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Clovis
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Sun Feb 14, 2010 4:01 pm

Pelok wrote:Hi Clovis!

Sherman counting:
1. One appears and died in 1861
2. One appears in Washington early 1862 (with the same ratings)
3. Another one appears in the summer of 1862 with terrific ratings in Cairo.

I can fill a panzer platoon with Shermans :bonk:

I don't know who can solve this but I post it:
At the end of every turn a critical error occurs and the program breaks down. After the reload of the last save I find the game executed a turn before the crash but after the next turn it crashes again. It begins it in the late july1862 turn. :confused:
Log and save:


The third is T. Sherman, and not William Tecumseh Sherman.

In any case, W T Sherman appears first in feb 62 at Cairo. So I don't undersatnd how he has been created in 1861. The only explanation is you're using wrong event files and not the SVF ones.
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Gray_Lensman
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Sun Feb 14, 2010 4:08 pm

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Pelok
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Shermans

Sun Feb 14, 2010 5:23 pm

Gray, Clovis thanks for the info.
I reinstall the whole AACW and hope the best.

Best regards,
Pelok

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Clovis
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Sun Feb 14, 2010 6:39 pm

Pelok wrote:Gray, Clovis thanks for the info.
I reinstall the whole AACW and hope the best.

Best regards,
Pelok


Looked at your files. The event for Sherman return after "death" fired effectively, explaining why Sherman is back in game. What remains curious is the Sherman entry in 1861.

for the rest, T. Sherman is sharing indeed the same name.
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Pelok
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Sun Feb 14, 2010 7:58 pm

I reinstall it and try it again. I didn't mod anything except the portraits-thing.... If something strange happens I do another reinstall and I wait for your next patch.

Good night and thanks for the help.

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Gray_Lensman
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Pelok
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Sun Feb 14, 2010 10:58 pm

I reinstalled the game after deleting everything. So I began it from absolute zero. The first 4 or 5 turns were okay the another dozen turns remain for the next week(s).

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Pelok
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Strange things

Tue Feb 16, 2010 5:45 pm

Hi Clovis and everybody!

I made a total clean install: AACW, Patch 1.15 and the last SVF mod. That's all I didn't do anything else. I began to play and two strange things happened:

1. I couldn't find a city
2. In a battle I lost McCall but noone else. He was in front of his troops and he became the only one casualty or got a heartache.....? :confused:

What's happened?

Help me because this is my favourite game but the bugs killing me - like poor McCall.....
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Clovis
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Tue Feb 16, 2010 6:31 pm

Pelok wrote:Hi Clovis and everybody!

I made a total clean install: AACW, Patch 1.15 and the last SVF mod. That's all I didn't do anything else. I began to play and two strange things happened:

1. I couldn't find a city
2. In a battle I lost McCall but noone else. He was in front of his troops and he became the only one casualty or got a heartache.....? :confused:

What's happened?

Help me because this is my favourite game but the bugs killing me - like poor McCall.....


1) Bug I introduced lately. Fixed.

2) Pure AACW game logics. The same could occur in vanilla as I just introduced leader mortality values. Nothing I can do against that. Let's just imagine McCall falling from his horse, on the head against a rock... ;)
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Pelok
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Wed Feb 17, 2010 11:10 am

Clovis wrote:1) Bug I introduced lately. Fixed.


Where can I find the fixed version?

Sorry if I misundertood something. I'm an old gamer not a programmer and I damned with poor language knowledge.

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Clovis
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Thu Feb 18, 2010 12:39 am

Pelok wrote:Where can I find the fixed version?

Sorry if I misundertood something. I'm an old gamer not a programmer and I damned with poor language knowledge.


Soon.... ;)
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Paul Roberts
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Thu Feb 18, 2010 8:02 pm

Clovis wrote:2) Pure AACW game logics. The same could occur in vanilla as I just introduced leader mortality values. Nothing I can do against that. Let's just imagine McCall falling from his horse, on the head against a rock... ;)


Or shot by his own troops!

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Pelok
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Fri Feb 19, 2010 8:07 pm

Paul Roberts wrote:Or shot by his own troops!


Or eaten by chipmunks....

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Clovis
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Sun Feb 21, 2010 12:27 pm

New version

What's new?

52) Fortifications may be built up to level 8. Beware, AACW hinders upgrading a fort above level 2. So any fortification efforts will result in a fort level 8 for a cost of 18 supply and 4artillery units. To ease the build process, I've introduced Fortification ressources units containing each the supply units needed to build one level 8 fort. You will have to add 4 artillery unis to one fortification ressources to begin Fort construction
Why build forts when units may entrench? Because until late game, only Forts giv a 8 level you will appreciate around Washington or Richmond. At a huge cost... 53) partisan units movement allowance lowered: partisan units are locals, not bands raiding several hundred kilometers away... 55) Introduced Northern fluvial patrols . Union player will get in the first turns 8 free gunboat groups. They have very low combat value and can't leave Missouri and Ohio rivers. One such unit prevents the crossing of the region it occupies. To ease micromangement, these units need no ressupply. Created for simulating the Union naval supériority which prevented Confederate crossing of Missouri and Ohio rivers by large armies. These units are otherwise helpless for battle and can »t leave this aera in order to avoid any side effects. Raising WSUs for Union to give player a possibility to build more « normal » gunboats could have led to other side effects. Use them to protect Cairo, Cincinnati and Saint Louis... 56) Union will be able to create one union infantry brigade and 2 cavalry regiments if he controls both Ft Smith and Fayetteville in Arkansas. 57) CSA AI will randomly defend stronger New Orleans region.
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Pelok
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Sun Feb 21, 2010 12:45 pm

Thanks Clovis I begin to test it tonight.

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Clovis
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Sun Feb 21, 2010 1:27 pm

Pelok wrote:Thanks Clovis I begin to test it tonight.


You will have to download again SVF2 file, the first file was bugged.
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Pocus
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Mon Feb 22, 2010 10:53 am

Congrats for keeping work on your mod! I like particularly any AI tweaks you do.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Clovis
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Wed Feb 24, 2010 1:33 am

Example of a Confederate AI raid: Johnston raced to Philadelphia before retreating back toward Virginia CSA main defense line ( September 61)

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Clovis
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Wed Feb 24, 2010 1:35 am

Pocus wrote:Congrats for keeping work on your mod! I like particularly any AI tweaks you do.


Thanks. The AGE AI can learn so much. My role is just to learn it the key value points on a given map, then it does many right things. it's yet cumbersome in unit organization and leader use, but less than before.
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Thu Feb 25, 2010 12:09 am

During the next turns (October 61), Beauregard's Army launched a raid against Baltimore before coming back to Manasas... :D
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Rexor
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Thu Feb 25, 2010 7:36 pm

Hello Clovis!

This sounds great, I'd like to download your mod. A couple of questions: First, does your mod build on the AI tweaks in 1.15 or replace them? In other words, do you improve upon the 1.15 AI?

Also, I have patched up to vanilla 1.15. What is your latest mod version, and how do I install?
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

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Clovis
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Thu Feb 25, 2010 8:26 pm

Rexor wrote:Hello Clovis!

This sounds great, I'd like to download your mod. A couple of questions: First, does your mod build on the AI tweaks in 1.15 or replace them? In other words, do you improve upon the 1.15 AI?

Also, I have patched up to vanilla 1.15. What is your latest mod version, and how do I install?


Hi,

yes, I'm trying to improve the 1.15 AI; for now, I've worked on the CSA one; for the Union AI, it remains the one I've made for the 1.13 patch. There are certainly things to fix but my experience with the CSA AI is most of the tweaks I made for the 1.13 work rather well with the 1.15.

The last version is on this thread page.
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Thu Feb 25, 2010 9:57 pm

Clovis wrote:Hi,

yes, I'm trying to improve the 1.15 AI; for now, I've worked on the CSA one; for the Union AI, it remains the one I've made for the 1.13 patch. There are certainly things to fix but my experience with the CSA AI is most of the tweaks I made for the 1.13 work rather well with the 1.15.

The last version is on this thread page.


So I just have to install version 3? Also, the windows are in French. Is there anything I can do to get them in English?

Thanks again...
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

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Clovis
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Thu Feb 25, 2010 10:52 pm

Rexor wrote:So I just have to install version 3? Also, the windows are in French. Is there anything I can do to get them in English?

Thanks again...


No. SVF 0,1,2 and 3 are the four files needed for the mod. uzip the 4 in the AACW directory, launch Struggle.bat, click " oui" each time a window pops up in the process. The install files are in French, and the mod in English. Don't ask :D
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Rexor
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Fri Feb 26, 2010 12:24 am

Clovis wrote:No. SVF 0,1,2 and 3 are the four files needed for the mod. uzip the 4 in the AACW directory, launch Struggle.bat, click " oui" each time a window pops up in the process. The install files are in French, and the mod in English. Don't ask :D


Thanks Clovis, you're a prince. :thumbsup:

The irony is that "oui" is one of the few French words I understand. :mdr:
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

Rexor
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Fri Feb 26, 2010 1:00 am

Clovis,

I'm installing the it all, but the yes/no questions are coming in DOS in English. Is this alright or should I be worried?
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

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Paul Roberts
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Fri Feb 26, 2010 1:23 am

Rexor wrote:Clovis,

I'm installing the it all, but the yes/no questions are coming in DOS in English. Is this alright or should I be worried?


It's fine. The installer is French but the game text is English.

enf91
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Fri Feb 26, 2010 10:06 pm

I installed SVF, but now I have to re-enter my serial key. Is that supposed to happen?

>>deleted: answered by Clovis

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Clovis
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Fri Feb 26, 2010 10:10 pm

enf91 wrote:I installed SVF, but now I have to re-enter my serial key. Is that supposed to happen?


no.

To solve it, open the ACW/settingd folder and copy the General.opt file to the SVF/settings
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enf91
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Fri Feb 26, 2010 10:19 pm

I don't have an SVF/settings folder. Besides the general.opt thing, does it matter?

>>Yeah, it does, something about localstrings.csv

>>>So should I just copy the whole vanilla settings folder?

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