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Gray_Lensman
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bk6583
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How Do You Know It's Loaded?

Thu Jun 26, 2008 11:26 am

Hi Clovis,

Like a previous poster, I'm a bit intimidated by your installation instructions but I took the plunge anyway. However, I'm not sure what I'm supposed to see. When I started up AACW, the top left of the screen had small script that said something to the effect that the struggle mod was in use. When the main screen came up I immediately noticed my mouse curser had changed to a pencil. When I brought up the start new game selections, there was no 1861 scenario with the title "Struggle...". I opened up the Apr 1861 Coming Fury full campaign and immediately noticed that divisions were in place so something didn't take. What should jump out at me that I know I loaded the mod correctly? I did a complete reinstall and have the 1.10d public release patch loaded.

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Clovis
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Thu Jun 26, 2008 12:45 pm

bk6583 wrote:Hi Clovis,

Like a previous poster, I'm a bit intimidated by your installation instructions but I took the plunge anyway. However, I'm not sure what I'm supposed to see. When I started up AACW, the top left of the screen had small script that said something to the effect that the struggle mod was in use. When the main screen came up I immediately noticed my mouse curser had changed to a pencil. When I brought up the start new game selections, there was no 1861 scenario with the title "Struggle...". I opened up the Apr 1861 Coming Fury full campaign and immediately noticed that divisions were in place so something didn't take. What should jump out at me that I know I loaded the mod correctly? I did a complete reinstall and have the 1.10d public release patch loaded.


What divisions? Send me the Main file in the log folder. From what you say, you have done the right steps to play the mod...
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bk6583
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Main File

Thu Jun 26, 2008 11:16 pm

Hi Clovis,

Here it is. Still don't know if the Coming Fury full campaign I loaded is modded correctly.
Attachments

[The extension txt has been deactivated and can no longer be displayed.]


bk6583
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Save Game File From Mod

Thu Jun 26, 2008 11:48 pm

Just for you to double check if you have time.
Attachments
UNION 1861 Coming Mo.rar
(165.55 KiB) Downloaded 780 times

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Clovis
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Fri Jun 27, 2008 3:40 am

bk6583 wrote:Hi Clovis,

Here it is. Still don't know if the Coming Fury full campaign I loaded is modded correctly.


My mod is for now compatible only with the April 61 scenario. You're playing the July 61 one. Every else seems fine.
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bk6583
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Fri Jun 27, 2008 4:31 pm

Clovis wrote:My mod is for now compatible only with the April 61 scenario. You're playing the July 61 one. Every else seems fine.


Sheesh am I embarrassed. Somehow I got it locked in my brain that your mod was for the Jul '61 Coming Fury campaign. Sorry to have wasted your time. If it's any consolation, when I load up the April '61 campaign tonight, I'll at least know I've got your mod files all installed correctly.

bk6583
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Stalling and Crashing

Fri Jun 27, 2008 10:53 pm

Hi Clovis,

Unfortunately I'm back. I didn't have the generate an error log activated in the game but I'm attaching the main log file anyway. Was chugging along with your mod and in late Jun the game CTD'd. Can you help me?

Regards,

Bob
Attachments

[The extension txt has been deactivated and can no longer be displayed.]


bk6583
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Error Log This Time

Fri Jun 27, 2008 11:02 pm

Hi Clovis,

It's CTDing constantly now but this time I had the error log activated so here's the log. Any help would be greatly appreciated.
Attachments

[The extension txt has been deactivated and can no longer be displayed.]


Dooley
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Mod probs

Sat Jun 28, 2008 7:32 am

Problem is tied with 2 units (numbers 1220 and 1223). In any case, each of you should place the next files from this zip file in your Struggle folder:
- the uni-alias in the Aliases folder
- the 1223USA_Gunboat_MD and the 1220USA transport in the Struggle...\Gamedata\Units folder

I suspect you haven't exactly the same version of the mod. If this fix doesn't work, you should download again the last files( from this thread) and install it.


Hi Clovis, appreciate your assistance.I am still having probs though. I added the new files but game comes up with errors so did complete reinstall and still cannot play the turn, thus I suspect a fresh game will need to be started.

However I have download twice more your latest files form the start of this thread and the files you have provided me in your fix are not in the latest files you have here. Is this suppossed to be the way it is, and if so why the addition of those files for me?

Thx in advance, just frustrated in not being able to get this grerat game up n running in PBEM mode.

Mark

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Clovis
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Sat Jun 28, 2008 9:09 am

Dooley wrote:Hi Clovis, appreciate your assistance.I am still having probs though. I added the new files but game comes up with errors so did complete reinstall and still cannot play the turn, thus I suspect a fresh game will need to be started.

However I have download twice more your latest files form the start of this thread and the files you have provided me in your fix are not in the latest files you have here. Is this suppossed to be the way it is, and if so why the addition of those files for me?

Thx in advance, just frustrated in not being able to get this grerat game up n running in PBEM mode.

Mark


I'm going to upload shortly the last version. I've made some new changes really interesting.
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Clovis
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Sat Jun 28, 2008 9:55 am

A new version is available on the first post of this thread.

I've ( at last) tried to simplify the install process by using winrar built-in tool. Hope it works.

I will definitly use innosetup in the future, but due to my total lack of skill in programmation I need time to learn how to use the instruction language.

I suggest to delete first your Struggle for a vast future folder before installing the mod. It should solve some problems mentioned earlier.
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Big Muddy

Sat Jun 28, 2008 11:32 am

Clovis wrote:A new version is available on the first post of this thread.

I've ( at last) tried to simplify the install process by using winrar built-in tool. Hope it works.

I will definitly use innosetup in the future, but due to my total lack of skill in programmation I need time to learn how to use the instruction language.

I suggest to delete first your Struggle for a vast future folder before installing the mod. It should solve some problems mentioned earlier.


Great job Clovis :coeurs: , ran SVF1/2 per instructions but encountered problem, so I directed SVF1 to "Struggle" & SVF2 to "Struggle/Gamedata", this worked. Your effort is much appreciated, now back to the action.

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GShock
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Sat Jun 28, 2008 12:02 pm

I have tried Inno and other install kits but am at your same level Clovis. The problem is that the output written is totally arab so i ultimately do not know if something will work or will not because of the way AACW reads the installed files and prompts the errors.

I agree, winrar autounzipping in the base folder is the best option...however, don't forget some localyzed XP versions use a different base folder for the game.

I don't know about other OS languages but here i have both C:\Programmi and C:\Program Files.

AACW by default came into \Programmi while certainly in international versions it would go on \Program Files (aye, it does because my U.S. based laptop has no \Programmi folder).

Again thanks for your mod, it's been my default AACW for a long time by now. :)
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bk6583
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Transport Ship Problem

Sat Jun 28, 2008 5:42 pm

Hi Clovis,

Your new install process to me was working great...until I noticed that newly built transport ships do not have the special ability transport icon on them - can't load a thing on to them. Bug? Once again I must bother you for help.

Regards,

Bob
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UNION 1861 Mod.rar
(1.34 MiB) Downloaded 712 times

bk6583
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Transport Ships??

Sat Jun 28, 2008 5:59 pm

Hi Clovis,

Took another good look at the ocean ships menu - am I seeing this right - you've now made a distinction between "commercial transports" and "transports"? I assume the commercial variety is what goes to the shipping box while regular is what's used for land unit transport?

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Clovis
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Sat Jun 28, 2008 6:00 pm

bk6583 wrote:Hi Clovis,

Your new install process to me was working great...until I noticed that newly built transport ships do not have the special ability transport icon on them - can't load a thing on to them. Bug? Once again I must bother you for help.

Regards,

Bob


No;WAD. Union Navy has now 2 sort of civilian ships:transport ship with the transport icon, which can transport troops and supply ( when placed for the last in the shipping box); commercial ship which can't transport units or supply and so is without icon but but will provide money and WSU when placed in the shipping box.
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Sat Jun 28, 2008 6:03 pm

bk6583 wrote:Hi Clovis,

Took another good look at the ocean ships menu - am I seeing this right - you've now made a distinction between "commercial transports" and "transports"? I assume the commercial variety is what goes to the shipping box while regular is what's used for land unit transport?


Exactly.
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Sat Jun 28, 2008 6:49 pm

GShock wrote:I have tried Inno and other install kits but am at your same level Clovis. The problem is that the output written is totally arab so i ultimately do not know if something will work or will not because of the way AACW reads the installed files and prompts the errors.

I agree, winrar autounzipping in the base folder is the best option...however, don't forget some localyzed XP versions use a different base folder for the game.

I don't know about other OS languages but here i have both C:\Programmi and C:\Program Files.

AACW by default came into \Programmi while certainly in international versions it would go on \Program Files (aye, it does because my U.S. based laptop has no \Programmi folder).

Again thanks for your mod, it's been my default AACW for a long time by now. :)


Thanks. I've modified the mesage in the first thread.

And don't forget. What I need the most is feedback about the play...
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Capon
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Sat Jun 28, 2008 8:15 pm

Clovis,

I wrote a simple bat file of DOS commands to automate the installation of your mod.

Code: Select all

md "Struggle for a vast future mod"
md "Struggle for a vast future mod"\Logs
md "Struggle for a vast future mod"\Saves

xcopy ACW\Fonts\*.* "Struggle for a vast future mod"\Fonts\*.* /s
xcopy ACW\FrontEnd\*.* "Struggle for a vast future mod"\FrontEnd\*.* /s
xcopy ACW\Graphics\*.* "Struggle for a vast future mod"\Graphics\*.* /s
xcopy ACW\Includes\*.* "Struggle for a vast future mod"\Includes\*.* /s
xcopy ACW\Scripts\*.* "Struggle for a vast future mod"\Scripts\*.* /s
xcopy ACW\Sounds\*.* "Struggle for a vast future mod"\Sounds\*.* /s

xcopy ACW\GameData\Doodads\*.* "Struggle for a vast future mod"\GameData\Doodads\*.* /s
xcopy ACW\GameData\Factions\*.* "Struggle for a vast future mod"\GameData\Factions\*.* /s
xcopy ACW\GameData\Particles\*.* "Struggle for a vast future mod"\GameData\Particles\*.* /s
xcopy ACW\GameData\Regions\*.* "Struggle for a vast future mod"\GameData\Regions\*.* /s
xcopy ACW\GameData\Weathers\*.* "Struggle for a vast future mod"\GameData\Weathers\*.* /s
copy ACW\GameData\*.* "Struggle for a vast future mod"\GameData\*.*


SVF1.exe
SVF2.exe

// The two lines copy the users setting over to the mod folder
copy ACW\Settings\General.opt "Struggle for a vast future mod"\Settings\General.opt
copy ACW\Settings\Display.opt "Struggle for a vast future mod"\Settings\Display.opt

pause


I added a couple lines to copy the user's display and options files so the user will not have to re-enter his serial or display settings.
Copy the lines to a text document named Struggle.bat, or whatever you like as long as it has the 'bat' file extension. You're welcome to include it with your mod, if you like.

Steps for install would be:

1. Unzip the three zip files to the "AGEod's American Civil War" folder
2. Double-click Struggle.bat


I've also attached the file below:
Attachments
Struggle.zip
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Gray_Lensman
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berto
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Sun Jun 29, 2008 5:07 am

Gray_Lensman wrote:It's the "deletion" part of Clovis' instructions that presents the most problems for everyone, and I don't see any "delete" commands in your .bat file at all.

My issue with "deletion" is this: better to rename than to delete. That way, you have a fallback in case you need to undo.
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Clovis
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Sun Jun 29, 2008 9:45 am

berto wrote:My issue with "deletion" is this: better to rename than to delete. That way, you have a fallback in case you need to undo.



Deletion occurs only on the copy of the game files made as a first step. So the normal version remains totally untouched.
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Capon
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Sun Jun 29, 2008 1:54 pm

You don't have delete anything if you don't copy them over in the first place. I do not copy over any of the folders that Clovis' instructions say to delete. I used a file compare utility to ensure I got the same results as with the original instructions.

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berto
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Sun Jun 29, 2008 2:17 pm

Well, it's true that I always back up my current entire installation before applying any patches or mods, so in my case--yes--it is safe to delete. (I keep several different backup installs going back in time, and one virgin install from CD. It's the last one I always apply patches to, never my current working version.)
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Clovis
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Sun Jun 29, 2008 2:51 pm

A very BIG THANKS for CAPON whose batch file is working flawlessly and automate the whole install process and will now be used by SVF

:coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs: :coeurs:
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Franciscus
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Sun Jun 29, 2008 4:04 pm

Great news. Now, as I only play as CSA, if you just could get USA AI up to your standards (and doing some amphibious invasions :innocent: ) I will be really pleased.

Great work, Capon and Clovis

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Clovis
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Sun Jun 29, 2008 5:04 pm

Franciscus wrote:Great news. Now, as I only play as CSA, if you just could get USA AI up to your standards (and doing some amphibious invasions :innocent: ) I will be really pleased.

Great work, Capon and Clovis



The more feedback I will have to play against CSA AI, the more time I will get to attack the other side of the hill.

About amphibious invasions: beyond the scope of modding. But I suspect WIA to have overhauled AI amphibious routines ( which are clearly mandatory for some of the depicted wars) and If I'm right, this progress should be retrofited this summer into AACW.
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veji1
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Sun Jun 29, 2008 6:42 pm

hm.. Seems the struggle thing doesn't work on my computer : I get an error message trying to launch the game that says to check the log folder in strugge folder, but i don't even have a log folder !!!

Is there anyway to install all this manually ?

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