
Glad to be back to AACW and love the work on the mod.
Clovis wrote:a new version of SVF is available at the first post of the thread.
What's new?
1) Tried with the existing tool to lower the long range raid AI behaviour., by modding objective region.
In the East, New York and Philadelphia will become objective if Baltimore is taken by the CSA. Baltimore is now an objective.
In the West, I altered some VP objectives: Leavenworth, KS will become a VP location a few moths after the Beginning of the Civil War, Springfield, Il isn't anymore a VP region , Cairo, Il being the new VP location in this State.
2) Reworked the first Bull Run event: Manassas is now a temporary Objective point from June 1861 to the end of the year ( with decreasing value). The event promoting McClellan will only fire if Manassas isn't controlled in August 61 by Union.
3) Toyed with Patterson force to give it a little more strenght.
tony luke wrote:Hi Clovis,
I continued palying as the CSA side for about five turns and noticed that just about all the forces were arriving twice (two of everything). Therefor I assume that you have not had the chance to mod the CSA side to your mod or that I have done something wrong on the install (though everything seemed to go OK). Ceasing play for now. Your feedback, post your well deserved holiday, would be greatly appreciated. Again many thanks for your work on this mod.
Tony
Big Muddy wrote:I finally got around to this version (playing WIA). It's really getting netter, although I notice that the CSA isn't building very big srmies, at least not yet.
Also, "Grafton is now an objective city", when I clicked this I was taken to Charleston WV, Grafton wasn't an objective city and I don't remember if it ever was, no problem just pointing it out.
Clovis wrote:Another new version .
Another version, I just got this one![]()
Apart some changes to slow down the CSA AI long range raids behaviour, this version is now "playable" with any side as I've created a first draft of US AI....
Finally can play both, and slowing down the raids is excellent
I suggest to play both side with the following AI settings: normal aggressivity, medium or higher Fog of War bonus.
I've been playing with low Fog, I will raise it to medium
Giving Union AI an activation bonus is mandatory.Other changes include introduction of NCP genius ability for some leaders ( currently Jackson) and further work about battle losses.
squarian wrote:D/led and installed the mod per instructions - game won't load.
I'm a newbie - just bought it, AACW installed fresh from disk, patched to 1.10d
Did I do something wrong?
bschulte wrote:Clovis,
Have fun on vacation! I was a little busy closing on my new home the last week or so, but I've updated the Springfield Armory AACW mod hosting site to reflect this update.
Clovis wrote:Yes. The Mod isn't installed in the right place. Has your AACW folder the following path?
C:\Program Files\AGEod's American Civil War
[LEFT][/LEFT]
squarian wrote:Yes, that is the path.
I have just tried a fresh install - aacw, patch 1.10d, sfv into folder as given above - still get the same error message.
Is there a simple way to uninstall this mod without having to uninstall the whole game?
squarian wrote:Yes, that is the path.
I have just tried a fresh install - aacw, patch 1.10d, sfv into folder as given above - still get the same error message.
Is there a simple way to uninstall this mod without having to uninstall the whole game?
squarian wrote:this time -
when extracting svf2, the error message is "certain files could not be created" ("le creation de certains fichiers a echoue").
On starting the game, a critical error - log file attached.
squarian wrote:re-downloaded, extracted to aacw file - same problem, same error message, same log
squarian wrote:Hurrah - wiping the folder and a complete reinstall did the trick.
Now to enjoy this mod - no more five-day battles with 80% casualty rates, I hope.
Thanks!
Clovis wrote:Losses amount commonly between 10 to 20%.
squarian wrote:Late Apr '61 - Had two events called (evt_nam_CSA_1861NashvilleGenerals) and (evt_nam_CSA_1861NashvilleGenerals1); Ruggles and Zellicoffer have doppelgangers in Nashville.
Is there a file somewhere I can edit to remove these clowns?
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squarian wrote:Thanks - I just sent the doubles to live in the Florida Everglades and kept playing. Will this leader.zip affect the game (i.e. crash it) if I apply it now? If so, I might wait until I start another campaign.
Don't know if this is useful or not to you, but there is a consistent non-critical error while processing turns - you'll find it at 12:34pm and other places in this log -
squarian wrote:1) Possible event error? Early June '61, two "3rd Reserve Bde" show up in Rockbridge VA.
2) A very minor point, but maybe it will be useful: on the reinforcement screen, artillery, "3rd inch ordnance" would be better rendered in English as "3-inch" (or "3-in."). Desole, parce que moi, je pourvoirai jamais faire traductions aux Francais (evidentment!).
3) Nashville generals fixed - thanks.
squarian wrote:Looks like these early reinforcement events still need work, alas. Early June '61, I've got:
2x Virginia Reserve (1st & 2nd Reserve, 1 & 2 Vols) at Richmond
2x 3rd Reserve Bde at Wake NC and at Rockbridge VA
2x 1st TN Bde at Knox TN
2x Virginia Vols at Prince George VA
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