satisfaction
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Wed Aug 06, 2008 12:44 pm

Playing USA, first few turns, V 1.10d and latest download of mod. The USA transports that appear in the shipping box...half appear as "no face" British generals 2 stars. Then in NY next turn when those transports arrive they are all British "no face" generals. Checked the stats...they are really generals except one is actually a transport with a general icon. Glad they want to help, but could really use the shipping instead :sourcil:

Glad to be back to AACW and love the work on the mod.

satisfaction
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Posts: 90
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Fri Aug 08, 2008 12:22 am

Frozen river issue. Playing 1.10d with latest download, both on clean installs. It seems that when rivers freeze they turn into fast ways to move land units...or they are the default method land units want to use when they move. This has resulted in CSA units hanging out in frozen rivers and moving around very rapidly. Also my gunboats are able to move through these frozen rivers, but they seem to not engage land units passing them. Not expecting any reply or news until after August 17....wish I was on vacation.

EDIT Believe I have found the problem in the terrain files. Below is the FreezeShallow terrain file for the condition "frozen"

{Frozen}
Ranger = 4
LitFoot = 5
MedFoot = 6
HvyFoot = 6
MedHorse = 7
MedHorse = 7
HvyHorse = 7
Wheeled = 7
Coastal = -1
Ocean = -1
Shallow = -1
AllWater = -1

Just for comparison I've put the clear terrain, condition "clear"

{Clear}
Ranger = 2
LitFoot = 2
MedFoot = 3
HvyFoot = 3
LitHorse = 1
MedHorse = 2
HvyHorse = 2
Wheeled = 3
Coastal = -999
Ocean = -999
Shallow = -999
AllWater = -999

EDIT: Posted in general forum. Also reinstalled clean off CD to new path and patched to 1.10d. This is a problem with vanilla and not mod related.

bschulte
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Fri Aug 08, 2008 4:26 am

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.


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.

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Clovis
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Mon Aug 18, 2008 2:44 pm

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


I fixed the duplication problem. The mod isn't yet ready to be played as CSA against Union AI.
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Big Muddy

Mon Aug 18, 2008 8:29 pm

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.

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Clovis
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Mon Aug 18, 2008 9:50 pm

Another new version . 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....

I suggest to play both side with the following AI settings: normal aggressivity, medium or higher Fog of War bonus.

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.
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Clovis
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Mon Aug 18, 2008 10:04 pm

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.


I will fix the message setting. I tried first with Grafton but the CSA AI was too in love with Grafton so I removed any VP value to the region and elected Charleston...

About armies size, I'm trying to get figures closer to reality. Vanilla version is too much lenient in creating unbeliveable behemoths. The largest army peaked around 130,000 and most were under 50,000.
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Big Muddy

Mon Aug 18, 2008 11:02 pm

Clovis wrote:Another new version .

Another version, I just got this one :niark:

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.


What traits do the genius abilites/traita include? Now if someone could something about the weather patterns :siffle: I agree with with Grafton.

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squarian
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Tue Aug 19, 2008 8:11 am

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?
Attachments

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Clovis
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Tue Aug 19, 2008 8:36 am

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?


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

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Clovis
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Tue Aug 19, 2008 8:37 am

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.


Thanks. :coeurs:
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squarian
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Tue Aug 19, 2008 10:26 am

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

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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?

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Clovis
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Tue Aug 19, 2008 11:43 am

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?


Is the modpath.ini file present in the AACW folder?
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Clovis
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Tue Aug 19, 2008 12:58 pm

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?


OK... Found the problem in the new install file and fixed it. Some folders were misplaced.

Please download again the install files at the first post of the thread.
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squarian
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Tue Aug 19, 2008 2:52 pm

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.
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Clovis
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Tue Aug 19, 2008 3:05 pm

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.


You've downloaded a version containing yet a small bug. Download the current SVF2 and reinstall.
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squarian
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Tue Aug 19, 2008 3:20 pm

re-downloaded, extracted to aacw file - same problem, same error message, same log

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Clovis
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Tue Aug 19, 2008 3:24 pm

squarian wrote:re-downloaded, extracted to aacw file - same problem, same error message, same log


I've installed myself the mod from the current downloable files, and it worked. Maybe you should first suppress the current SVF folder before reinstalling.
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squarian
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Tue Aug 19, 2008 3:43 pm

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!

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Clovis
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Tue Aug 19, 2008 4:24 pm

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!


Losses amount commonly between 10 to 20%.
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squarian
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Tue Aug 19, 2008 4:30 pm

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
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Tue Aug 19, 2008 4:34 pm

Clovis wrote:Losses amount commonly between 10 to 20%.


Yes, I'd read your earlier posts to this effect, which was one of the main reasons I wanted to install the mod. Especially after my first campaign produced an apocalyptic five-day battle early in '62 which effectively wiped out the ANV and most of its leaders, with about 75% casualties overall on both sides. I hadn't realized the Civil War was fought by war-bots. :8o:

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Clovis
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Tue Aug 19, 2008 4:42 pm

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?


Hum...Editing the save files is really tricky. I'm going to fix the events but you will have to restore your last turn.

Put this file into the events folder of the SVF folder:
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squarian
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Tue Aug 19, 2008 5:42 pm

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 -
Attachments

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Clovis
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Tue Aug 19, 2008 5:45 pm

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 -


No, but you will have to go back to the last turn in order to get the right version of the events to be fired.
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squarian
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Tue Aug 19, 2008 6:09 pm

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.

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Clovis
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Tue Aug 19, 2008 7:30 pm

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.


1) fixed... downoad this new file and place the 2 events files into the events folder in the SVF folder.

2) Thanks. will do that
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squarian
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Tue Aug 19, 2008 10:25 pm

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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Clovis
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Tue Aug 19, 2008 10:45 pm

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


They come in the same event I've fixed
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squarian
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Wed Aug 20, 2008 12:03 am

I think I've got it - I'm playing without the 3-star leader option, and your patch only includes a file for 1861 April, not for 1861 April w/out leaders.

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