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Clovis
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Sun Mar 29, 2009 7:59 pm

Nikel wrote:Just to say that I forgot the mdl_... graphic files. You have used the units' ones, but they can be done a little bit bigger.

Besides the Rodman margins were not clean enough and a white margin could be seen. Cleaned now


[ATTACH]6757[/ATTACH] [ATTACH]6755[/ATTACH] [ATTACH]6756[/ATTACH]




[ATTACH]6754[/ATTACH]


Thanks. Integrated in the new version.
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Clovis
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Sun Mar 29, 2009 7:59 pm

Eugene Carr wrote:Regarding the 2 Steinwehrs , if there is a problem with creating a general the game makes a double of the previous general in the group. Who should come after Adolf in the group and is he there?

Mod looks great as ever

S! EC


Thanks. Indeed, there was a mispelling with Willcox. :thumbsup:
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Clovis
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Sun Mar 29, 2009 8:10 pm

Uploaded yet a new version ...but this should be the last before some days at least.

What's new,

Fixed a few more bugs.

Introduced a new series of events replacing those forcing US player to keep a force around Washington in 1862. I was never easy with that as AI wasn't really understanding the event and the strategical situation could be really different from the historical one. Last, why 1862 only?

So I reversed the problem. Now, If CSA place some forces around in the regions neighbouring Washington ( Not Alexandria) or Baltimore, US player will lose each trun 3 or 5 NM... This rule doesn't apply against Union AI.
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Clovis
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Sun Mar 29, 2009 9:09 pm

Nickel's work in action :)
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Sun Mar 29, 2009 9:45 pm

a quick fix for a bug /

unzip this file and place the contents in the SVF/Events folder ( files in the first post have been updated so no need to download this)

A little painful today :wacko:
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Sun Mar 29, 2009 11:56 pm

To fix the Marecone combat results unzip this file in the SVF/settings folder. The file in the first post of the thread isn't updated for now...
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Big Muddy

Mon Mar 30, 2009 6:04 pm

Clovis wrote:To fix the Marecone combat results unzip this file in the SVF/settings folder. The file in the first post of the thread isn't updated for now...


I've reached May 62', there was very little movement by CSA during the winter months, great job in that department. The McDowell issue is also solved, I will let you know in a short while on Steinwehr. I just got new zip, wll that work in my current game?

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Clovis
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Mon Mar 30, 2009 6:18 pm

Big Muddy wrote:I've reached May 62', there was very little movement by CSA during the winter months, great job in that department. The McDowell issue is also solved, I will let you know in a short while on Steinwehr. I just got new zip, wll that work in my current game?


Normally yes. Some evnts will maybe not be fully working but the game shouldn't be broken, just AI hypothetically acting curiously here and there
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Big Muddy

Mon Mar 30, 2009 8:47 pm

Clovis wrote:Normally yes. Some evnts will maybe not be fully working but the game shouldn't be broken, just AI hypothetically acting curiously here and there


The fix was OK, there are still two Steinwehrs.

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Mon Mar 30, 2009 10:07 pm

Big Muddy wrote:The fix was OK, there are still two Steinwehrs.


I will get it :bonk: :wacko: :confused: :mdr: :bonk: :confused: :confused: :confused: :wacko:

Now, about winter, I'm tonight reading some ACW chronologies and There are several battles and offensive during Winter.
Maybe the AACW attrition model is too harsh with Winter effect. On the other side, never lee tried to attack during Winter, Meade did it under political pressure (1863 mIne Run)...Dunno.
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marecone
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Mon Mar 30, 2009 11:37 pm

Clovis wrote:I will get it :bonk: :wacko: :confused: :mdr: :bonk: :confused: :confused: :confused: :wacko:

Now, about winter, I'm tonight reading some ACW chronologies and There are several battles and offensive during Winter.
Maybe the AACW attrition model is too harsh with Winter effect. On the other side, never lee tried to attack during Winter, Meade did it under political pressure (1863 mIne Run)...Dunno.


IMHO attrition model is just fine. I usually have few small or medium size battles in winter and that is ok.
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."

Big Muddy

Tue Mar 31, 2009 12:43 am

marecone wrote:IMHO attrition model is just fine. I usually have few small or medium size battles in winter and that is ok.


I agree with marecone, again I've had very similar results , so there is definitly some consistancy here. Don't tinker with attrition too much, I notice that the AI isn't moving next to a city and doing nothing, and then just simply moving to another just for the sake of moving, at least this is how I see it. I prefer it much better this way.

Big Muddy

Tue Mar 31, 2009 12:53 am

Halleck was involved in battle, and took the city, he was not killed, but yet he's disapeared. I'd have to check the SVF notes, but do leaders get sick and miss some turns? I decided to check the ledger and he's unlisted! It's been a couple of months now and I'm getting very conserned about his well being :D This happened in early July.

Big Muddy

Tue Mar 31, 2009 1:24 am

"16) most 2 and 3 stars Generals have a slight risk to be removed each turn and another to get back... Simulating illness, death or any sort of retirement, these events are yet a very rough way to compensate the lack of death rules for 3 stars leaders in AGE engine... with the side effect to disband the army commanded by the leader...hence the very low probability of this sort of removal. But at least Grant or Lee aren't anymore immortal..."

I guess the war was to much of a burden on Halleck and he suffered from a heart attack.

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Tue Mar 31, 2009 6:42 pm

new version at the first page of the thread. Primarily fixing a few bugs. Added too abilities to soeme leaders.

All changes should be fully comaptible with current games!
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Wed Apr 01, 2009 8:08 pm

In this post you may download the SVF version comaptible with the 1.13d RC1.

Most of the vanilla version changes are implemnted with some exceptions:

-since one months, I'm using a different system to limit the militia upgrading, in order to prevent AI being stomped by the new mechanism ( no WSU needed but a limit for Human player each turn to the conversion maximum number).

- I've reinforced since some time too the forts by upping the maximum level. Then the adding of Columbiad and Rodman with high punches should help too fortifications to resist.

- the cost to build depots remains the same, as WSU starting levels have been considerably lowered since 18 months for both sides.

Last I have not implemented the new events delaying some <Southern States playability. I will try in the next weeks but i want first to observe Ai reaction to this new situation and looking to other events affecting these States during thier "frozen" period. last, i've to compute too the impact on balance as this will cause to CSA some losses in WSU.

The "no capture" attribute is implemented. Now I've to think a little more about that... ;) for some leaders... ;)

To use with 1.13d RC1:

-dowload the offical patch and install it

- download SVF0 and SVF3 from the first post in this thread

- download the following SVF2 and SVF1 in this post.

- place in the AACW folder and follow the procedure as described in the first post or the install readme file
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Wed Apr 01, 2009 9:12 pm

some image of my current game against Union AI:

Kentucky: I nvaded it early September. The negative effects on Ky public opinion was nullified when the next turn the KY secedes event fired, because of the high FE level. Not a bug. I use the FE as a sort of meter of the KY opinion in the first turns. It adds variability as neither side is sure KY will join Union without invasion decision. And I consider a CSA invasion in a State more friendly to South than historically could have been welcomed.

The conjunction of the 2 events are rare as even the secession event has chances to not fire even hen conditions are met.

Union is assembling 2 forces to take offensive after Winter 61 (early November 61 here)

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Wed Apr 01, 2009 9:19 pm

West Virginia: 2 xcities are objectives: Charleston and Grafton. I pushed here a small force lead by Huger. Union AI is sending a larger ( but secondary) force against me. In the following turns, the new events lowering AI aggressivity in Winter has decided Porter to take shelter..

Image

Why so much importance for WV? Symbol. Portion of Virginia rising against Secession became for both sides at start a propaganda tool. And Lincoln saw in WV the place needed to enter Unionist east Tennessee...
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Wed Apr 01, 2009 9:23 pm

Virginia in November 61:

McClellan has taken the command of the Potomac Army and led its frst offensive in the Shenandoah.

Image



as the number of green lights in Washington shows, the AI has not forgotten to protect heavily the Capital
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Wed Apr 01, 2009 9:25 pm

Union has led a large offensive in Missouri. AT the end of summer, Fremont force even invaded the Northern part of Arkansas before retreating. Price's army is entrenched at Fayetteville

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Wed Apr 01, 2009 9:34 pm

The CSA problem in 1861 isn't men, but WSU and money. CSA should reach around 40 WSU by turn in the first turns but will be very challenged to get more quickly, because of the blockade.

Even with luck in industrialization, CSA will fave a second trouble with scarce money. The print money option is now limited to a few turn a year

Image

But I've risen the inflation increase when choosing this optioN; We're here around July 61 and by the end of the year, inflation will be close to 30%

Why? Mandatory as in the official version, the possibility to use each turn this option is simply a game breaker giving CSA possibility to equip fast a vast number of units. In SVF you will have men, not the weapons, coming slowly, from sea, from the slow industrialization results too. In any case, you will have as CSA to be patient....
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Wed Apr 01, 2009 9:53 pm

Very nice Clovis. I have updated my version as well. Winter over and AI showing fantastic moves. Got few countermoves, lost few battles.... Really enjoying it.
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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Wed Apr 01, 2009 10:05 pm

What's the Union AI is doing in January 62?

Not much offensive moves ( there's a small chance some offensives will be made by AI during Winter, but it should remain very limited cases)


AI is building units. A lot. And very few of militia type:

Image

BTW, you may take a look at Buell's army. To help AI, Buell enters in the game with an HQ ( the Union human player will have to create it). Ther's some Union concentration at Cincinnati too.
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Wed Apr 01, 2009 10:25 pm

Union Ai hs launched from the start small scale offensive operations in Western Texas, with small detachments raiding. i've kept some CSA units to face them.

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Big Muddy

Wed Apr 01, 2009 10:42 pm

Clovis wrote:In this post you may download the SVF version comaptible with the 1.13d RC1.

Most of the vanilla version changes are implemnted with some exceptions:

-since one months, I'm using a different system to limit the militia upgrading, in order to prevent AI being stomped by the new mechanism ( no WSU needed but a limit for Human player each turn to the conversion maximum number).

- I've reinforced since some time too the forts by upping the maximum level. Then the adding of Columbiad and Rodman with high punches should help too fortifications to resist.

- the cost to build depots remains the same, as WSU starting levels have been considerably lowered since 18 months for both sides.

Last I have not implemented the new events delaying some <Southern States playability. I will try in the next weeks but i want first to observe Ai reaction to this new situation and looking to other events affecting these States during thier "frozen" period. last, i've to compute too the impact on balance as this will cause to CSA some losses in WSU.

The "no capture" attribute is implemented. Now I've to think a little more about that... ;) for some leaders... ;)

To use with 1.13d RC1:

-dowload the offical patch and install it

- download SVF0 and SVF3 from the first post in this thread

- download the following SVF2 and SVF1 in this post.

- place in the AACW folder and follow the procedure as described in the first post or the install readme file


I'll DL later, will it work with saved game or will I have to start over.

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Wed Apr 01, 2009 10:46 pm

It works with my old save.
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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Wed Apr 01, 2009 10:48 pm

It should work with old save. Not garanteed too :confused:
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Big Muddy

Wed Apr 01, 2009 10:48 pm

marecone wrote:It works with my old save.


Thanks for the quick reply marecone, I have to do a quick errand and DL.

oldspec4
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Thu Apr 02, 2009 12:08 am

Clovis wrote:It should work with old save. Not garanteed too :confused:


No problem..I'm gonna start w/ a new game. The latest Soundoff/Banks AAR, Gray's work, and your mod have brought me back to this game :) .

Big Muddy

Thu Apr 02, 2009 5:12 am

DL new files, what a start, the CSA came out swinging. J. Johnson took Landcaster and moved towards Harrisburg, Bee in reserve settled in , I rail McDowell towardsHarrisburg where a battle raged for four days (Media) between E.Johnson & McDowell, Johnson won the first two and McDowell the last two, McDowell with the larger forse, 36,838 t0 Johnson's 9406. Johnson being outnumbered retreats to Lancaster and joins Bee.

I already had Banks on the way to contend with Bee, Johnson arrives and together they force him to retreat, Johnson & Bee lose two men! compared to Banks 400.

AOP attacks Alexandria, suffered 1,182 loses to the Union's 2,895, but decides to fall back, Smith's force was just to the North of AOP, another to the SW? and I'm concerned, a couple more battles insued, McDowell & Banks were victorious and managed to drive the CSA forces back. (I left Alexandria open to see how the AI would respond,). 1861 came to an end with the USA suffering 13,825 loses the CSA 9,107. Usually I have 6,000 loses between the two at years end, at least things setteled down for the winter, it was the most action I've seen at the start, I got lucky w/Alexandria. It was much more intense than this but with all the action I forgot to add to my notes.

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