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squarian
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Wed Aug 20, 2008 7:30 pm

Two queries:

1) Luneburg and Pamunkey artillery, which both show up in Richmond in late July, are lacking icons and both appear as heavy artillery - in vanilla, they are field art., I think - is this WAD?

2) There are two 1st Res Bdes which show up in Richmond, one earlier by itself, the other as part of the "third levy". They appear to be the same unit - same designations & strengths for their constituent elements. I think this is carried over from the vanilla OOB, but maybe ought to be fixed in SVF?

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Clovis
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Wed Aug 20, 2008 8:57 pm

squarian wrote:Two queries:

1) Luneburg and Pamunkey artillery, which both show up in Richmond in late July, are lacking icons and both appear as heavy artillery - in vanilla, they are field art., I think - is this WAD?

2) There are two 1st Res Bdes which show up in Richmond, one earlier by itself, the other as part of the "third levy". They appear to be the same unit - same designations & strengths for their constituent elements. I think this is carried over from the vanilla OOB, but maybe ought to be fixed in SVF?


1) Will look at

2) Yes I will fix that.
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Clovis
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Thu Aug 21, 2008 10:46 am

a new version fixing the bugs mentionned these last days.
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TheDoctorKing
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Error message

Fri Aug 22, 2008 2:28 am

I d/led the files above, got "la creation de certains fichiers a echoue" about 3/4 of the way through svf2 but continued installation, loaded the game, and it started up fine. Of course, I was installing over an earlier installation of this mod so maybe what I have now is a mixture between the two versions.

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TheDoctorKing
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Lengthy battles

Fri Aug 22, 2008 7:07 am

I have noticed on a couple of occasions while playing this mod that battles seem to take a really long time, in game time, to complete. First example: using a version that I downloaded some weeks ago, during the winter of 1861-62 my USA forces were trying to capture Norfolk. We had the city besieged, got a breach, and launched an assault with a force of 15000 or so Yankees (mostly militia, but several batteries of guns and a brigade of good troops). Day after day of combat ensued. After 15 days, my forces were worn to a nub, but the CSA defenders were down to their last couple of hundred guys. So I sent another division, more or less the same picture, and another 15 days of inconclusive bloody fighting, same endpoint. This continued for three or four turns. Sort of like WWI.

Another example, newly downloaded version of this mod: very early in 1861, Confederate militia are hanging around Grafton. I decide to send a regiment of WV cavalry to take them on. Six or seven battles ensue. The CSA militia regiment is still hanging about the next turn. My cav is down to a very low organization level, so I merge it with the militia regiment holding the town and put them on the defensive. This doesn't stop the fighting, as another eight or so battles take place the next game turn. This time, losses never exceed a few dozen on each side, but there's fighting most every day.

What's going on? I never had this experience with vanilla. You get in the same area, you fight, maybe a second day but rarely, then one side packs it in and retreats (or surrenders, if they're surrounded like the Norfolk guys). I don't think this is too historical, either, especially for the early war. It was very uncommon for even armies in contact to actually fight day after day.

Might this be a product of the changes you've made in the combat rules in order to make battles less bloody?

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Clovis
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Fri Aug 22, 2008 8:11 am

TheDoctorKing wrote:I have noticed on a couple of occasions while playing this mod that battles seem to take a really long time, in game time, to complete. First example: using a version that I downloaded some weeks ago, during the winter of 1861-62 my USA forces were trying to capture Norfolk. We had the city besieged, got a breach, and launched an assault with a force of 15000 or so Yankees (mostly militia, but several batteries of guns and a brigade of good troops). Day after day of combat ensued. After 15 days, my forces were worn to a nub, but the CSA defenders were down to their last couple of hundred guys. So I sent another division, more or less the same picture, and another 15 days of inconclusive bloody fighting, same endpoint. This continued for three or four turns. Sort of like WWI.

Another example, newly downloaded version of this mod: very early in 1861, Confederate militia are hanging around Grafton. I decide to send a regiment of WV cavalry to take them on. Six or seven battles ensue. The CSA militia regiment is still hanging about the next turn. My cav is down to a very low organization level, so I merge it with the militia regiment holding the town and put them on the defensive. This doesn't stop the fighting, as another eight or so battles take place the next game turn. This time, losses never exceed a few dozen on each side, but there's fighting most every day.

What's going on? I never had this experience with vanilla. You get in the same area, you fight, maybe a second day but rarely, then one side packs it in and retreats (or surrenders, if they're surrounded like the Norfolk guys). I don't think this is too historical, either, especially for the early war. It was very uncommon for even armies in contact to actually fight day after day.

Might this be a product of the changes you've made in the combat rules in order to make battles less bloody?


The Norfolk case should be solved by the last versions ( I've upped the retreat chances).

About Grafton, indeed, I've seen the same behaviour. It mostly concern battles between very small forces of cavalry and militia. I've yet to find a workout, but it can be rationalized too as multiple low intensity skirmishes for region control.

In any case, such a result is affecting about one percet of the fighting. Others are lasting one or two days.
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Fri Aug 22, 2008 10:47 am

Some scrren battles from my last test. all lasted one day.

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Fri Aug 22, 2008 11:02 am

How look forces after a battle?

Take a look to both sides after the Barren Battle between Floyd and Wallace. The cohesion losses should prohibit most activity in the next turn.


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squarian
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Fri Aug 22, 2008 2:56 pm

More duplicate unit reports:

Two Orphan Bdes, one in Nashville, the other in Bowling Green, sometime between late July and late Sept 61.

Two 1st TN Cav with supply #v, per this thread:
http://www.ageod-forum.com/showthread.php?t=5236&highlight=1st+reserve

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Fri Aug 22, 2008 3:04 pm

screens of the last test against CSA AI in october 61.

Virginia:

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McDowell advance to manassas was repulsed in August. Since, Mc Dowell stack has been blocked (i'm using the enhanced activation rule).

In the Shenandoah, Banks succeeded Patterson but is advancing very slowly because of the same unactivity. McClellan has taken Harrison burg and repulsed the last trun the small Johnston's corps. But he will be too be unable to move this turn.

Kentucky:

during the first september turn, CSA AI invaded Kentucky. Usa forces raced in reaction to seize several towns including Bowling Greene. To simulate the difficulties which slowed the progression in 1861, several rails are automatically destroyed in case of invasion.

Union has yet to build a depot in Louisville in order to assure its supply.
In green, around Louisville, a CSA AI blunder: Polk and a Tenessian brigade wiating since 2 tuns on boat...

The US advance to Bowling Greene has been repulsed by CSA the last turn.



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Around Cairo:

Since I made Cairo, Donelson, Columbus VP regions, CSAAI is building a respectable force here...

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Pocus
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Fri Aug 22, 2008 5:00 pm

Are you using the new commands to direct the AI?
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Fri Aug 22, 2008 5:28 pm

Pocus wrote:Are you using the new commands to direct the AI?


No. I 'm trying first to solve the AI long range raid behaviour and other glitches with the long existing tools.

I've first used the objective tool. Giving values to some force both AI and player to consider their capture. For Manassas, the rationale is public opinion on both sides was hoping for a short war with one great battle in Virginia, and this pression forced both sides to consider Manassas/Alexandria zone like an objective in the first months. Manassas will gradually lose any value in the mod, reflecting the public opinion shift to acceptance of a longer war.

I reworked too the grand aera zones. Wisconsin and Michigan are now part of the Canada Great aera, Florida being integrated to the South East aera. So now, any CSA AI unit entering Illinois will not be haplessly considering Wisonsin as a target, and the Fort Pickens CSA AI obsession has disappeared.

By giving Baltimore a value of 2 as objective and suppressing this value for New York and Philadelphia until Baltimore conquest by the Confederate, I got the same results.

Crafting VP values is useful too : Cairo and Donelson as VP regions rather than Springfield (IL) have forced the AI to give more consideration to this zone.

Last, I've "grounded" some CSA AI units until the probable date of CSA AI invasion.

Now, the new commands are welcome but I plan to use them the least possible. The AGE AI is sound and frankly, he behaves with a rather pretty solid historical behaviour when the context is correctly rendered in the settings. In my current test, Sterling Price's force retreated from Lexington to Springfield and part of Johnston's force joined Beauregard at Manassas...That's not always the case, but I prefer this variability. I've seen Johnston's corps heading for Baltimore once too.
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Fri Aug 22, 2008 6:50 pm

thanks, good feedback!
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Fri Aug 22, 2008 6:57 pm

Pocus wrote:thanks, good feedback!



Now, if the CSA AI could be taught to not plan amphibious invasion on Baltimore or Washington as revealed by AI log file... CSA AI masses around 10 units each game around Charleston and waits to get a sufficient navy to undertake this projected amphibious move CSA will never be able to do of course .
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Fri Aug 22, 2008 7:04 pm

The current last version of SVF can be played with the 1.11 patch. Howewer, all the graphical changes will only be available with the next version of SVF as I've to implement them in the mod.
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Clovis
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Fri Aug 22, 2008 7:05 pm

squarian wrote:More duplicate unit reports:

Two Orphan Bdes, one in Nashville, the other in Bowling Green, sometime between late July and late Sept 61.

Two 1st TN Cav with supply #v, per this thread:
http://www.ageod-forum.com/showthread.php?t=5236&highlight=1st+reserve


Thanks. I will fix that for the next version.
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Fri Aug 22, 2008 7:27 pm

Clovis wrote:Now, if the CSA AI could be taught to not plan amphibious invasion on Baltimore or Washington as revealed by AI log file... CSA AI masses around 10 units each game around Charleston and waits to get a sufficient navy to undertake this projected amphibious move CSA will never be able to do of course .


mmh, I'll double check that yes!
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Sat Aug 23, 2008 12:37 am

new version, integrating most of the 1.11 patch features. I strongly recommand to do a fresh install of the mod by deleting first the SVF folder.

Current games may be resumed. Just keep the save folder and place it again after reinstall in the SVF folder.
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squarian
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Sat Aug 23, 2008 9:31 pm

Regarding the Orphan Bde doubles I mention above, this thread might be useful:

http://www.ageod-forum.com/showpost.php?p=98775&postcount=7

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Mon Aug 25, 2008 9:44 am

Good move with making Cairo and colubus VP points. Rebs usually don't group there and never pay attention to this area.

Also, in normal version, rebs usually go around Harpers Ferry and then camp 2 or 3 regions north of it. Winter comes and I can easily get their army. This happens if I get Winchester and Harpers Ferry.
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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squarian
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Wed Aug 27, 2008 1:07 am

Ships moving overland again - if you want the savegame, let me know:

http://www.ageod-forum.com/showthread.php?p=99344&posted=1#post99344

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Clovis
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Wed Aug 27, 2008 1:14 am

squarian wrote:Ships moving overland again - if you want the savegame, let me know:

http://www.ageod-forum.com/showthread.php?p=99344&posted=1#post99344


I constated this too but until now its cause remains unknown.
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TheDoctorKing
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Install issues

Wed Aug 27, 2008 6:00 am

"La creation de certains fichiers a echoue" again, towards the end of svf2. I think the file being installed was areas.ini (?)

The new install seems to be running fine.

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Gray_Lensman
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Thu Aug 28, 2008 10:09 am

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satisfaction
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Fri Aug 29, 2008 12:54 pm

EDIT

Sorry if anyone read my install problem...NEVER MIND!

The install has gotten too easy, I remember the old days of this mod and that actually made me try too hard :tournepas . Great job with new install method, works great.

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TheDoctorKing
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Six Day Battle of Norfolk

Sat Aug 30, 2008 1:22 am

Clovis wrote:The Norfolk case should be solved by the last versions ( I've upped the retreat chances).

About Grafton, indeed, I've seen the same behaviour. It mostly concern battles between very small forces of cavalry and militia. I've yet to find a workout, but it can be rationalized too as multiple low intensity skirmishes for region control.

In any case, such a result is affecting about one percet of the fighting. Others are lasting one or two days.


Using the newest files, I'm up to late May 1861. Union forces held Norfolk on the first turn, then I put the one regiment you get right at the beginning in there. Confederate force in brigade strength arrived this turn, attacked six times over the space of a turn. Defenders worn down to a nub, attackers too, presumably. Union still hold the city.

I'm noticing that the Union defenders have no place to withdraw to. Perhaps this is what is causing the problem? However, in this case the Confederates lost the first battle (319 casualties out of 3225 engaged vs. 71 out of 1353 for the Union) and yet pressed the attack the next day.

satisfaction
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Sat Aug 30, 2008 1:18 pm

Question on game settings for SVF

Playing USA vs AI CSA

What do others use for:

Activation Rule
Redeployment
Delayed Commitment
Historical Attrition
naval boxes (I use them, but would be interested to hear at what level others find most "realistic")

I think general randomness, and Foreign Entry are all more personal preferences.

I've read/used the following for the AI

Activation Bonus Normal
AI Detect Bonus Medium
Aggresiveness Normal
Give AI more time YES

Believe these are the optimized settings for SVF, am I correct there?

Appreciate any input.

bschulte
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Sat Aug 30, 2008 4:56 pm

All,

I had a busy week but Clovis' mod is now updated at the Springfield Armory as well.

Big Muddy

Sat Aug 30, 2008 8:07 pm

satisfaction wrote:Question on game settings for SVF

Playing USA vs AI CSA

What do others use for:

Activation Rule
Redeployment
Delayed Commitment
Historical Attrition
naval boxes (I use them, but would be interested to hear at what level others find most "realistic")

I think general randomness, and Foreign Entry are all more personal preferences.

I've read/used the following for the AI

Activation Bonus Normal
AI Detect Bonus Medium
Aggresiveness Normal
Give AI more time YES

Believe these are the optimized settings for SVF, am I correct there?

Appreciate any input.




Playing USA
Activation Rule/I use always move, what does checked mean? no where to move?
Redeployment/3 turns each, I never used to use this, now it's a bad habit :wacko:
Delayed Commitment/2nd from right
Historical Attrition/standard
naval boxes/75%, less for me to do
general randomness/if you mean randomized generals, no
Aggresiveness Normal
Give AI more time NO

I know not very historical, I'm not really a true wargamer, if someone could explain checked I may change the Activation Rule. As far as Historical Attrition goes, I don't trust the AI.

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Clovis
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Sun Aug 31, 2008 1:16 pm

TheDoctorKing wrote:Using the newest files, I'm up to late May 1861. Union forces held Norfolk on the first turn, then I put the one regiment you get right at the beginning in there. Confederate force in brigade strength arrived this turn, attacked six times over the space of a turn. Defenders worn down to a nub, attackers too, presumably. Union still hold the city.

I'm noticing that the Union defenders have no place to withdraw to. Perhaps this is what is causing the problem? However, in this case the Confederates lost the first battle (319 casualties out of 3225 engaged vs. 71 out of 1353 for the Union) and yet pressed the attack the next day.


I should upload in the next day a new version which should reduce the numbers of multidays battle occurence.
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