Big Muddy wrote:It's July '62, sincel late June I am finally able to build Bde's again in St. Louis. I applied Martial Law several months ago, not sure if that had anything to do with it, as Loyality in Missouri is 17% and St. Louis 5%.
marecone wrote:Clovis, does 1.13e now works with your patch? Does ai remains active and did anyone tested it?
As for zoc, you have a point there but I suggest caution. This is a very important part of the game. If trapping in same region could be avoided or reduced then that should be changed. I also agree that gamey blocking of retreat path with one regiment of cavalry against whole army should be removed.
Imho, blocking of movement by force 10 times smaller then the one retreating should be removed and smaller force should either abandon region or be set on evasion by game rules.
Just my two cents
cmdrsam wrote:the rebels.
My questions.
1. Still having trouble with building depots with supply wagons. I can however build with river transports at a cost of two per depot.
2. I am playing the scenerio were Leaders can potentially dissappear I beleive.
When I have a leader get removed from play is there a news flash alerting me of this. I had Grant working on Ft Henry when all of a sudden he is gone. I seen no news or had word that he had quit, got injured, wounded or anythign.
cmdrsam wrote:Must say Clovis I am enjoying myself with this mod. Wanted to share my finding so far, but I do have 2 small questions at the end.
Playing as Union in 1862, I beleive I'm in late March. Hold most of Missouri except Springfield. Kentucky has been mostly been squared away except for a small force that went on a counter offense that retook Clarksville. Ft Henry has finally fallen after a 2 month seige. Might of read the reports wrong but I was still facing close to 5,000 troops before I had Sherman all out assault the place. The end saw a battle with 971 casualties for the Rebs, but they finaly gave up. Virginia sees the Union in controll of Winchestor, Harpers Ferry, Manassas, Fredricksburg, with a potential fight brewing at Chanslorsville. The rebs have been assualting Ft Monroe. Butler has held out but at great cost on both sides. I had to send in Burnside and a division to help out. But he has been getting chewed as well. Could be the end of Ft Monroe or it could be the end of the rebel casue as this particualar sector has been a meat grinder.
I am on normal level, with +1 activation and +2 fog of war adavantage for the rebels.
My questions.
1. Still having trouble with building depots with supply wagons. I can however build with river transports at a cost of two per depot.
2. I am playing the scenerio were Leaders can potentially dissappear I beleive.
When I have a leader get removed from play is there a news flash alerting me of this. I had Grant working on Ft Henry when all of a sudden he is gone. I seen no news or had word that he had quit, got injured, wounded or anythign.
Clovis wrote:
For leader removal, I'm yet trying to find a solution. Sorry for the inconvenience.
mikee64 wrote:Clovis - I'm ready to give SVF a try. I understand your install process on the first post but am unsure how to apply the fixes/zips posted since then; I am also unsure how Gray's comments about the supply elements just above may be already applied in your fixes.
I have a clean install of 1.13b with latest Quickfix 11 installed. I'd like to try a "clean&fresh" install of SVF and test it from there. Just need to know best way to go about this to help you at this point.
I'm going to play CSA against AI if you have any suggested settings let me know.
Clovis wrote:The mod is compatible with the 1.14RC11. SVF seems even immune to the current bug affecting inflation increase.
I plan yet to upload before 15th May the 1.1 version of the mod. It will fix a few things, introduce the new ZOC/evade parameters which seems to work well and the part of the official new features I think useful.
Pelok wrote:Hi Clovis,
Will your mod contain more portraits? I mean in SFV when McCall, Miles (or Milroy?), etc. appears they are without portrait so I have to edit the mdl files because they have portraits in the Armies and Units directories and there are some beautiful portraits in the Generels portrait topic...
Or did I something wrong.....?
Sorry for my poor English - my Hungarian is much more better.![]()
Clovis wrote:No you're right. i've not kept the pace of the new portrait models for official version. BTW, if you could send me your modifications, I would save time...
Thanks![]()
tibo22 wrote:Hello, thank you very much fory your mod which seems amazing
But I have some problems...
I have unziped the four files to the "AGEod's American Civil War" folder and here a document is missing : the d3drm.dll
I have kept installing the mod and while everything was ok the installation asks me if i wanted to browse a file. So i have browsed two files at the end.
Is everything ok or there is a problem?
(I have installed the english version of the game with the patch 1.13b and your 1.1mod)
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