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Clovis
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Mon Mar 02, 2009 10:27 pm

Another screens from the last version, early September 61:

after assembling a huge force of 80,000, McDowell tried vainly to seize Manassas

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In Missouri, Lyon has been repulsed too by price around Springfield

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Union is doing pretty interesting moves around Polk's force in Tennessee

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Big Muddy

Tue Mar 03, 2009 10:59 pm

I finally got past the dreaded "turn 5", :D I didn't do anything different, whatever the reason at least I can continue foward.

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Paul Roberts
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Sat Mar 07, 2009 3:44 pm

I've just installed SFVF for the first time, and I'm very interested in the changes made. However, I get an odd development right away.

I start a game as Union and, after making no movements (everyone is locked), I set my political and economics options and end the turn. Two of the messages after processing the first turn are shown here.

[ATTACH]6392[/ATTACH]

Should these units evaporate like this?

I installed SVFV on top of the latest official patch and no other mods.
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SFVF turn 1 result.JPG

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Clovis
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Sat Mar 07, 2009 5:58 pm

Paul Roberts wrote:I've just installed SFVF for the first time, and I'm very interested in the changes made. However, I get an odd development right away.

I start a game as Union and, after making no movements (everyone is locked), I set my political and economics options and end the turn. Two of the messages after processing the first turn are shown here.

[ATTACH]6392[/ATTACH]

Should these units evaporate like this?

I installed SVFV on top of the latest official patch and no other mods.


1) Harper's Ferry: known bug I will fix when I will have achieve US AI tweaking ( for now, it grants CSA will seize HF on the first turn so I don't lose time when testing with the contrary and rare result)

2) This is rather strange indeed. I don't seen it before.
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Big Muddy

Sat Mar 07, 2009 7:38 pm

yes, both lost first turn, i have even seen the chesapeake squadron landlocked/destroyed on turn two, once.

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Paul Roberts
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Mon Mar 09, 2009 3:04 pm

At the start of the scenario, the Chesapeake squadron seems to be located in the land province rather than inside the city (and thus the harbor, I assume). (Or am I forgetting how this works in AACW?)

I seem also to have encountered the "CTD on turn 5" bug.

Other than these issues, I'm very impressed with the mod and I like the changes a lot!

Big Muddy

Mon Mar 09, 2009 5:33 pm

Paul Roberts wrote:At the start of the scenario, the Chesapeake squadron seems to be located in the land province rather than inside the city (and thus the harbor, I assume). (Or am I forgetting how this works in AACW?)

I seem also to have encountered the "CTD on turn 5" bug.

Other than these issues, I'm very impressed with the mod and I like the changes a lot!



Sorry to hear that you also have experienced the "turn 5 bug", I thought perhaps I did something wrong w/install.

I managed to get past "turn 5", this is what I did. Started new game as CSA, (this has to be an issue with North as CSA has no problem w/bug), played to turn 6, saved game, I saved this turn just in case.

Started new game as North, again saved turn 6 just in case, I now reached new year with no problem. I have three save points: CSA turn 6, North turn 6(which also serves as New Game), and current.

Good luck, let me know this works for you.

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Clovis
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Mon Mar 09, 2009 8:10 pm

Paul Roberts wrote:At the start of the scenario, the Chesapeake squadron seems to be located in the land province rather than inside the city (and thus the harbor, I assume). (Or am I forgetting how this works in AACW?)

I seem also to have encountered the "CTD on turn 5" bug.

Other than these issues, I'm very impressed with the mod and I like the changes a lot!


Thanks.

I never experienced the turn 5 bug but the very last version I've uploaded solved this problem for Big Muddy. Are you using an older version?
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Paul Roberts
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Mon Mar 09, 2009 9:15 pm

Clovis wrote:Thanks.

I never experienced the turn 5 bug but the very last version I've uploaded solved this problem for Big Muddy. Are you using an older version?


I grabbed my version from the first post in this thread just this weekend, so I believe it's the latest version. Is there an update buried in the thread?

(Thank you again for your hard work modding the game!)

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Clovis
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Mon Mar 09, 2009 9:36 pm

Paul Roberts wrote:I grabbed my version from the first post in this thread just this weekend, so I believe it's the latest version. Is there an update buried in the thread?

(Thank you again for your hard work modding the game!)



No. Could you send me your main log file in the SVF/log file?

Cheasapeake bug fixed.
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Paul Roberts
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Mon Mar 09, 2009 10:18 pm

Clovis wrote:No. Could you send me your main log file in the SVF/log file?

Cheasapeake bug fixed.


Here it is, attached to this message.
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Clovis
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Mon Mar 09, 2009 10:29 pm

Paul Roberts wrote:Here it is, attached to this message.




OK I've found the source of the bug. I will fix asap.
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Clovis
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Mon Mar 09, 2009 11:20 pm

bug fixed. New version available in the first post of the thread. There are some other tweaks to Union AI too.
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Paul Roberts
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Mon Mar 09, 2009 11:42 pm

That's fast--Thanks!

Big Muddy

Mon Mar 09, 2009 11:46 pm

Here is my good turn 5, [ATTACH]6414[/ATTACH] I hope. Tried again(most current), with same result, CTD as North. Tried as CSA no problem, so I hit CTRL/Home keys and go back to turn 1. Now there is a save for both sides, choose North, message along the lines of opponent not found continue on and let compiter control: yes. Now the North can get past turn 5. Maybe you can compare the 2, bad log in this thread, and hopfully see just what the problem is. Any way I figured how to get past turn 5. Almost forgot this log is from current version.
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Big Muddy

Mon Mar 09, 2009 11:50 pm

Lighting fast, let me try again, by the way do you plan on adding the new Strausburg Depot?

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Clovis
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Mon Mar 09, 2009 11:54 pm

Big Muddy wrote:Lighting fast, let me try again, by the way do you plan on adding the new Strausburg Depot?



for now, i've added one in Harrisonburg. We'll see if it's sufficient or if I will have to move the depot to Strasburg.
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Big Muddy

Tue Mar 10, 2009 12:18 am

Clovis wrote:bug fixed. New version available in the first post of the thread. There are some other tweaks to Union AI too.


Turn 5 again, didn't try CSA [ATTACH]6415[/ATTACH].
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Clovis
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Tue Mar 10, 2009 12:22 am

Big Muddy wrote:Turn 5 again, didn't try CSA [ATTACH]6415[/ATTACH].



Is it a new game or an old save? your log file is mentioning you're playing the 1862 early February turn...
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Big Muddy

Tue Mar 10, 2009 12:49 am

Clovis wrote:Is it a new game or an old save? your log file is mentioning you're playing the 1862 early February turn...



Sorry about that, [ATTACH]6419[/ATTACH]
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Clovis
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Tue Mar 10, 2009 1:10 am

OK

Help!! Haven't any clue and the mod is currently unplayable.... :( :(

I need progammer help. I don't understand why this error pops up... It seems SVF to be dead.
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Big Muddy

Tue Mar 10, 2009 4:19 am

Why doe's the CSA work? try what I did and see if it work's for you. I've reached April '62 (North) with no problem. Don't give up, I'm sure you will resolve this problem, I have concfidence in you :thumbsup: .

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Tue Mar 10, 2009 10:40 pm

Bug solved.

New version on the first post of this thread.

or download this file and unzip the 1861 April campaign file in the SVF/scen folder
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Big Muddy

Wed Mar 11, 2009 12:44 am

Made another copy and tried new version, no more bad turn 5. :p ompom:

Big Muddy

Wed Mar 11, 2009 4:40 am

I see you also fixed Chesapeake Squadron & Harpers Ferry unit, nice.

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Clovis
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Sat Mar 14, 2009 12:38 am

Bugs are definitly gone.

here the situation early january 62 against Union AI

Virginia: the Northern side tried between August and October 61 to seize Winchester. Small size attacks against Southwestern Virginia had to be repulsed.

Now Ai is concentrating with Banks in the Shenandoah and McClellan at Washington

Image


Kentucky:

I invaded Kentucky in September 61. Since early November, US forces are making progress. Grant has taken Lexington and Nelson captured this turn Henry and Donelson fortifications. Some offensive moves against Island 10 by federals were unsuccesful with units starving...

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Missouri:

Union advanced in May and June 61 to Rolla then Springfield. Lyon's force headed then to Fayette I've captured back. Lyon launched then a raid against little Rocks before retreating .

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Sat Mar 14, 2009 5:37 pm

End of january 62: Union is doing its first amphibious move around Ft Pickens. My Ironclad tried to intercept Farragut's fleet, vainly.


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Clovis
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Sat Mar 14, 2009 10:05 pm

March 62:

Keyes' corps sized force is making an amphibious move in North Carolina:

Image


West:Halleck attacked Price at Fayetteville and has been repulsed :

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Van Dorn targeted a raid on the unguarded Saint Joseph. Davis force came on time to beat him:

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marecone
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Mon Mar 16, 2009 12:15 am

Hi Clovis. I am enjoying your mod and I just remembered that I suggested some changes to Pocus few months ago. He said they will try to do something but you doubt. Perhaps you can help. Is there a chance some of these ideas come alive in your mod? Battle history and generals battle history would be a giant step and huge improvement IMHO :coeurs: .

Keep up the good work.

In every single book about ACW you have OOB (order of battle). That would be a great feature IMHO. Month or two ago, somebody posted a pic of OOB and everybody loved it.

Also, I would love to see battles history with forces and generals engaged, with casulties and who won. Perhaps add one more ledger saying history of ACW and then fill that part with fought battles and captured cities. It would also serve as a nice timline so you could check where did you start winning or loseing.

From that ledger we could draw data for generals which is my third suggestion. It sucks a bit as you can't really say how succefull your generals are. Well, you can, but only through seniority points. It would be great if we could click on a general and you would get info on battles he fought and where he lost or won.

Fourth idea would be to add something that Frank Hunter's ACW already has; Alternate history start.
Like following options:

1. Kentucky and or Missouri joined CSA before the war
2. Europe did recoginize CSA from the start
and so on....

For example, with first option we would get stronger CSA and new places for battles such as Indiana, Ohio...

Just my two cents and still enjoying this game so much althought I have it since beta
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...

He remarked, "I ended the war a horse ahead."

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Clovis
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Mon Mar 16, 2009 7:52 am

marecone wrote:Hi Clovis. I am enjoying your mod and I just remembered that I suggested some changes to Pocus few months ago. He said they will try to do something but you doubt. Perhaps you can help. Is there a chance some of these ideas come alive in your mod? Battle history and generals battle history would be a giant step and huge improvement IMHO :coeurs: .

Keep up the good work.


Thanks.

For the history battles, no way to mod this.

Historical options at start can be done on the contrary, by new scenarios. I keep your ideas but for now I want to achieve the historical setup work ;)
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