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Clovis
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Sun Oct 14, 2007 11:09 am

Eugene Carr wrote:I think Jagger said it didnt apply even tho the symbol showed on Div or Bde portrait.


It's using self and not unit keyword for this ability so I guess even if icon is present, the ability doesn't apply to the wole parent unit.

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runyan99
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Sun Oct 14, 2007 6:28 pm

Well then, does it also cease to work if I form only cavalry regiments into a pure cavalry division?

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Clovis
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Sun Oct 14, 2007 8:37 pm

March 1862: I'm taking offensive on the Western theater:

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Size of my armies are roughly similar to the reality.

Grant, whose is leading a 3 divisions corps belonging to Halleck army conquers Fort Donelson with the help of Foote's fleet:

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Inthe same time, the new Army of the OHIO under Buell is leading to Bowling Greene and POpe is going to New Madrid and Island 10.

The NM situation is stable for both sides


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The last turn, I've been forced to use the printing monety option to boost naval construction.

I've not yet used the conscription option as I've around 300 conscript points...

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Clovis
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Sun Oct 14, 2007 8:39 pm

runyan99 wrote:Well then, does it also cease to work if I form only cavalry regiments into a pure cavalry division?


Yes in the sense skirmisher ability is working for any element using it, independant or not...

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runyan99
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Sun Oct 14, 2007 8:49 pm

Clovis wrote:Yes in the sense skirmisher ability is working for any element using it, independant or not...



So, cavalry divisions won't skirmish?

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Eugene Carr
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Sun Oct 14, 2007 10:56 pm

Again not sure how to test conclusively but I think every component of a cavalry division (including horse art if modded) will skirmish because of its own ability and so in effect the division will skirmish. I'm pretty sure this was the reason for Jaggers mod.

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Eugene Carr
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Sun Oct 14, 2007 11:00 pm

A query of my own Clovis, how do you reccommend I update my 107a experimental mod up to 107e?. Apply patch and reapply mod?

Really like this mod. Thanks.

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runyan99
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Sun Oct 14, 2007 11:05 pm

Eugene Carr wrote:Again not sure how to test conclusively but I think every component of a cavalry division (including horse art if modded) will skirmish because of its own ability and so in effect the division will skirmish. I'm pretty sure this was the reason for Jaggers mod.


Maybe I misunderstand how the game treats divisions, but my understanding is that a division is one unit. Three brigades merged into a division isn't three units to the game, it is one division unit that shares all of the traits of the three brigades together. The components of a division do not act independently, or skirmish, on their own. Either the whole division does a thing, or it does not.

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Mon Oct 15, 2007 7:28 am

runyan99 wrote:Maybe I misunderstand how the game treats divisions, but my understanding is that a division is one unit. Three brigades merged into a division isn't three units to the game, it is one division unit that shares all of the traits of the three brigades together. The components of a division do not act independently, or skirmish, on their own. Either the whole division does a thing, or it does not.


I think there are two levels of withdrawal.

One is during battle itself. As individual units participate in battle, they may decide to attempt a withdrawal if battle results or odds are poor.

Two is a higher level comparison of odds between organizations. Before the start of battle, entire organizations attempt a retreat if one side is substantially outnumbered by their opponent. Actually the % increases for every % over 1-1 odds. At 2-1 odds, the outnumbered formation will have a 100% chance of attempting a retreat.

As the skirmisher ability is a unit attribute, I believe the "unitskirmisher" modded ability only applies to the individual unit attempting a withdrawal during battle but not to the higher level pre-battle odds comparison.

These are deduced conclusions so may be incorrect. Although I believe it is correct.

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Clovis
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Mon Oct 15, 2007 8:20 pm

Eugene Carr wrote:A query of my own Clovis, how do you reccommend I update my 107a experimental mod up to 107e?. Apply patch and reapply mod?

Really like this mod. Thanks.


I should post a new version of my mod before the end of this week. It should be now the first release of the " A house divided" mod as I begin to consider my work to be less experimental now ... :niark: Even if a lot of changes are planned in the future.

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Eugene Carr
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Mon Oct 15, 2007 10:28 pm

Excellent!

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runyan99
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Wed Oct 17, 2007 5:52 am

Clovis wrote: I just disabled Rodman and Columbiad models


Why take these guns out of the game?

gbs
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Wed Oct 17, 2007 11:58 am

Clovis wrote:I should post a new version of my mod before the end of this week. It should be now the first release of the " A house divided" mod as I begin to consider my work to be less experimental now ... :niark: Even if a lot of changes are planned in the future.


Pease, please give some very specific install instructions with it so you will not be the only one using it. I followed the current ones and never got the game to run. Had to totally uninstall the game.

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Clovis
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Sat Oct 20, 2007 8:20 am

runyan99 wrote:Why take these guns out of the game?


When I did that, it was because I agreed to Mc Naughton 's thinking about the redundancy of these guns with fortress artillery units.

I'm now waiting to see how the naval/ land operations are working before implementing these units again... I will certainly do something about that in the future.

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Clovis
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Sat Oct 20, 2007 8:23 am

gbs wrote:Pease, please give some very specific install instructions with it so you will not be the only one using it. I followed the current ones and never got the game to run. Had to totally uninstall the game.



Frankly, I don't know where the problem is. With the mod file I can succesfully install and run my mod on my laptop from a vanilla AACW folder.

One solution could be for you to install a second AACW on a different folder then apply the mod in that one. By launching this second AACW you could maybe play it.

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Clovis
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Sat Oct 20, 2007 8:30 am

I've launched my amphibious assault on New Orleans. Farragut's fleet is bypassing the forts and is attacked unsuccesfully by the CSA fleet here:

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Clovis
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Sat Oct 20, 2007 1:10 pm

this turn, Breckinridge attacked Lyon division in Rolla. 9 battles in one turn...

And no one unit destroyed...


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Clovis
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Sat Oct 20, 2007 1:11 pm

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Clovis
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Sat Oct 20, 2007 1:15 pm

And here's the result for both sides:

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Clovis
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Sun Oct 21, 2007 8:35 am

Butler has captured New Orleans:

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Buell has tried to seize Nashville, defended by a weak garrison:

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But The CSA tennessee army came back in the same turn, and even losing against Buell, forced the Federal to leave the region:

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The USA financial situation this turn, after having chosen a 2,000 bounty volunteers option:

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Interestingly, CSA has chosen the same, giving half the conscript number.

As USA I've not taken the draft option because I want to keep my NM to 105 ( with draft I would lose at least 8 NM). Indeed, The foreign level intervention is around 36, USA will get back NM lost slower than CSA ( resilience) and CSA is yet winning in VP.

I've not printed money too once again to keep inflation as low as possible.

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Clovis
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Sun Oct 21, 2007 1:26 pm

Of course McClellan is about to begin his Peninsula campaign:

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This one could have started quicker ( but I forgot to build naval transports...)

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Clovis
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Mon Oct 22, 2007 10:58 am

What's next?

I'm waiting the release of the next patch this week to publish a new version of the mod.

The modifications made to units and battles have solved the problem of regiment destructions. The new recruitment system is working nicely as USA and CSA have now real difference to cope with to get troops by draft or volunteers. The delay for creation of divisions and for new units formation is working right to give some flavour of the 1861 situation.

Now, I'm going to:

- reintroduce columbiad and Rodman
- make some slight changes to leaders
- create some eevnts to help AI ( by creating permanent fortifiactions for Richmond and Washington)
- lower the production numbers at start. I'm going to do this because neither side is really lacking WSU, ammo or general supply. Players must be forced to industrialize quickly.


BTW, McClellan hasn't taken Richmond... :siffle:

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Clovis
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Mon Oct 22, 2007 8:24 pm

The Richmond battle:


Image

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Clovis
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Wed Oct 24, 2007 9:57 pm

Just uploading an excel file about abilities list in my mod...

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Clovis
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Sat Oct 27, 2007 11:21 pm

beginning to toy with the next version of my mod.

I've reduced War supply production at start ( here for the USA)::


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I've raised the WSU stock at start, representing all items from shotguns to commercial vessels which were used in the beginning) but with a production lowered, industrialization is now mandatory. In the interval, player will have a new look on the naval source of War Supplies.

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