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Clovis
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Mon Jan 07, 2008 10:27 pm

tagwyn wrote:Pocus: Are you going to look this over and adopt it for seamlessness?
T


Never forget my mod was first named experimental mod... It remains even under his new name. I feel my changes to create a better ACW picture and to give more fun to the "grognard" player but There's yet too much testing to do ( on balance, on AI ability to cope with the changes) to simply think it should be in the vanilla version. The only advantage i have on Pocus is to do my mod for free so I can without financial damage. Considering the almost endless variability of players ' desires, it would certainly be suicidal to AGEOD to go this way.

I just hope in the future a less crude way to manage mod.

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Geohff
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Wed Jan 09, 2008 5:24 pm

Question, forgive me if it is already answered. I cannot promote any two star to three as Union to form my army. I have one three star to build the army and I have the HQ but I want to use Butler. I am in Late July 61. Several 2 star say in their element screen they are promotable including Mac and Butler but neither will light up the medal. I have tried moving them to secure areas all by themselves, still no luck. Is this by design as the division rule and if so when can I acually promote Butler and give him command?

Thanks.

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Clovis
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Thu Jan 10, 2008 12:16 am

Geohff wrote:Question, forgive me if it is already answered. I cannot promote any two star to three as Union to form my army. I have one three star to build the army and I have the HQ but I want to use Butler. I am in Late July 61. Several 2 star say in their element screen they are promotable including Mac and Butler but neither will light up the medal. I have tried moving them to secure areas all by themselves, still no luck. Is this by design as the division rule and if so when can I acually promote Butler and give him command?

Thanks.


They need to win some battles to gain seniority to be really promotable. Promotable as stated in this screen is just indication they can get a promotion if conditions are met ( to the difference of most leaders who will never get a promotion due to the lack of 2 or 3 stars versions).

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Thu Jan 10, 2008 4:10 am

Thanks for the info, got to get Butler into a fight.

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Clovis
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Fri Jan 11, 2008 6:30 pm

Gray_Lensman wrote:Clovis

Since for some reason I am unable to "attach" a file to a PM, here's the up to date AACW_DB_Regions v1.07i & RR MODs.xls file. Keep in mind this in a state of rapid change as I approach the date of "officialization" of the RR MODs. This particular Regions file is up to date with Alabama, and Arkansas data within it, but not Georgia, or the Carolinas just yet. I'll forward them to you as I finish them so that you can make your scenario match the "officialization" patch as near as possible.

Regards


Many thanks, i've integrated your mod. For the rest, I'm progressing but I've yet some work to do.

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Clovis
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Fri Jan 11, 2008 6:31 pm

Czrasai wrote:Great news Clovis, can't wait, don't forget Wisconsin, or better yet could you direct me to the scenario file I can't locate it, sorry to be a pain on this.


Wisconsin is fixed.

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Sat Jan 12, 2008 4:39 pm

Things are coming a bit slowly but nicely.

I've just added a new feature: gunboats on the Potomac. They were existing from the start of the war and one of the reason why CSA didn't never attempted to cross the Potomac from the Alexandria region to attack Washington.

To help AI, these gunboats gets the emplaced ability, forbidding them to leave their original region.
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PhilThib
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Sat Jan 12, 2008 4:53 pm

I like that gunboat addition :coeurs:

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Clovis
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Sat Jan 12, 2008 7:28 pm

Gray_Lensman wrote:In regard to your not wanting your MOD officialized, is there any chance at least some of your Coming Fury innovations could be ported over to the vanilla scenarios?

The gunboats idea is a great example.


That's not to say I'm against some points to be ported in the official version... But I don't care :siffle:
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Sat Jan 12, 2008 7:43 pm

PhilThib wrote:I like that gunboat addition :coeurs:


Me too! :coeurs:

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Clovis
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Sat Jan 12, 2008 8:25 pm

To create potomac gunboats:

1) create a new model file where the only internal changes are to add the Emplaced ability and modify model alias and UID:

UID = 743
NationTag = USA
Name = $Gunboat
Alias = mdl_USA_PotomacGbt
ShortName = $Gunboat
Text = $mdl_txt_USA_Gbt
Kind = $Naval
SubType = $Ship
Family = $famLightWarship
ImageID = symbol_river.png
Color = $colUSANavy
Portrait = mdl_USA_Gunboat1.png
OffFire = 3
DefFire = 4
Initiative = 7
Range = 4
ROF = 2
Protection = 0
TQ = 6
Assault = 0
Hits = 6
MenPerHit = 10
Cohesion = 50
DmgDone = 2
CohDone = 8
AsltDmgDone = 2
AsltCohDone = 10
Move Type = $ShallowMv
Move Ratio = 1
CohMove = 33
DetectLand = 3
DetectSea = 2
Blockade = 1
HideValue = 3
Weight = 0
ProgRate = 5
Police = 0
Patrol = 4
Evasion = 3
CapturePerc = 10
IsSupport = 0
SupplyUsage = 1
SupplyStore = 5
AmmoUsage = 1
AmmoStore = 6
ShareSupply = 1
SupHitPen = 0
SupMovePen = 25
SupCbtPen = 75
Ability0 = $Emplaced
VPValue = 1
POLValue = 0
MoneyCost = 5
Conscriptcost = 1
WarSupplyCost = 5
BuildRate = 50
CustomNames = $IL|USS Amethyst|USS James|USS Fenwick|USS Cairo|USS Indianola|USS Cincinnati|USS Lioness|USS Glide|USS Black Hawk|USS Judge Torrance|USS Rattler|USS Romeo|USS Silver Lake|USS Prairie Bird|USS Springfield|USS Linden|USS Covington|USS Tuscumbia|USS Namkeog|USS Hastings|USS Champion|USS Nyanza|USS Ouachita|USS Ozark|USS Kenwood|USS Paw Paw|USS Grosbeak|USS Gamage|USS Oriole|USS Mist|USS Kate|USS Ibex§$OH|USS Garnett|USS Wasp|USS Bee|USS Hornet|USS Tyler|USS Lexington|USS Essex|USS Queen of the West|USS Lancaster|USS Chillicothe|USS New Era|USS Juliet|USS Fawn|USS Moose|USS Exchange|USS Victory|USS Reindeer|USS Catawba|USS Peosta|USS Gazelle|USS Carrabesset|USS Elfin|USS Fairy|USS Nymph|USS Naiad|USS Huntress|USS Collier|USS Colossus§$MO|USS Baron de Kalb|USS Pittsburgh|USS Louisville|USS Carondelet|USS Mound City|USS Benton|USS Signal|USS Marmora|USS Lafayette|USS St Clair|USS Brilliant|USS New Era|USS Choctaw|USS Rodolph§$PA|USS Mingo|USS Monarch|USS Forest Rose|USS Cricket|USS Argosy|USS Fort Hindman|USS Abeona§$IN|USS Vindicator§$AL|USS Gen Grant|USS Gen Sherman|USS Gen Thomas§$LA|USS Meteor



2) create a new unit file using such model , modify unit alias, UID, Aera, and ( just in case ) RaiseRule

UID = 1140
NationTag = USA
Name = $Gunboat_MD
Alias = uni_USA_PotomacGunboat
ForcePool = 1
ShortName = Gunboat
Text = $uni_txt_USA_Gunboat
Kind = $Nav
Color = $colUSANavy
ModelType0 = $mdl_USA_PotomacGbt|2
FamilyType0 = $famLightWarship|2
CmdCost = 0
Pillage = 0
RaiseRule = $recHarbor
Area = $AllStates
CustomNames = Gunboat Sq.#1|Gunboat Sq. #2|Gunboat Sq. #3|Gunboat Sq. #4|Gunboat Sq. #5|Gunboat Sq. #6|Gunboat Sq. #7|Gunboat Sq. #8|Gunboat Sq. #9|Gunboat Sq. #10|Gunboat Sq.#11|Gunboat Sq. #12|Gunboat Sq. #13|Gunboat Sq. #14|Gunboat Sq. #15|Gunboat Sq. #16|Gunboat Sq. #17|Gunboat Sq. #18|Gunboat Sq. #19|Gunboat Sq. #20|Gunboat Sq.#21|Gunboat Sq. #22|Gunboat Sq. #23|Gunboat Sq. #24|Gunboat Sq. #25|Gunboat Sq. #26|Gunboat Sq. #27|Gunboat Sq. #28|Gunboat Sq. #29|Gunboat Sq. #30
Flavor Commander = Henry Gorringe|Meltiah Jordan|


3) add to the alias model and unit files your new references at the end

4) create an event to put on the map the unit:

SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_USA_Potomacgunboat|1|0|NULL|NULL|$Potomac River|NULL

Conditions
MinDate = 1861/04/01
MaxDate = 1862/01/01

Actions

SelectFaction = $USA
SelectRegion = $Potomac River
CreateGroup
Posture = $Defensive
SetKind = $Nav
Entranch = 0
InCS = 1
FixType = 1
SetName = Potomac Gunboat
Apply
CreateUnit
SetType = $uni_USA_PotomacGunboat
SUFlavorName = Gunboat
SetName = Potomac Gunboat
Apply

EndEvent


Beware: my mod uses yet old number systems for unit and model. So you have to get first the first available number by looking in the model and unit files in the game data folder.
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Clovis, my hat off to you Image
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Sat Jan 12, 2008 11:53 pm

Rafiki wrote:Clovis, my hat off to you Image


:coeurs: :coeurs: :fleurs: :hat:

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Clovis
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Sun Jan 13, 2008 1:02 am

The Potomac gunboats:

Image

Image
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Sun Jan 13, 2008 8:20 pm

I will not reintroduce Columbiad and Rodman.

There were big smoothbore guns whose effects can be subsumed in the current fort artillery and coastal artillery units. No need to create special units.

On the contrary, AACW is missing the introduction of rifled guns in naval matters.

Rifled guns doomed the masonry fortification and were very dangerous for wooden vessels. But they were performing poorly against armored boats and earthern fortifications like Fort Fisher.

AACW desn't have real semi-permanent earthern fortification model. hence the need to use fort level 2. Not a great solution but at least, odds between fleet and forts will be slighty increased for the latter.

Of course, I need to model yet the need of smoothbore against ironclads. So I envisioned to create rifled coastal guns with higher values but with a new ability rendering them rather ineffective against armored targets.

So my question is : can I create a flag specific to ironclads and armored frigate? Then I would use a copy on indian fighter ability to model the weakness of rifled weapons against them.

And ...the AI will be able to use this new model efficiently?
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Mon Jan 14, 2008 2:55 pm

I will upload my mod at the end of this week. Sorry for being a little slower than I expected but alas real life... you know...
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Mon Jan 14, 2008 9:21 pm

New events added in order to show the lowering of Northern troops in 1864, when the 3 years of engagement in 1861 came to expiration: units will lose between 1 to 4 experience levels and between 10 to 45 in cohesion... It should help CSA to survive a little more...



SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_endofthethreeyears|1|0|NULL|NULL|$Prince George's, MD|NULL

Conditions
MinDate = 1864/06/01

Actions
SelectSubUnits = Area $AllStates
AlterCuSubUnit = ApplyToList;Probability 25;Attemps 2; ChgXPLevel -4

EndEvent

SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_endofthethreeyears|1|0|NULL|NULL|$Prince George's, MD|NULL

Conditions
MinDate = 1864/06/01

Actions
SelectSubUnits = Area $AllStates
AlterCuSubUnit = ApplyToList;Probability 25;Attemps 2; ChgXPLevel -3

EndEvent

SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_endofthethreeyears|1|0|NULL|NULL|$Prince George's, MD|NULL

Conditions
MinDate = 1864/06/01

Actions
SelectSubUnits = Area $AllStates
AlterCuSubUnit = ApplyToList;Probability 50;Attemps 10; ChgXPLevel -2

EndEvent

SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_endofthethreeyears|1|0|NULL|NULL|$Prince George's, MD|NULL

Conditions
MinDate = 1864/06/01

Actions
SelectSubUnits = Area $AllStates
AlterCuSubUnit = ApplyToList;Probability 90;Attemps 15; ChgXPLevel -1

EndEvent




SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_endofthethreeyears|1|0|NULL|NULL|$Prince George's, MD|NULL

Conditions
MinDate = 1864/06/01

Actions
SelectSubUnits = Area $AllStates
AlterCuSubUnit = ApplyToList;Probability 25;Attemps 2; ChgCohesion -45

EndEvent

SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_endofthethreeyears|1|0|NULL|NULL|$Prince George's, MD|NULL

Conditions
MinDate = 1864/06/01

Actions
SelectSubUnits = Area $AllStates
AlterCuSubUnit = ApplyToList;Probability 25;Attemps 2; ChgCohesion -35

EndEvent

SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_endofthethreeyears|1|0|NULL|NULL|$Prince George's, MD|NULL

Conditions
MinDate = 1864/06/01

Actions
SelectSubUnits = Area $AllStates
AlterCuSubUnit = ApplyToList;Probability 50;Attemps 10; ChgCohesion -25

EndEvent

SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_endofthethreeyears|1|0|NULL|NULL|$Prince George's, MD|NULL

Conditions
MinDate = 1864/06/01

Actions
SelectSubUnits = Area $AllStates
AlterCuSubUnit = ApplyToList;Probability 90;Attemps 15; ChgCohesion -20

EndEvent
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Big Muddy

Tue Jan 15, 2008 2:27 am

Clovis wrote:I will upload my mod at the end of this week. Sorry for being a little slower than I expected but alas real life... you know...


Take all the time you need Clovis, I just say this because it is almost ready. This will be for d corect, will you include the RRMod. Really looking foward to it, great stuff.

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Clovis
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Tue Jan 15, 2008 8:34 pm

Gray_Lensman wrote:Clovis:

Just to keep you informed on the status of RR Regional Changes that will impact your MOD. I am currently working up a BIG one in South Central North Carolina that removes rails from half a dozen regions, impacting TransportLvls settings for your Cities tab big time. I will probably be done by this afternoon (Central US time) however and will immediately link the source "AACW_Regions.xls" file to you so you can absorb it into your scenario before release. I'm sorry about any inconveniences, but they are unavoidable.

Regards

Gray_Lensman


Many thanks. Your work is so essential and the changes I will have to make so easily done it will be a pleasure.
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HAZBONES
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Wed Jan 16, 2008 1:12 am

Clovis, can you make the instructions for installing this MOD bit more easy to understand? I tried 3 times to install your mod via your current instructions and never got it to work. I installed the RR MOD seperately and got it to work the first try. I am guessing that I am not reading your install instructions correctly but I don't know where I am going wrong.

Sorry but I am new to this game and the mod process (just bought in a couple days ago).

Cheers,
Haz

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bigus
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Wed Jan 16, 2008 1:23 am

PhilThib wrote:I like that gunboat addition :coeurs:


I do too! I went about it in a different way though and don't really know if it'll be any good. I created ironclads and gunboats from the PA navel pool, locked them and put them in offensive mode. I'll have to test it out a bit but I like the Idea.

bigus
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Clovis
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Wed Jan 16, 2008 9:18 pm

HAZBONES wrote:Clovis, can you make the instructions for installing this MOD bit more easy to understand? I tried 3 times to install your mod via your current instructions and never got it to work. I installed the RR MOD seperately and got it to work the first try. I am guessing that I am not reading your install instructions correctly but I don't know where I am going wrong.

Sorry but I am new to this game and the mod process (just bought in a couple days ago).

Cheers,
Haz


By any ways, the current version of the mod isn't made for the 1.08 version. I will do my best to develop the instructions.
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Wed Jan 16, 2008 9:31 pm

Gray_Lensman wrote:Clovis:

Okay, shortly I will be posting the North Carolina MOD I was referring to above. Here's the "AACW_DB_Regions.xls" file with RR MOD changes to date now including Georgia and South Carolina and parts of North Carolina. The "Tranport_level" and "CityName" columns have all the changes for the RR MOD from v1.07i on. All changes since v1.07i are highlighted in Yellow.

Note the only CityName entries that were changed so far are UID 188 to Garysburg, and UID 221 to Charlotte. This was done to rename those city strutures to the proper names.

Regards

edit> I just added an attachment to the first post in the "Civil War RR Accuracy MODs" thread that I will update periodically with the latest regional information changes brought about by the RR MOD work.


Done. Changes integrated. Thx.
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Wed Jan 16, 2008 10:58 pm

HIGHLIGHTS for Coming fury mod for 1.08


First, let's me say AACW is really the best wargame ( computer or boardgame) I ver played. If I'm here and there modestly modifying points in order to get a better game, I keep this feeling AGEOD has done it right. A subtle blend of strategical and operational decisions to take, covered by a clever design using both simplifications when needed and very detailed rules on crucial points, offered with great graphics and constantly patched... a real miracle.

The result for me has been costly buys of books about the Civil War which in turn gave always more desire to mod.

From the start, I choosed to keep as closely than possible on the same design model than Ageod: the simplest way to get historical flavour with a working AI.

It's yet a work in progress. So much is on to do list....

About balance.... I don't know. Maybe it will be, certainly not. As usual, only time will give the necessary hindsights about. I just hope you will get a gretaer historical flavor, an harder game against AI or an human opponent... and any suggestions to work out this mod.


First, I rejected too idiocy rules.

It's always difficult to draw the lines between more realism and « idiocy rules » forcing player to do the same errors made during a war.

By example, USA didn't formed more than 6 cavalry regiment until August 1861, considering useless to form more as the war would be very short and terrain was considered being very adverse to the cavalry.

USA cavalry was yet plagued by poor tactics, primarily lack of grouped use, in the first year.

Player is taking the place of Lincoln or Davis for the essential, relying on chosen general to execute strategic plan ( even if the game let players elaborate too part of operational implementation of these strategic moves, even if sucess or failure is partially the result of the General ratings).

So I 've sorted modifications by this criteria: nothing should delay the possibility for the North to create immediatly more cavalry brigades, but the tactical problems being out of the scrutiny of the high Command, I've lowered a bit some US cavalry stat for the first mid-game.

The same way about events. I will avoid any event which would have for effect to force player to act historically whatever the context. By example, I don't want have event putting McClellan in charge of Army of the Potomac, but I prefer to set a leaders situation where McClellan choice is an interesting one ( by his training and organizational abilities).

Secondly, I added small changes to units

a) until now, I haven't noticed sufficiently strange battle results to undermine my belief into the unit ratings ( even if from time to time a strange result may occur, no proof such an occurrence comes from erroneous unit sats)

b) battle combat procedure, albeit complex, remains an abstraction. Introducing greatly modified stats, even if more realist in theory, could result in wrong results, simply by being made to a system which doesn't is a realistic portrayal of battle but a simulation destined to give accurate outcomes.

So I have made rather light changes in regards to these 2 considerations.

These changes are coming from interesting posts from McNAUGHTON

In short:

- I reduced the number of sharpshooter units, and raised their cost in manpower ( reflecting not the real number of men but the difficulty to find elite riflemen in quantity). It should force the player to avoid recruit in mass sharpshooters but let him possibility to do so. The number will increase with years ( see Shock troops of the Confederacy by Fred L. RAY for more details).

- I reworked US cavalry to give CSA a real edge at start. The end of the war will be marked by the contrary. CSA units will cost more at the end of war, to show the lack of horses this side suffered then.

- I modified artillery. Basically, I enforced differences between smoothbores and rifle guns.

Smoothbores have short range, rather low attack accuracy, high defense accuracy and reinforced assault values, in order to stress their defensive use in the game system limits. The 6 pdr is cheap but weak, the 12pdr is much better and really versatile gun.
Rifled guns on the contrary have greater range and are more accurate than smoothbore in attack , less in defense, making them useful for attack. The 20 parrot is delivering more punch at higher range than the 10.


But...never forget most battles are beginning at range 4 or less ( the range of smoothbores)...Lee stated the 12 pdr « Napoleon » to be the best gun not without reasons. The theorical advantage of rifled guns are so challenged .

Last, Horse artillery is now representing the 3 inch, rifled gun having the same values than the 10 parrot but with greater accuracy and better reliability ( Parrot hits number being reduced by one). Price is higher too...

So, with 5 types having special functions and limits, field artillery is now without « must have « model. 6Pdr is inexpensive but of marginal value, 3 inch is the best rifled gun but is the most difficult to buy, the 20 parrot delivers on attack greatest puch, but is costly and its range isn't that useful, the 10 parrot remaining so interesting because of its lower cost.

Artillery forts changes are fewer . I disabled Rodman and Columbiad models,because they were only very big smoothbores, but I introduced the naval/coastal rifled artillery, which put an end to the masonry fortification without being deadly against armored vessels... I added the siege ability to siege guns but reduced their damage values.



Then comes the problem of Divisions.

In the current system, 1861 divisions get the same advantages than 1863 ones.

It's highly unrealistic.

What plagued both sides at start was the lack of skilled officers and the absence of HQ staff doctrine. If the first problem was somewhat solved with time, second remained much more pregnant until 1865. Some progress was made but slowly.

For these 2 reasons, corps weren't used until the first half of 1862 and I'm seriously questioning the eistence of functional divisional HQ in the first months of the war.

In game terms, it signifies, as corps can't be prohibited, to delay the appearance of 2 and 3 stars generals, and to postpone divisions formation until the end of 1861.

So divisions can't be formed before october 1861.

The divisions in the 2 Eastern armies appearing in may 1861 have been disbanded too.

Now your leaders will move and fight with penalties. The strategic plans will so be slower to start and the first battle in Virginia ( first Bull Run) a real challenge.

It will too hinder gamey tactics, like forming a cavalry division to raid into enemy land. You will be yet able to group several cavalry units under a leader in 1861 but you will get out of command penalties...

Then winter should postpone your raid projects until the spring of 1862...


The cohesion value of units was reworked.

I've reduced too the cohesion value of all units. First, because I think it will made units more prone to rout and so will reduce the number of destroyed regiments, a little too high. Secondly, as cohesion improves with experience, it should enforce the need for players to take attention to experienced units, peculiarly for the Union player, whose replacement penalty could be giving headaches in the last years of the war...Last, the 1861 battles should be shorter and plagued by routing units....as in reality.

So all cohesion levels have been reduced by 10.

Not only it will give real edge to experienced units, whose cohesion is raised, it will emphazize a bit more National Morale influence.

You will need both yet more.

Battles will be less costly, shorter, peculiarly in the first months, with troops routing quicker than stubbornly renewing deadly assaults.

On the econical front, Draft and Money Policies from the vanilla version are definitly too lenient. Players can too quickly get astronomical amount of men, money and War supply to build unhistorically huge armies.

In reality, both sides had huge problems with conscription laws and their enforcement, and printing money in the game hadn't penalties sufficient to prohibit its use each turn.

So I raised both NM and VP losses for conscription options and limited the money printing to one turn by month.

Draft isn't possible until 1862. USA side gets more volunteers ( if Sufficient funds are at disposal) and less draftees. CSA will have to rely more on draft.

Global numbers of buildable troops will remain roughly the same than in the official version but this difference should create interesting dilemnas, the South being forced to get back the NM lost when USA will have to find money for volunteers and accept to lose 8 or 10 NM for a number of conscripts much lower than before...

Printing money will at last give much less money in the first months, and will raise with Victory Point total. So long for some gamey tactics at start to use printing money for building a very large army...

Last, the numbers of War supply production has been reduced for both sides. Now you will have a real interest for industrialization of blockade runners ( or raising transport fleet for USA).

6) I've introduced a few changes in strategic cities list: Manassas,Hampton Roads, Norfolk, Fort Donelson, Columbus, Harrissonburg and Grafton have now a VP value whereas Winchester, and the region north to Fort Pickens have lost their VP value. It should help CSA AI to be less obnoxious about Harper's Ferry and Fort Pickens.

7) East Tenessee regions have now a strong US influence at start, when Southern Illinois ( "Little Egypt") has a small CSA sympathy at start.

8) The mod is using the current leaders mod made by Winfield S Hancock and Ruynan99. There are more and more slight changes here and there. I uess some will be controversial ( The 2 Johnston by example)but I'm ready to create tailored files for those wanting to get other values ;- )


Some examples:
-Mc Dowell decreased to 1-2-1. Mc Dowell attacked at First Bull Run because of presidential order. At second Bull run, his performance was poor as he lost too much time to play a real role in the battle. I know, he was a scapegoat too... But it was less than stellar anyway.

-Forrest increased to 6-6-4. Forrest made some really competent defensive operations.

9) Nominal figures for infrantry regiments has been reduced from 1,000 to 700. Number of hits remains the same.

10) This mod is using a slighty modified version of the cavalry mod by Jabberwock. The only difference is the new ability is only given to INDEPENDANT Cavalry units ( not embedded into an infantry brigade).

12) Brigades reworked for both sides. Most Federal brigades are made of 3 infantry regiments ( and cavalry or artillery assets sometimes). CSA brigades are larger.

13) I'm using GREY LANSMANN fantastic work on railroads. A very nice job and an huge task to create a more historical transportation network.

14) Creation of the Potomac gunboats unit, one of the reason explaining why CSA didn't crossed the Potomac to attack Washington...

15) some flavour events added like the corruption ones ( small losses in War supplies)

16) most 2 and 3 stars Generals have a slight risk to be removed each turn and another to get back... Simulating illness, death or any sort of retirement, these events are yet a very rough way to compensate the lack of death rules for 3 stars leaders in AGE engine... with the side effect to disband the army commanded by the leader...hence the very low probability of this sort of removal. But at least Grant or Lee aren't anymore immortal...

17) creation of the volunteer units, ie infantry regiments with very low stats. They're representing the really bad units created at the start of the war , poorly led, totally undisciplined. They are subjecting to improve.

18) the upgrade of units has been slowed ( too quickly made in normal version)
19) I modified too the march to the guns parameters. Basically, the march to the gun will be more dependant of the strategic value of leaders.
20) AI will get for free some forts on Richmond, Washington....

21) The end of the term for the 3 years engagment for US troops in 1864 is now simulated by losses of XP and cohesion...The USA will lose too 200 conscript points. It should help CSA to resist longer.
22) Raised the death probability for one and two stars leaders.

23) raised the value of inactive status to 40%

24) Created a new ability: poor administrator, giving malus in cohesion for some notorious unpar generals ( Burnside by example).

25) Removed elite status for most brigades created by events.
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