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GShock
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Wed May 28, 2008 3:56 pm

Bump...

Just reinstalled the mod...i see in instructions this:

C. Open the the zip file named Graphics

10. Put the contents of Units and Armies&Fleet folders located in this zipped file into the correponding folders in the "Struggle for a vast future mod"/Graphics folder

Ehm...what zipped file? Something's missing...
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icarri
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Struggle for a vast future & Leader Mod

Sat May 31, 2008 3:30 am

Just a quick question or two. Is Runyan's Leader Mod incorporated in this latest version. If not, can I install it after installing this mod....any game impacts? Thx.

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Clovis
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Sat May 31, 2008 8:14 am

icarri wrote:Just a quick question or two. Is Runyan's Leader Mod incorporated in this latest version. If not, can I install it after installing this mod....any game impacts? Thx.



incorporated? Yes and no. I did it a few months ago; since both leader mod and mine have integrated some changes. So basically, the same base exist and a growing part is slighty different.

You can't install it after my mod. Model and alias numbers aren't the same.
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GShock
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Sat May 31, 2008 8:31 am

So, Clovis is the Graphics.zip file missing from your package? I'm installing the SVF mod onto the laptop and i halted bc the instructions say there's 2 folders to add in the game structure but the zip file those folders are in, seems to be missing from the opening thread of the svf mod.

i suppose this mod is the evolution of the coming fury mod? Bc i don't see any feature list either (but i m sure there was one, just where's that, i guess i forgot ... :)
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Clovis
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Sat May 31, 2008 8:59 am

GShock wrote:So, Clovis is the Graphics.zip file missing from your package? I'm installing the SVF mod onto the laptop and i halted bc the instructions say there's 2 folders to add in the game structure but the zip file those folders are in, seems to be missing from the opening thread of the svf mod.

i suppose this mod is the evolution of the coming fury mod? Bc i don't see any feature list either (but i m sure there was one, just where's that, i guess i forgot ... :)


Oops sorry disn't see your posT.

This file isn't anymore used as the 1.10b version added the region and portrait files needed.
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GShock
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Sat May 31, 2008 9:28 am

What about the features list? I think these should be .txt included in the package and the install.txt should be updated then.

Anyway happy of the answer, it means i can play SVF on the laptop. :) :) :)
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Clovis
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Sat May 31, 2008 12:12 pm

GShock wrote:What about the features list? I think these should be .txt included in the package and the install.txt should be updated then.

Anyway happy of the answer, it means i can play SVF on the laptop. :) :) :)



Later...I'm yet toying to get a CSA AI to my taste. Since 1.10, AI is better but unfortunatly cleerness is leading Athena to be a little too much aggressive...
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icarri
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Sat May 31, 2008 1:06 pm

thanks for th info...didn't want to screw it up.

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Clovis
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Sun Jun 01, 2008 8:26 pm

New version uploaded...Look at the first post of this thread.

What next?

Remains essentially to do:

- a closer look at naval part.
- giving to all events message strings
- look at Union AI.
- a easier install process

All this will come hopefully before the end of June but as I planned I'm now switching to VGN betatest and scenario creation.

So don't hesitate to point me bugs, balance problems or even ideas. Any time I will spare with your results will quicken the achievment of this "experimental mod" I started a year ago.

In any case...enjoy and buy Ageod games. Any Ageod games. Like great generals, great game companies are few and necessary.
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bschulte
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Mon Jun 02, 2008 2:07 am

I've updated Clovis' thread at my AACW modding site as well.

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GShock
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Mon Jun 02, 2008 7:47 am

Great job!
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Big Muddy

Mon Jun 02, 2008 12:05 pm

It says copy folder from zip file, how do I copy folder?

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Clovis
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Mon Jun 02, 2008 12:31 pm

Big Muddy wrote:It says copy folder from zip file, how do I copy folder?


what folder?
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Clovis
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Mon Jun 02, 2008 10:32 pm

I 'v" maybe found a workaround the too high naval supply capacity for Union. Until now, any commerce ship in the shipping box added to the naval supply pool.

But... I noticed since the 1.10b naval commerce to be deactivated. In fact, the unit models have been altered and now transport ship have a new trait: " commerce".

So I fixed the bug but in the same way I created 2 sort of brig and transport: one for transport ( ie handling troops and supply) the second for commerce... So the commercial navy shouldn't be used for computing sea supply capacity...

You have to download again at the first post.
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bschulte
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Tue Jun 03, 2008 12:30 am

The mod is updated over at The Springfield Armory (the new name I gave my AACW modding site) as well.

Big Muddy

Tue Jun 03, 2008 2:00 am

Clovis wrote:what folder?



3 thru 8, Delete the the Struggle for a vast future mod/Events folder etc, then Copy the Events folder from the zip file to the "Struggle for a vast future mod" folder

I can play the mod but I'm still getting the provinces highlighted. When you say "copy", I assume you mean extract, can't copy from zip.

Also when extracting, the are two folders: 1) struggle for a vast future, and 2) struggle for a vast future 1.10. I ex'd to #1, should it be #2?

Could somebody explain how to do this exactly, I wpuld really appreciate it. I don't like the highlighted provinces.

P.S. plus I'm hooked, and need a fix :niark:

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Clovis
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Tue Jun 03, 2008 9:57 pm

Big Muddy wrote:3 thru 8, Delete the the Struggle for a vast future mod/Events folder etc, then Copy the Events folder from the zip file to the "Struggle for a vast future mod" folder

I can play the mod but I'm still getting the provinces highlighted. When you say "copy", I assume you mean extract, can't copy from zip.

Also when extracting, the are two folders: 1) struggle for a vast future, and 2) struggle for a vast future 1.10. I ex'd to #1, should it be #2?

Could somebody explain how to do this exactly, I wpuld really appreciate it. I don't like the highlighted provinces.

P.S. plus I'm hooked, and need a fix :niark:


With the mod, the AACW folder should be organized like that:

Image



Image

The struggle folder must first get a complete copy of the ACW folder, then you have to delete some files and folders before installing the modded ones.
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Clovis
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Tue Jun 03, 2008 10:04 pm

some features by screenshots:

paper money printing is limited to one occurrence each 4 turns:


Image

This change was mainly made to prevent some unhistorical gamey strategies consisting in creating a lot of money by this way in a game system which isn't imposing as hard consequencies for inflation than in reality.
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Clovis
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Tue Jun 03, 2008 10:09 pm

Political generals malus:

Image

Now will you give the Potomac command to Banks or Butler? McClellan maybe...

On the contrary, the same generals are randomly given some seniority bonus during the game...Hard to forget them totally... Second rate commands needed for them...
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Clovis
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Tue Jun 03, 2008 10:14 pm

Missouri starting forces and positions have been overhauled: CSA forces, a raw collection of second rate units will appear in booneville and Lexington:
Image


and the battle could result in very similar results:

Image
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Clovis
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Tue Jun 03, 2008 10:17 pm

Entrenchment levels will slighty and randomly vary for both sides during the war, a way to depict both the continuous rising in use of fieldworks and the lack of real standardized doctrine about their use:

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Clovis
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Tue Jun 03, 2008 10:19 pm

Armored vessels wil appear more slowly for both sides and with some randomness to add uncertainty and variabilty in play... CSA could get some temporary advance...or the contrary...

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Clovis
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Tue Jun 03, 2008 10:22 pm

No more instant units. Creation time has been lenghtened. After all, training and drilling have a purpose. If you need units on the spot, think militias:

Image

And this one is among the fastest to be ready ( no cavalry or artillery in this brigade)
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Big Muddy

Wed Jun 04, 2008 1:07 am

I'm missing "placeholder", maybe this is the cause of my problem.

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GShock
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Wed Jun 04, 2008 7:11 am

The instructions should list the full path of the folders. Why? Because we all call AACW the game but there's also an ACW folder inside AACW game folder. Installation is very simple for those of us who passed the trial and error phase but for newcomers it's a bit less. Still right now it's clearer than it used to be :)

As of the new goodies, i am totally in support of the new unit training times. It makes much more sense now for the Union to lose at the beginning and we can put ourselves in Mc Dowell's spoils with an untrained army on the offensive.

Another very nice new thingy is the variable max entrenchment. Clovis you're amazing, really.

I recommend you make use of my studies on Arty-Ship production to finalize this historical reconstruction. The MO changes are also very nice. Hooah! :cwboy:
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Drakken
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Mon Jun 09, 2008 5:52 pm

Is it working with the patch 1.10c?

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Clovis
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Mon Jun 09, 2008 7:04 pm

Drakken wrote:Is it working with the patch 1.10c?


Yes and no. The mod will run but some of the features will be lacking and AI could be a little erratic.

I will upload in the next hours the last version.
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Clovis
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Mon Jun 09, 2008 8:52 pm

Here's the 1.10c version.

What's new?

- reworked a bit the battle model
- reworked VP region
- introduced a distinction between transport and commercial ships : the first will be able to transport troops and supply but will not get moeny or WSU, the latter the contrary. It's working only for Union, but the AI isn't aware of the distinction so I will have to introduce a different model for Athena.

Once again, the mod is currently only playable against CSA AI. Best AI setting are now NORMAL AGGRESSIVENESS, one or two Fog of war bonus. I use normal activation and historical attrition.

The good news are I've at last begun to work on Union AI...
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Clovis
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Mon Jun 09, 2008 9:33 pm

One example of the new losses results in large battles:

Image

Another battle between these 2 armies one turn before led to losses around 2,000 for each side.

Image

Situation in August 61: Both Banks and McClellan are unactive. Johnston who was stationed at Richmond is heading to Baltimore ( but I guess AI will revise this destination the next turn) and Beauregard is obviously targeting the Bank's corps.

Due to the "gunboat bug" I've removed partly Potomac gunboats hence Johnston move, normally impossible in the mod.
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bschulte
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Tue Jun 10, 2008 12:06 am

Clovis wrote:Here's the 1.10c version.

What's new?

- reworked a bit the battle model
- reworked VP region
- introduced a distinction between transport and commercial ships : the first will be able to transport troops and supply but will not get moeny or WSU, the latter the contrary. It's working only for Union, but the AI isn't aware of the distinction so I will have to introduce a different model for Athena.

Once again, the mod is currently only playable against CSA AI. Best AI setting are now NORMAL AGGRESSIVENESS, one or two Fog of war bonus. I use normal activation and historical attrition.

The good news are I've at last begun to work on Union AI...


The files are updated at my AACW mod site as well.

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