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Hobbes
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Artillery Mod

Fri Sep 21, 2007 9:44 am

Hi folks, I have applied the 1.07 patch to my current PBEM game and was dismayed to see all CSA artillery units lose a third of their strength! I had assumed the changes to the CSA artillery would only effect new units purchased (which I assume I will be able to buy at a reduced cost?).

Now all my artillery is shown with a red bar across the right hand side of each element. Will they remain like this until the end of the game (I assume they won’t return to their old strength after drawing replacements?).

The artillery mod looks great but it seems that it will have a huge impact to the CSA side in a current game. Is there any way of applying the new 1.07 patch but not the new artillery patch? Can I just replace a few new files with old?

We need to apply the new patch (or at least the next one) due to a bug that is preventing us from continuing with the game at the moment.

Cheers, Chris

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Pocus
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Location: Lyon (France)

Fri Sep 21, 2007 10:26 am

Note that USA guns cost more in WSU now too.

Yes you can revert to 1.06d files in the gamedata\models directory, only for the artilleries (if you are not the host, you should ask him to do so too).
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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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Hobbes
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Fri Sep 21, 2007 10:44 am

Thanks Philippe, is there any possibility of a new patch to fix the Army attack problem in a few days? If not that is fine and we can continue the game with a different move.

Cheers, Chris

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Pocus
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Fri Sep 21, 2007 12:07 pm

yes, I will post another update this week end.
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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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Hobbes
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Fri Sep 21, 2007 2:22 pm

Pocus wrote:yes, I will post another update this week end.


:coeurs:

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Pocus
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Fri Sep 21, 2007 5:15 pm

I updated the latest patch with the bug fixes, and nothing else. I was just remembered that I was not in town this week-end (by my significant other).
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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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Hobbes
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Fri Sep 21, 2007 6:21 pm

Thanks very much Philippe, I had a quick test and there was a battle!

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runyan99
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Fri Sep 21, 2007 6:36 pm

What was the 'army attack problem'?

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Hobbes
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Fri Sep 21, 2007 7:23 pm

I'm not sure if it always happened - but it was sometimes not possible to attack a lone army stack.

Cheers, Chris

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Pocus
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Fri Sep 21, 2007 9:20 pm

I'll post the bugs fixed in the 1.07 thread.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Jagger
AGEod Grognard
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Sun Sep 23, 2007 1:55 am

Hobbes, here is the artillery mod with manpower matching the original database. It can used with any ongoing games.

The current artillery has the manpower adjusted to reflect the differing sizes of the US and CSA batteries. These different sized batteries do not match up with scenario introduced batteries which causes understrength batteries to appear in the game---I think. Units purchased as reinforcements show up fine.

Either way, the attached file keeps the artillery performance modifications but reverts the manpower to the original database. It should take care of understrength batteries.

Just upload into your models folder of your gamedata folder. Then unzip and overwrite with the 12 modded artillery files.
Attachments
ArtilleryMod-OrgManpower22Sept07.zip
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Hobbes
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Location: UK

Sun Sep 23, 2007 9:03 am

Jagger wrote:Hobbes, here is the artillery mod with manpower matching the original database. It can used with any ongoing games.

The current artillery has the manpower adjusted to reflect the differing sizes of the US and CSA batteries. These different sized batteries do not match up with scenario introduced batteries which causes understrength batteries to appear in the game---I think. Units purchased as reinforcements show up fine.

Either way, the attached file keeps the artillery performance modifications but reverts the manpower to the original database. It should take care of understrength batteries.

Just upload into your models folder of your gamedata folder. Then unzip and overwrite with the 12 modded artillery files.


Perfect! Many thanks Jagger, applying now.
Chris

simovitch
Corporal
Posts: 51
Joined: Mon Aug 13, 2007 4:54 pm

Artillery still reduced in 1.07a

Fri Sep 28, 2007 3:40 pm

Jagger wrote:Hobbes, here is the artillery mod with manpower matching the original database. It can used with any ongoing games.

The current artillery has the manpower adjusted to reflect the differing sizes of the US and CSA batteries. These different sized batteries do not match up with scenario introduced batteries which causes understrength batteries to appear in the game---I think. Units purchased as reinforcements show up fine.

Either way, the attached file keeps the artillery performance modifications but reverts the manpower to the original database. It should take care of understrength batteries.

Just upload into your models folder of your gamedata folder. Then unzip and overwrite with the 12 modded artillery files.


This fix does not appear to have made it into the 1.07a patch. I verified that it does fix the problem when applied to 1.07a.

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Hobbes
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Fri Sep 28, 2007 5:27 pm

simovitch wrote:This fix does not appear to have made it into the 1.07a patch. I verified that it does fix the problem when applied to 1.07a.


I think it's just a work around for games in progress so a patch will not contain that version of the artillery mod - you will have to apply it to all patches for a current game.

Cheers, Chris

simovitch
Corporal
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Joined: Mon Aug 13, 2007 4:54 pm

Fri Sep 28, 2007 7:01 pm

Hmm. Maybe I'm missing something.

When I start a new game with Patch 1.07a, the at-start artillery units show reduced. When I start a new game with 1.06d, those same artillery units show full strength.

So somewhere between 1.06d and 1.07a the artillery units got reduced.

So can this work-around be incorporated into the official patch?

Sorry if I'm missing something obvious.

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Pocus
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Sat Sep 29, 2007 8:04 am

Which scenario? I realize that I have not exported all scenarios to 1.07a standard, so the older ones still have artilleries understrength. 61 and 62 campaigns should be ok though.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

simovitch
Corporal
Posts: 51
Joined: Mon Aug 13, 2007 4:54 pm

Sat Sep 29, 2007 2:41 pm

Yes, the reduced artillery shows up only in those scenarios other than '61, and '62.

So the quick-fix file simply resets the artillery models to the pre-mod values. To get a full strength modded artillery unit you have to edit the scenario file to accomodate the new models.

That explains it, Thanks.

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