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Clovis
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Coming fury mod for 1.09 with Kentucky revamp

Wed Jan 30, 2008 12:18 am

[CENTER]HIGHLIGHTS for Struggle for a vast future mod
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"The struggle of today is not altogether for today--it is for a vast future also." Abraham Lincoln





First, let's me say AACW is really the best wargame ( computer or boardgame ) I ever 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 chose to keep as closely than possible on the same design model than Ageod: the simplest way to get historical flavor 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 insight about. I just hope you will get a greater historical flavor, a 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 plans ( even if the game let players elaborate too part of operational implementation of these strategic moves, even if success or failure is partially the result of the General ratings).

Consequently, I ' ve sorted modifications by this criterium: nothing should delay the possibility for the North to create immediately 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 to have events 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 brought 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 with 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 trouble 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 ( J.E. 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? Fremont, VAn Dorn).

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

26) Total revamp of Kentucky events in 1861

a) At start, Kentucky can't be entered by any side ( blockstate set to 1)
b) Kentucky will secede if foreign intervention level raises to 30;
c) Kentucky will secede if Union troops decides to enter Kentucky
d) on the contrary, Kentucky will join Union if attacked by Confederates;
e) if Kentucky hasn't seceded on 1st of October 1861, it will join the Union

To choose to invade Kentucky, each side will have to buy an unit ( from turn 2, support category) ( named Invades Kentucky) whose presence will be checked each turn. This unit will enable an event removing the blockstate status of Kentucky...

Union will get too some other units:
- blocus of the Kentucky: lower revenues and WSU for confederates but add to Foreign level entry
- Fremont declaration : Union will gain some NM and VP points but will lose loyalty in some states; the Foreign level entry will be slighty raised

For AI: each of these events will have an AI version, based on probability. AI can't get a thinking about but it's the only way to create variation against Athena.

BEWARE: for now, these units haven't gfx and events text aren't displayed....

27) added Petersburg mod by Gray_Lansman

28) added for A. S Johnston and Hood some randomness for their 3 stars stats...Now, each can get better or worse stats than the vanilla ones when commanding an army
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Clovis
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Wed Jan 30, 2008 12:21 am

[CENTER]Install file readme for beta 0.90
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To use the files, do the following:

A. Open the "Struggle for a vast future mod" zip file

1. put modpath.ini file and "Struggle for a vast future mod" folder into the AGEod's American Civil War folder

2. Copy the contents of the ACW folder ( and not the ACW folder itself !) located in the AGEod's American Civil War folder into the Struggle for a vast future mod folder

3. Delete the the Struggle for a vast future mod/Events folder then Copy the Events folder from the zip file to the "Struggle for a vast future mod" folder

4. Delete the the Struggle for a vast future mod/Settings folder then Copy the Settings folder from the zip file to the "Struggle for a vast future mod" folder

5. Delete the the Struggle for a vast future mod/Aliases folder then Copy the Aliases folder from the zip file to the "Struggle for a vast future mod" folder

6. Delete the the Struggle for a vast future mod/Scens folder then Copy the Scens folder from the zip file to the "Struggle for a vast future mod" folder

5. Open the "Struggle for a vast future mod"/Gamedata folder

7. Delete the Structures, Terrains and Abilities folders in the "Struggle for a vast future mod"/Gamedata folder then copy the same folders from the zip file to the gamedata folder in the "Struggle for a vast future mod" folder

B. Open the "Struggle for a vast future mod(2)" zip file

8. Delete the Units and Models folders in the "Struggle for a vast future mod"/Gamedata folder then copy the same folders from the zip file to the "Struggle for a vast future mod"/Gamedata folder

9. Put the Aeras.ini in the "Struggle for a vast future mod"/Gamedata folder

C. Open the the zip file named Graphics

10. Put the contents of Units and Armies&Fleet folders located in this zipped file into the correponding folders in the "Struggle for a vast future mod"/Graphics folder

11. Launch AACW and enjoy the mod!!! or grumble...

TO REVERT TO NORMAL PLAY, just move the modpath.ini out from the AGEod's American Civil War folder.


If something goes wrong open the log folder in the Struggle for a vast future mod folder and send me the !Main log.txt to [email="ozark@wanadoo.fr"]ozark@wanadoo.fr[/email].
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Trueknight
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Thu Jan 31, 2008 1:56 pm

I'm playing a PBEM game with this mod, and I found it very very well done; but i've got a couple of doubts I'd like to be cleared...if possibile.

First: in the Highlights you can read "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".
But in my pbem, and a a couple of tests i made with AI deactivated i found out that both USA and CSA have generals who can form Corps at July '61 and earlier. I'm talking about Lovel(**) and Johnston(***) for the CSA, and Patterson, Banks and Fremont (all ***) for the USA.
I'm not sure if this is intentional or it's a mistake, so I'm asking.

Secondly, I'm not sure about the new Kentucky events...I received several events regarding kentucky in the first turn, but all of them are with no name or text, so i can't understand waht they mean (well...you said that the text is missing, so no problem with that) .
But the more important, if i don't take any actions (i.e. invading) Kentucky isn't joining the Union on 1st October ...at least, in my test game I went all the way to 1862, and Kentucky still was impossible to enter. Is this behaviour normal or at least known? Someone else has seen this?
Maybe something is wrong with my installation...

P.S.
Sorry for my bad english :(

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Clovis
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Thu Jan 31, 2008 5:17 pm

Trueknight wrote:I'm playing a PBEM game with this mod, and I found it very very well done; but i've got a couple of doubts I'd like to be cleared...if possibile.

First: in the Highlights you can read "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".
But in my pbem, and a a couple of tests i made with AI deactivated i found out that both USA and CSA have generals who can form Corps at July '61 and earlier. I'm talking about Lovel(**) and Johnston(***) for the CSA, and Patterson, Banks and Fremont (all ***) for the USA.
I'm not sure if this is intentional or it's a mistake, so I'm asking.

Secondly, I'm not sure about the new Kentucky events...I received several events regarding kentucky in the first turn, but all of them are with no name or text, so i can't understand waht they mean (well...you said that the text is missing, so no problem with that) .
But the more important, if i don't take any actions (i.e. invading) Kentucky isn't joining the Union on 1st October ...at least, in my test game I went all the way to 1862, and Kentucky still was impossible to enter. Is this behaviour normal or at least known? Someone else has seen this?
Maybe something is wrong with my installation...

P.S.
Sorry for my bad english :(


Glad my mod is giving you some satisfactions.

About generals: I let them as I introduced a small chance 3 star genrals to be randomly removed. In such a case, players must get the possibility to name a new army leader. Moreover, Patterson will disappear, Banks, Lovell and Fremont have very low values and Johnston/Beauregard interaction in the first months can be ( very loosely) simulated by this.

Kentucky: I will check that. I've added a probability for this event to fire to get some uncertainty about the exact turn, but It should fire before december 1861.

About event names and descriptions, I will put them asap, ie before the end of this week.
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Trueknight
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Thu Jan 31, 2008 7:49 pm

Thank you so much for your time.

So tell me, being myself quite ignorant on the Civil War, in yours opinion what's the most plausible and realistic setting of house rules to deal with the Corps?

Should the CSA be allowed to form a Corp with Johnston, while the USA should not use his three star generals to form Corps, but only to replace an Army commander?

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Clovis
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Thu Jan 31, 2008 11:04 pm

Trueknight wrote:Thank you so much for your time.

So tell me, being myself quite ignorant on the Civil War, in yours opinion what's the most plausible and realistic setting of house rules to deal with the Corps?

Should the CSA be allowed to form a Corp with Johnston, while the USA should not use his three star generals to form Corps, but only to replace an Army commander?


It's a possibility.

I'm forming corps with Johnston when playing, considering both forces were able to fight together at Manassas.

About Union side, creating corps is giving Banks or Butler more command points. But as their ratings are low ( and will be lowered by those of McDowell) they will most of the time fight with the huge penalties attached to the unactive status, negating beneficials of corps formation. So the result is giving Confederate a slight advantage in command at start, which isn't unfair...
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Clovis
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Thu Jan 31, 2008 11:10 pm

quick fix here:

put the localstring AACW in the coming fury setting folder. You will get evnts name for Kentucky events

Place the Kentucky events file in the coming fury events folder. A small modification which should hopefully fix the little problem with the october 1861 event.
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Clovis
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Fri Feb 01, 2008 12:39 am

another fix: place the file in the coming fury scenario folder
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Clovis
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Fri Feb 01, 2008 10:13 pm

Kentucky on the first turn:

Image

The Bluegrass State can't be entered by both sides . They will need to choose to invade it or wait until kentucky joins one. This is simulated by events based on the foreign intervention level. Sounds strange, but I found no other way... and it makes somehow sense as it will force both players to be a little more careful with blocus or cotton options at start. But the real trend is Kentucky will side with North in the Autumn 1861 if CSA can't get the foreign level necessary to receive Kentucky support modified by both actions and random events.

Image

To activate options, players will have to buy one of these "units". Once in play, corresponding event will be fired. For Federals, 3 options:

-invades Kentucky
- blocus of the trade with Kentucky, lowering CSA ressources but raising foreign intervention level
- Fremont declaration ( support of freedom for slaves) which will give raise in NM but Kentucky disapproval.


Image

Random events will fire raising or lowering foreign intervention levels to spice up things..
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Clovis
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Fri Feb 01, 2008 10:19 pm

Other features:

Image

More time is needed to build new units,representing drill necessity. One of the changes aimed at slowing the game pace to get a more accurate feel of the difficulty both sides faced to create from scratch the huge armies they fielded.

Image

Another one is the introduction of the "volunteers". These units are regiments which for several reasons ( bad training, poor leadership, lack of discipline) performed very badly at start. They will get upgrade but you can't avoid them.
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HAZBONES
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Fri Feb 01, 2008 11:56 pm

I started a game with this mod yesterday and I found a minor issue that is not really bothersome now but later when there are many more troops in my stacks this could become a bigger issue.

I noticed that the special abilities icon that shows on the unit on the map (IE: sharpshooter and Cavalryman) are showing the wrong icon. For instance, I have a brigade that was created (I don't remember if I bought it or if it just appeared in the city by event) but it showed up in Richmond with the Cavalryman special ability icon showing as its icon but when you select it and read the unit description, it doesn't have a Cavalryman special ability but instead has Sharpshooter ability.

Sorry I don't have a screenie to show what I mean but hopefully I was clear.

*sorry I forgot to mention that I was playing the 1861 camp with CSA. This error I noticed on the third turn. I think the unit was named the "1st Reserve Brig" inactive in Richmond Va.

Big Muddy

Sat Feb 02, 2008 7:33 am

"To activate options, players will have to buy one of these "units". Once in play, corresponding event will be fired. For Federals, 3 options:

-invades Kentucky
- blocus of the trade with Kentucky, lowering CSA ressources but raising foreign intervention level
- Fremont declaration ( support of freedom for slaves) which will give raise in NM but Kentucky disapproval."


What would happen if I choose all three options, I went with Fremont declaration and had two positive events, Kentucky sacedes in late Sept. What if foreign intervention is set to off and blocus is picked, would that still raise FI.

I reinstalled Coming fury mod for 1.09 with Kentucky revamp, and have not had a problem with getting past July (no fix) :coeurs: . Thanks for the fix by the way.

Big Muddy

Sat Feb 02, 2008 7:51 am

HAZBONES wrote:I noticed that the special abilities icon that shows on the unit on the map (IE: sharpshooter and Cavalryman) are showing the wrong icon. For instance, I have a brigade that was created (I don't remember if I bought it or if it just appeared in the city by event) but it showed up in Richmond with the Cavalryman special ability icon showing as its icon but when you select it and read the unit description, it doesn't have a Cavalryman special ability but instead has Sharpshooter ability.

.*sorry I forgot to mention that I was playing the 1861 camp with CSA. This error I noticed on the third turn. I think the unit was named the "1st Reserve Brig" inactive in Richmond Va.



That's odd, if you select Sharpshooter does it have Cavalryman ability. I have never had this problem, you have sharpshooting cavalrymen :niark: try reinstalling and see what happens if you haven't allready.

Big Muddy

Sat Feb 02, 2008 7:52 am

"To activate options, players will have to buy one of these "units". Once in play, corresponding event will be fired. For Federals, 3 options:

-invades Kentucky
- blocus of the trade with Kentucky, lowering CSA ressources but raising foreign intervention level
- Fremont declaration ( support of freedom for slaves) which will give raise in NM but Kentucky disapproval."


What would happen if I choose all three options, I went with Fremont declaration and had two positive events, Kentucky sacedes in late Sept. What if foreign intervention is set to off and blocus is picked, would that still raise FI.

I reinstalled Coming fury mod for 1.09 with Kentucky revamp, and have not had a problem with getting past July (no fix) :coeurs: . Thanks for the fix by the way.

JB Hood
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Posts: 46
Joined: Sat Apr 14, 2007 5:26 pm

Sat Feb 02, 2008 9:56 am

mod plays well; a few questions though:

- Game removed some generals (Longstreet, Bragg;playing as CSA) without info;

- whats the patterson retained event?

- do the removed generals come back? i saw no event description in the LocalStrings_ACW.csv. i think they are all missing (CSA generals)

csa events:

SelectFaction = $CSA
StartEvent = evt_nam_[color="SeaGreen"]USA[/color]_AJohnstonreturns|1|1|NULL|NULL|$Richmond, VA|NULL

Conditions
MinDate = 1862/06/01
MaxDate = 1865/09/01
TurnIndex = 20;15;0;2;4;10
Probability = 3
EvalUnqUnit = Albert S. Johnston;NOT

is that right?

- CSA Artillery; Recruitment: some pics missing
“They are lying on the field where you sent them.”

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Clovis
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Sat Feb 02, 2008 11:49 am

HAZBONES wrote:I started a game with this mod yesterday and I found a minor issue that is not really bothersome now but later when there are many more troops in my stacks this could become a bigger issue.

I noticed that the special abilities icon that shows on the unit on the map (IE: sharpshooter and Cavalryman) are showing the wrong icon. For instance, I have a brigade that was created (I don't remember if I bought it or if it just appeared in the city by event) but it showed up in Richmond with the Cavalryman special ability icon showing as its icon but when you select it and read the unit description, it doesn't have a Cavalryman special ability but instead has Sharpshooter ability.

Sorry I don't have a screenie to show what I mean but hopefully I was clear.

*sorry I forgot to mention that I was playing the 1861 camp with CSA. This error I noticed on the third turn. I think the unit was named the "1st Reserve Brig" inactive in Richmond Va.


Thanks. I will check this.
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Clovis
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Sat Feb 02, 2008 11:52 am

Big Muddy wrote:"To activate options, players will have to buy one of these "units". Once in play, corresponding event will be fired. For Federals, 3 options:

-invades Kentucky
- blocus of the trade with Kentucky, lowering CSA ressources but raising foreign intervention level
- Fremont declaration ( support of freedom for slaves) which will give raise in NM but Kentucky disapproval."


What would happen if I choose all three options, I went with Fremont declaration and had two positive events, Kentucky sacedes in late Sept. What if foreign intervention is set to off and blocus is picked, would that still raise FI.

I reinstalled Coming fury mod for 1.09 with Kentucky revamp, and have not had a problem with getting past July (no fix) :coeurs: . Thanks for the fix by the way.


Blocus event will raise CSA loyalty in Kentucky. You're right howewer, I will add a few negative consequences for USA to deal with deactivation of the FI option.
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Clovis
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Sat Feb 02, 2008 11:55 am

JB Hood wrote:mod plays well; a few questions though:

- Game removed some generals (Longstreet, Bragg;playing as CSA) without info;

- whats the patterson retained event?

- do the removed generals come back? i saw no event description in the LocalStrings_ACW.csv. i think they are all missing (CSA generals)

csa events:

SelectFaction = $CSA
StartEvent = evt_nam_USA_AJohnstonreturns|1|1|NULL|NULL|$Richmond, VA|NULL

Conditions
MinDate = 1862/06/01
MaxDate = 1865/09/01
TurnIndex = 20;15;0;2;4;10
Probability = 3
EvalUnqUnit = Albert S. Johnston;NOT

is that right?

- CSA Artillery; Recruitment: some pics missing


I have forgotten to paste CSA genral event names...

I will check Patterson.

Pics/ I'm not a graphist and I've too to understand how to create new gfx. I'm making slow progress in this aera.

Glad my mod is pleasing you.
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Big Muddy

Sun Feb 03, 2008 2:50 pm

Clovis, do you have any plans similar to Kentucky, I would like to see Sam Houston's fight against secession. This dosen't happen every campaign, but I would like it so. It gives USA five MP I believe and have to hold Dallas to years end, rather simple. I would like to see it spiced up some how if at all possible, although I don't have any idea's, I'll leave that to you :siffle: .

Could you make Custer available at the beginning of war, with Indian fighter/Cavalry traits, 1*, 4-4-2?, I would like to guide his career.

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Clovis
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Sun Feb 03, 2008 3:58 pm

Big Muddy wrote:Clovis, do you have any plans similar to Kentucky, I would like to see Sam Houston's fight against secession. This dosen't happen every campaign, but I would like it so. It gives USA five MP I believe and have to hold Dallas to years end, rather simple. I would like to see it spiced up some how if at all possible, although I don't have any idea's, I'll leave that to you :siffle: .

Could you make Custer available at the beginning of war, with Indian fighter/Cavalry traits, 1*, 4-4-2?, I would like to guide his career.


Texas: no plan for now, one because I 've yet to learn about events in Texas during 1861, the second because my system shouldn't be too widely used, as too many "units" would scatter the map leading to edge effects, third because AI doesn't know to play with...Not too bad with Kentucky as the freeze at start of the State will shorten the frontline and that will help AI to build up forces but too much use of my tricks would give human player a big advantage.

Custer: download this file: put the Custer.mdl file in the gamedata\model folder and the USAleaders.sct in the Events folder...
But this change will never be a part of my mod: I will let Custer come into play in 1864 with his current stat and traits... just for your own use.
Attachments
Custer.zip
(5.77 KiB) Downloaded 299 times
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Big Muddy

Sun Feb 03, 2008 4:22 pm

Clovis wrote:Texas: no plan for now, one because I 've yet to learn about events in Texas during 1861, the second because my system shouldn't be too widely used, as too many "units" would scatter the map leading to edge effects, third because AI doesn't know to play with...Not too bad with Kentucky as the freeze at start of the State will shorten the frontline and that will help AI to build up forces but too much use of my tricks would give human player a big advantage.

Custer: download this file: put the Custer.mdl file in the gamedata\model folder and the USAleaders.sct in the Events folder...
But this change will never be a part of my mod: I will let Custer come into play in 1864 with his current stat and traits... just for your own use.



Thanks for Custer :)

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Clovis
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new version: struggle for a vast future

Mon Feb 04, 2008 10:36 pm

Here's the new version ( see the second post)... with a new name, from a Lincoln's quote.

Integrates all the little fixes. Add some new abilities ( like poorcavalryman, giving a malus for some leader for cavalry use) and a new experimental system for what I would name the "what if" leaders. For now, only AS Johnston and Hood are modded but I plan to do more. Basically, these 2 leaders can get different values on the 3 star rank... one bad, one normal, one better... I chosed AS Johnston because his early death didn't allow to really test his skill and Hood to give player a motive to promote him at the highest rank...

Last, integrated the Petersburg mod, a fantastic work from Gray_Lensman
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Trueknight
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Mon Feb 04, 2008 10:57 pm

Do you have any idea about how the new version will affect saved games started with the previous one? I've already set a couple of games, so I'm not sure.

Anyway, thanks again, great idea about leaders. Do you plan about making more leaders that showed good attitude but were killed early in the war promotable?

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Clovis
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Mon Feb 04, 2008 11:03 pm

Trueknight wrote:Do you have any idea about how the new version will affect saved games started with the previous one? I've already set a couple of games, so I'm not sure.

Anyway, thanks again, great idea about leaders. Do you plan about making more leaders that showed good attitude but were killed early in the war promotable?


Unfortunatly, Petersburg mod should be incompatible with current games. I made the choice to integrate it asap to solve definitly this problem...

Leaders: of course. Thinking of Lyon, Kearny. I'm open to any ideas too :cwboy:
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Clovis
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Tue Feb 05, 2008 12:17 am

the integrated Petersburg mod

Image
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Gray_Lensman
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Tue Feb 05, 2008 1:37 am

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Big Muddy

Tue Feb 05, 2008 2:02 am

I don't have the aera.ini file .

Big Muddy

Tue Feb 05, 2008 2:27 am

Big Muddy wrote:I don't have the aera.ini file .


nevermind :niark:

Big Muddy

Tue Feb 05, 2008 3:42 am

8. Copy and paste the Localstring file and the aera.ini file to the Struggle for a vast future mod settings folder.

I'm having a problem with this, I don't have the aera.ini file. I also get two struggle for a vast future folders. But my main concern is the aera.ini file, HELP.

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Gray_Lensman
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Tue Feb 05, 2008 4:30 am

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