Page 1 of 2
Kentucky Neutral Add-On
Posted: Sat Dec 27, 2008 7:58 pm
by richfed
Great idea and work, Gray! Thanks ...
Some questions:
- Is it working as designed that there is no river movement alllowed bordering KY?
- Does this Add-On function with the single-player AI?
- Maybe this is difficult to implement, but wouldn't it make sense to put this option in the political screen rather than where it is now?
Posted: Mon Dec 29, 2008 4:51 am
by Gray_Lensman
deleted
Posted: Tue Dec 30, 2008 7:10 pm
by Eugene Carr
This is a big advance, thanks a lot Gray
Posted: Tue Dec 30, 2008 7:30 pm
by Gray_Lensman
deleted
Posted: Sat Jan 03, 2009 9:34 pm
by dublish
This is great, but is there any news on when 1.12a will be "officialized"? Or is it hiding somewhere where I can't see it?
EDIT: Or is it stickied in plain sight in the bugs forum.

Posted: Sun Jan 04, 2009 4:07 am
by Gray_Lensman
deleted
Doubled Militia Units
Posted: Sun Jan 25, 2009 2:17 am
by richfed
Just did a fresh install of version 1.13 WITH the hotfix applied. I then added the latest version ofthe Kentucky Neutral Add-On. Began a full '61 campaign as the CSA.
Sometime in May/June, Kentucky succeded [no invasions by either side]. I received 3 militia units at Bowling Green, along with the Clarksburg and Lexington units.
Maybe 2 turns later, I received a USA Invades Kentucky message and then on the next turn, received all those militia units again - same names/same colonels.
Probably needs a look.
Posted: Sun Jan 25, 2009 2:21 am
by mikee64
denisonh and I have started an April pbem using the mod, we are up to early June and have not seen this happen (yet). I'll let you know if anything comes up similar to this in our game.
Posted: Sun Jan 25, 2009 4:08 am
by Gray_Lensman
deleted
Posted: Sun Jan 25, 2009 3:28 pm
by richfed
Kentucky became active on the map after succession. I could be wrong on the exact turn this occurred. Sometime around there ... the sequence of events is correct, though ... and there are doubled units.
River Ship Production Issues
Posted: Mon Jan 26, 2009 8:31 pm
by denisonh
Gray,
Why would the Kentucky Add on impact the production locations for river ships in Indiana and Pennsylvannia? Did the add on change the production locations for all the map, not just Kentucky?
In any case, instead of restricting production to cities with a harbor, any city in the state the unit is selected for production from seems to be able to "produce" river ships. The example I put in the 1.13 thread highlights Ft Wayne, as that is the location that the map centered on when I clicked on the event.
Redeemer is the host and has the complete files.
Posted: Mon Jan 26, 2009 10:31 pm
by Gray_Lensman
deleted
Posted: Tue Jan 27, 2009 12:18 am
by mikee64
Gray, just updated the KY mod, and restarted the game I am hosting. Getting errors upon startup as follows:
"TRegionDefs.Create Region 520 Crittendon, KY is not attached to any Grand Area"
This pops up for every region in KY. I have full debug on and clicking "OK" allowed me to get the main menu. This is a fresh install of 1.13 + HF + your mod & update. Any ideas or did I do something wrong in updating the mod? It was working fine before.
Let me know if you need screenshots, but all the msgs are the same for the various regions.
Posted: Tue Jan 27, 2009 12:41 am
by mikee64
Since Gray is offline, has anyone else tried installing this update? Success? Or not?
Posted: Tue Jan 27, 2009 12:42 am
by richfed
Not
Game stalls on load-up at the Loading Data 2/3 Phase.
Report sent.
Posted: Tue Jan 27, 2009 1:09 am
by mikee64
Same here. But I'm not emailing support (Pocus) with all those errors when it asks. We don't want him to panic when he wakes up and checks email!
Posted: Tue Jan 27, 2009 4:22 am
by Gray_Lensman
deleted
Posted: Tue Jan 27, 2009 12:30 pm
by mikee64
Seems to be working fine with update. Thanks Gray!
Posted: Wed Jan 28, 2009 5:29 am
by Redeemer
Sorry Gray, got busy today, do you still need any files from me?
Posted: Wed Jan 28, 2009 12:57 pm
by richfed
mikee64 wrote:Seems to be working fine with update. Thanks Gray!
Ditto.
Posted: Thu Jan 29, 2009 6:57 am
by Jarkko
Regarding the probability of Kentucky seceeding.
If I understand correctly, there is a 25% each turn Kentucky joins the South, as long as South has enough troops along the border. That means the chance for Kentucky joining South is 1-(0.75^7) which is about 86.6%. There is nothing the USA can do about that (except to make the situation even worse), ie basically CSA can press Kentucky to join South.
Isn't the probability a bit too high compared to historical realities?
If the chance was 10% per turn, the probability for Kentucky to join CSA over the 7 turns would be 51.2%, which perhaps would be more in line of the historical situation?
Posted: Thu Jan 29, 2009 7:07 am
by denisonh
Jarkko wrote:Regarding the probability of Kentucky seceeding.
If I understand correctly, there is a 25% each turn Kentucky joins the South, as long as South has enough troops along the border. That means the chance for Kentucky joining South is 1-(0.75^7) which is about 86.6%. There is nothing the USA can do about that (except to make the situation even worse), ie basically CSA can press Kentucky to join South.
Isn't the probability a bit too high compared to historical realities?
If the chance was 10% per turn, the probability for Kentucky to join CSA over the 7 turns would be 51.2%, which perhaps would be more in line of the historical situation?
That explains in the two games I have played as the USA with the Kentucky add on the the CSA in both cases seceeded by July. I staged no forces on the borders above what is locked (although units would get produced in border towns, I am sure that didn't help).
It forces the opposite of historical, as the CSA does not need to do anything to have Kentucky seceed, and the Union would seem to be forced to invade as they will most likely not see Kentucky declare for the Union.
Definitely needs to be reexamined IMHO.
Posted: Thu Jan 29, 2009 7:35 am
by Gray_Lensman
deleted
Posted: Thu Jan 29, 2009 9:49 am
by Gray_Lensman
deleted
Posted: Fri Jan 30, 2009 11:56 pm
by mikee64
In my current PBEM, w/ clean install of 1.13 + HF1 + KY add-on, KY seceded on the late July turn. (This was before HF2 was released.)
Posted: Sat Jan 31, 2009 5:48 am
by Gray_Lensman
deleted
Posted: Sat Jan 31, 2009 8:56 am
by Gray_Lensman
deleted
Posted: Wed Mar 04, 2009 3:14 am
by cgreeson
I'm only just learning the game and am still in the "bewildered but loving it" phase. In fact, I might not even know enough to be officially bewildered yet. I'm trying to understand the ramifications of using this mod.
Kentucky joining the CSA appeals to me on a couple of levels. First, I tend to enjoy ahistorical games and I'm a fan of alternate history (the Tsouras & Gingrich/Forstchen variety, not anything that results in Lee's army sporting AK-47s). Second, I grew up in a tiny town in central Illinois, so it's not like I'm a big city Yankee. But I can assure you that to people from rural Illinois "the South" does not start in Tennesse, it starts as soon as you cross the Ohio. In fact, it might even start before you cross the river. I am always a bit troubled that Kentucky didn't actually join the CSA.
So that's a long way of saying, "Is it easier/more likely for Kentucky to join the CSA using this mod than the vanilla '61 scenarios?" Honestly I don't know how that determination is made in the vanilla game, or if it's even random.
Thanks for your help.
April 61 ky add-on
Posted: Sat Mar 21, 2009 12:36 am
by Injun
Lensman,
Tried the add-on as Union. Question what are CSA Generls doing in upper New York in late april and early may?
[img][IMG]http://i173.photobucket.com/albums/w80/mudmarine_sgt/ACW%20Game%20Problem/CSAGens-upperNY.jpg[/img][/IMG]
Start of early may
I added main log and AIlog also saved game in zip
Posted: Sat Mar 21, 2009 12:59 am
by Gray_Lensman
deleted