oh and I got hard copies of the popups too :wacko:

Image

Image



I see your errors in logs, but when I restore turn and execute: no error!

...of course, I'm runnning the "pre-beta" RC10 :blink: :w00t:

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Pat "Stonewall" Cleburne
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Thu Jan 05, 2012 2:26 am

Captain_Orso wrote:AFAIK you never could add fort artillery to a division. Even if you could I wouldn't do it, unless you never wanted to move that division again.

I have the same thing with captured artillery. It apparently has to do with the captured unit having a different nationality. Whether it's a bug or not, IDK, but it is a bit of a PITA.

I'd suggest trying to keep captured artillery with corp or army stacks where they are not part of a division anyway; otherwise you could stick them into static defense.


The captured artillery problem exists in RUS as well.

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Pdubya64
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Fri Jan 06, 2012 3:00 pm

Captain_Orso wrote:AFAIK you never could add fort artillery to a division. Even if you could I wouldn't do it, unless you never wanted to move that division again.

I have the same thing with captured artillery. It apparently has to do with the captured unit having a different nationality. Whether it's a bug or not, IDK, but it is a bit of a PITA.

I'd suggest trying to keep captured artillery with corp or army stacks where they are not part of a division anyway; otherwise you could stick them into static defense.


Agree that Fort Artillery has never been able to be "removed", i.e., placed in a unit. They are deemed to be permanent mounts and too cumbersome to refit into anything transportable (at least on the game timescale).

On the subject of Captured Artillery, guys... wasn't there a discussion/debate way back when on this? Thought that AGEOD eventually said the constraints were placed to keep things from getting "out-of-hand". I am almost certain it was a balance issue.
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Captain_Orso
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Fri Jan 06, 2012 4:53 pm

There may have been such a discussion, but I'd been away for a while and may have missed it.

As far as it being a question of balance, if within an entire game I capture more than 2 batteries of artillery then I'm doing great in those lines--excluding the fort and coastal captured while storming the old forts, and I've heard other voice the same. I don't see how there can be much influence by these guns.

What has always bugged me is that we are talking about equipment that all used to be in the same army. There is no logical grounds that I know of for a piece of equipment identical, or practically identical, to many I already have in my army, should not be able to be incorporated into my division, and this is the only place, and one of the most important at the same time, to be able to use it *sigh*

I was very pleased that captured supply trains can now be repaired, I mean, a wagon is a wagon; no high-tech here.

What makes a game really good in my opinion, is if I don't have to learn things that are too abstract or illogical. I like being able to my common sense and leave the details for things that require detail in real life.

Not being able to put a 12lb-er into my division because the plaque on the carriage says --Forged by Johnson's Foundries - Indianapolis, Indiana-- instead of --Forged by Johnson's Foundries - Mobile, Alabama-- my be a little thing in the overall, but one of those things that will always bug the heck out of me. *sigh*

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lodilefty
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Fri Jan 06, 2012 4:57 pm


Not being able to put a 12lb-er into my division because the plaque on the carriage says --Forged by Johnson's Foundries - Indianapolis, Indiana-- instead of --Forged by Johnson's Foundries - Mobile, Alabama-- my be a little thing in the overall, but one of those things that will always bug the heck out of me. *sigh*


I will ask The Master :D
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Captain_Orso
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Fri Jan 06, 2012 9:32 pm

I thank you already :thumbsup:

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W.Barksdale
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Wed Jan 11, 2012 3:58 am

Pdubya64 wrote:Agree that Fort Artillery has never been able to be "removed", i.e., placed in a unit. They are deemed to be permanent mounts and too cumbersome to refit into anything transportable (at least on the game timescale).


Captain_Orso wrote:Not being able to put a 12lb-er into my division because the plaque on the carriage says --Forged by Johnson's Foundries - Indianapolis, Indiana-- instead of --Forged by Johnson's Foundries - Mobile, Alabama-- my be a little thing in the overall, but one of those things that will always bug the heck out of me. *sigh*


Are you guys sure about this? Previous versions allowed you to place both unlocked emplaced guns AND captured artillery inside divisions.

I remember distinctly because I posted the bug about the emplaced guns being placed inside a division to negate the slow movement. Now in the official 1.15 patch it is WAD: placing unlocked emblaced guns inside a division slows down the entire division.

Similarly for captured artillery. In the official 1.15 patch I can confirm that you are able to place them inside your divisions. Its been this way since the start.
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charlesonmission
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Wed Jan 11, 2012 6:33 am

You are correct, in my last AAR with 1.16 v4 it was allowed. So, something changed since then.

W.Barksdale wrote:Are you guys sure about this? Previous versions allowed you to place both unlocked emplaced guns AND captured artillery inside divisions.

I remember distinctly because I posted the bug about the emplaced guns being placed inside a division to negate the slow movement. Now in the official 1.15 patch it is WAD: placing unlocked emblaced guns inside a division slows down the entire division.

Similarly for captured artillery. In the official 1.15 patch I can confirm that you are able to place them inside your divisions. Its been this way since the start.

Njordr
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Wed Jan 11, 2012 10:21 am

W.Barksdale wrote:Are you guys sure about this? Previous versions allowed you to place both unlocked emplaced guns AND captured artillery inside divisions.

I remember distinctly because I posted the bug about the emplaced guns being placed inside a division to negate the slow movement. Now in the official 1.15 patch it is WAD: placing unlocked emblaced guns inside a division slows down the entire division.

Similarly for captured artillery. In the official 1.15 patch I can confirm that you are able to place them inside your divisions. Its been this way since the start.


I confirm now you can't.

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Captain_Orso
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Wed Jan 11, 2012 10:35 am

Let's be careful here about exactly what we are talking. I can't assess what was going on in RCs before 7, because I'd been away from the game at that time.

It could very well be that you can integrate your own fort-batteries into a division, but only if they are unlocked; and this doesn't occur very often without that you actually lose your fort-batteries. At the moment you cannot even designate a leader as a division commander if there is a locked unit in the stack, let alone integrate one into a division. I'm talking about 'locked' units here; ones with the padlock icon on them. Units that are restricted to a region, at least as far as units that are still building, can be integrated into a division. I have consciously done this already. I may have also integrated ones permanently restricted to a region, but I don't remember specifically.

That you cannot designate a leader as a division commander--the 'Enable Divisional Command' button is grayed out--if there is a locked unit in his stack is new to me and I would say that it is a bug, but I believe I've already reported this; I hope :neener: If not, I have now ;)

You can work around this by removing, even if only temporarily, any locked units from the stack, before building your division. If you don't know about this 'bug', it will leave you wondering exactly why you cannot use this leader as a divisional commander as you only get the same generic tool-tip as when the leader is not active or you have already reached your division limit, which is totally misleading.

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Captain_Orso
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Wed Jan 11, 2012 11:27 am

Okay, I build a scenario in which I have a fort-battery that is not locked. It can be integrated into a division without a hitch. So no issue here other than not being able to integrate captured batteries into division.

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lodilefty
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Wed Jan 11, 2012 1:26 pm

We know that someting is channged re: captured equipment. Looking for best solution...
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Pelok
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Wed Jan 11, 2012 4:58 pm

Just an idea: Is it possible to hide the generals attack and defend values until the first battle? It's boring to know that e.g. Shields or Morell is almost useless..... With a liitle randomization I believe the game would be more exciting....
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Pat "Stonewall" Cleburne
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Wed Jan 11, 2012 6:44 pm

Pelok wrote:Just an idea: Is it possible to hide the generals attack and defend values until the first battle? It's boring to know that e.g. Shields or Morell is almost useless..... With a liitle randomization I believe the game would be more exciting....


A randomize and hide statistics option would be great but that's something for AACW2 I think.

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Stauffenberg
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Wed Jan 11, 2012 6:46 pm

Jeff Davis as a flasher--ties in with that unfortunate 1865 scenario (wrongly reported)...

In any case I have that feature too. Some rapid clicks sorts it out.

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