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Clovis
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Sun Aug 31, 2008 1:18 pm

satisfaction wrote: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 all more personal preferences.

I've read/used the following for the AI

Activation Bonus Normal
AI Detect Bonus Medium
Aggresiveness Normal
Give AI more time YES

Believe these are the optimized settings for SVF, am I correct there?

Appreciate any input.


Yes. You could even use a high bonus for AI Fog of war.
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Clovis
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Sun Aug 31, 2008 1:20 pm

Big Muddy wrote:Playing USA
Activation Rule/I use always move, what does checked mean? no where to move?
Redeployment/3 turns each, I never used to use this, now it's a bad habit :wacko:
Delayed Commitment/2nd from right
Historical Attrition/standard
naval boxes/75%, less for me to do
general randomness/if you mean randomized generals, no
Aggresiveness Normal
Give AI more time NO

I know not very historical, I'm not really a true wargamer, if someone could explain checked I may change the Activation Rule. As far as Historical Attrition goes, I don't trust the AI.


Delayed commitment, naval boxes, General randomness: any setting can be used for the mod.

Historical attrition: myself playing with the new historical standard, but the mod isn't built to be exclusively played with this option.
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PBBoeye
General
Posts: 563
Joined: Sun Jul 01, 2007 12:59 am
Location: Richmond, VA

Sun Aug 31, 2008 3:38 pm

Clovis wrote:I should upload in the next day a new version which should reduce the numbers of multidays battle occurence.



Sweet. Looking forward to trying this out, Clovis.

So do you feel the extended battling was due to the retreat issue?

Big Muddy

Sun Aug 31, 2008 5:01 pm

will the new version be playable with v1.11a which will be released monday?

Dogrobber
Conscript
Posts: 13
Joined: Fri May 11, 2007 1:07 am

Sun Sep 07, 2008 4:25 pm

Clovis

Will you be posting a new version of your :thumbsup: excellent mod compatible with 1.11a in the near future ... inquiring minds want to know :D

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squarian
Brigadier General
Posts: 485
Joined: Thu Aug 07, 2008 7:41 pm
Location: Pittsburgh, Pennsylvania

Mon Sep 15, 2008 2:06 pm

More duplicate units by event (test game: grand campaign without leader option, 1.11a w/latest SFV, clean install):

Late April:
Zoellicofer & Ruggles: two "Nashville generals" events fire, one "evt_something_something_generals", the other the exact same message text but ending "generals1".

Early June:
"One cavalry regiment raised to react to an enemy raid in Tenessee": duplicate 1st Texas & McCLung's horse arty in Madison,TN.

"Benjamin Huger organizes his forces near Petersburg etc": duplicates of Huger and all units.

Early June? (only noticed them this turn, maybe earlier): duplicate II/2nd Bdes in Memphis.

Ditto: No less than three "Knoxville Forces": One with 1st TN Cav and supply train #V, the other two also including 1st Tn Bde

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squarian
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Location: Pittsburgh, Pennsylvania

Mon Sep 15, 2008 5:10 pm

Another test, same as above, except with leader option this time:

Late Apr:
Nashville Gens and Nashville Gens1 both firing - dupes of Ruggles and Zollicofer.

Eary May: Kept my eye on Knoxville & Memphis this time: Knoxville Force (1st Tn & Supply, no inf bde) appears.

Early June - only one Huger this time, but the second Knoxville Force has shown up including the 1st Tn Bde. In Memphis, the II/2nd has appeared.

Late June - Just noticed that VA 1st Res Bde is still showing up twice in Richmond, once alone then later with "Virginia Reserve" force. Only one version of "CSA W. Cavalry" with 1st Tx Cav and supply has appeared this time, though.

I'm curious, Clovis - you had already fixed some of these duplicates (e.g VA 1st Res in Richmond). Are they coming back because of the new patch (1.11a) or are they being created by your files?

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TheDoctorKing
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Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Landlocked fleets

Wed Sep 17, 2008 7:50 pm

I've been having some trouble playing SVF with the new 1.11a patch as my ships have a tendency to try to go across land. I have to move them carefully from water space to water space. If I mess up, they are destroyed. This is probably something that you are aware of but if you weren't there's a thread on the main AACW forum talking about this.

AndrewKurtz
Posts: 1167
Joined: Tue Jan 30, 2007 2:49 am
Location: Greenville, SC

Sat Sep 20, 2008 12:59 pm

TheDoctorKing wrote:I've been having some trouble playing SVF with the new 1.11a patch as my ships have a tendency to try to go across land. I have to move them carefully from water space to water space. If I mess up, they are destroyed. This is probably something that you are aware of but if you weren't there's a thread on the main AACW forum talking about this.


I have the same with SVF/1.11a, ut not the non-modded game. Waiting for an SVF update before playing for this reason.

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Gray_Lensman
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Location: Who is John Galt?

Sat Sep 20, 2008 1:44 pm

deleted

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TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Why is the CSA ignoring Richmond?

Fri Sep 26, 2008 7:40 pm

In my current game, using the SVF mod, I captured Richmond in March of 1862. My intent was to distract the CSA who had sent large forces to try to recapture Norfolk. I figured that if I advanced the Army of the Potomac from Fredricksburg, where I had spent the winter, towards Richmond this would bring the CSA main army back in a hurry and I could set aggressiveness low and skirmish my way back to Fredericksburg. Instead, the CSA ignored me and continued to push for Norfolk. So next turn (late March) I attacked the city, outnumbering defending troops about 4-1, and took it in about ten days of assaults. I was expecting the CSA forces to return, but they continued to push at the defenses of Norfolk and also threw my garrisons out of Fredricksburg and Manassas. My main army rested up and cleared the James peninsula until late April, while the CSA army rested up from unsuccessfully attacking Norfolk and beseiged Alexandria. Now it's May, and still no sign of the CSA. Is Richmond not an objective for them?

Dogrobber
Conscript
Posts: 13
Joined: Fri May 11, 2007 1:07 am

Sat Oct 04, 2008 4:59 am

With the release of 1.11d is there any hope for an update of Clovis' most excellent SVF mod? I particularly miss (IMHO) the modified leader ratings and placements!

briny_norman
Corporal
Posts: 52
Joined: Tue May 08, 2007 2:54 pm

Sat Oct 04, 2008 9:46 am

I'm very curious as to what Clovis has been able to do with regards to battle-losses.
Crazy battle-losses where whole armies get wiped out (with no fault on my part...! ;) ) has ruined 3 out of 4 games for me.
And last thing I heard, Clovis considered himself close to a solution to this issue... (apart from firing the commander in chief, that is... :) )

Big Muddy

Sat Oct 04, 2008 6:23 pm

I'm still playing 1.10d, could someone tell me what folders contain the new features Patrol Move, Rename & Sentry, I might have forgot one. I got the new Potraits (1.11d). And would like to see if I could get them (new features) too work also.

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Rafiki
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Location: Oslo, Norway

Sat Oct 04, 2008 6:40 pm

I imagine that you at the very least need the .exe-file :)
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Big Muddy

Sat Oct 04, 2008 8:19 pm

Rafiki wrote:I imagine that you at the very least need the .exe-file :)


I guess I'm waiting for an update, thanks.

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Clovis
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Mon Nov 10, 2008 10:53 pm

Definitly back. More later.
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Clovis
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Wed Nov 12, 2008 12:46 am

I've currently a running version of SVF with 1.12 patch. There are yet some location names to change and to evaluate consequences of combat model changes on the mod.
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Big Muddy

Wed Nov 12, 2008 1:43 am

Clovis;111620]Definitly back. More later.

Welcome back from your hiatus, can't wait to see what to see what you have in store :thumbsup:

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Clovis
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Wed Nov 12, 2008 1:57 am

Big Muddy wrote:
Welcome back from your hiatus, can't wait to see what to see what you have in store :thumbsup:


Thanks. Not much, it was a real hiatus, not even time to play.
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Clovis
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Thu Nov 13, 2008 6:01 pm

I will release the new SVF update when the 1.12 patch will be officially released. Don't expect new features except integration of most of the changes made in the official patch of course.
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