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Clovis
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Experimental mod for 1.07

Wed Sep 26, 2007 9:22 pm

HIGHLIGHTS

1) No idiocy rules

It's always difficult to draw the lines between more realism and « idiocy rules » forcing player to do the same errors made during a war.

By example, USA didn't formed more than 6 cavalry regiment until August 1861, considering useless to form more as the war would be very short and terrain was considered being very adverse to the cavalry.

USA cavalry was yet plagued by poor tactics, primarily lack of grouped use, in the first year.

Player is taking the place of Lincoln or Davis for the essential, relying on chosen general to execute strategic plan ( even if the game let players elaborate too part of operational implementation of these strategic moves, even if sucess or failure is partially the result of the General ratings).

So I 've sorted modifications by this criteria: nothing should delay the possibility for the North to create immediatly more cavalry brigades, but the tactical roblems being out of the scrutiny of the high Command, I've lowered a bit some US cavalry stat for the first mid-game.

2) Small changes to units

a) until now, I haven't noticed sufficiently strange battle results to undermine my belief into the unit ratings ( even if from time to time a strange result may occur, no proof such an occurrence comes from erroneous unit sats)

b) battle combat procedure, albeit complex, remains an abstraction. Introducing new stats, even if more realist in theory, could result in wrong results, simply by being made to a system which doesn't is a realistic portrayal of battle but a simulation destined to give accurate outcomes.

So I have made rather light changes in regards to these 2 considerations.

These changes are coming from interesting posts from McNAUGHTON ( and I'm waiting to see if the more fundamental changes he's going to create for units will give yet better results).

In short:

? I didn't reduced the number of sharpshooter units, but raised their cost in manpower ( reflecting not the real number of men but the difficulty to find elite riflemen in quantity). It should force the player to avoid recruit in mass sharpshooters but let him possibility to do so.
? I reworked US cavalry to give CSA a real edge at start.
? I modified artillery. Basically, I enforced differences between smoothbores and rifle guns.
Smoothbores have short range, rather low attack accuracy, high defense accuracy and reinforced assault values, in order to stress their defensive use in the game system limits. The 6 pdr is cheap but weak, the 12pdr have the same value than the 10 parrot.
Rifled guns on the contrary have greater range and are more accurate than smoothbore in attack , less in defense, making them useful for attack.
The 20 parrot is delivering more punch at higher range than the 10.


But...never forget most battles are beginning at range 4 or less ( the range of smoothbores)...Lee stated the 12 pdr « Napoleon » to be the best gun not without reasons. The theorical advantage of rifled guns are so challenged .

Last, Horse artillery is now representing the 3 inch, rifled gun having the same values than the 10 parrot but with greater accuracy and better reliability ( parrot hits number being reduced by one). Price is higher too...

So, with 5 types having special functions and limits, field artillery is now without « must have « model. 6Pdr is inexpensive but of marginal value, 3 inch is the best rifled gun but is the most difficult to buy, the 20 parrot delivers on attack greatest puch, but is costly and its range isn't really useful, the 10 parrot remaining so interesting beacause of its lower cost.

Artillery forts changes are fewer ( work in progress...) . I just disabled Rodman and Columbiad models, reinforced the hit value of naval guns, added the siege ability to siege guns but reduced their damage values.



3) Divisions.

In the current system, 1861 divisions get the same advantages than 1863 ones.

It's highly unrealistic.

What plagued both sides at start was the lack of skilled officers and the absence of HQ staff doctrine. If the first problem was somewhat solved with time, second remained much more pregnant until 1865. Some progress was made but slowly.

For thes 2 reasons, corps weren't used until the first half of 1862 and I'm seriously questining the eistence of functional divisional HQ in the first months of the war.

In game terms, it signifies, as corps can't be prohibited, to delay the appearance of 2 and 3 stars generals, and to postpone divisions formation until the end of 1861.

So divisions can't be formed before october 1861.

The divisions in the 2 Eastern armies have been disbanded too.

Now your leaders will move and fight with penalties. The strategic plans will so be slower to start and the first battle in Virginia ( first Bull Run) a real challenge.

It will too hinder gamey tactics, like forming a cavalry division to raid into enemy land. You will be yet able to group several cavalry units under a leader in 1861 but you will get out of command penalties...

Then winter should postpone your raid projects until the spring of 1862...


4) Cohesion

I've reduced too the cohesion value of all units. First, because I think it will made units more prone to rout and so will reduce the number of destroyed regiments, a little too high. Secondly, as cohesion improves with experience, it should enforce the need for players to take attention to experienced units, peculiarly for the Union player, whose replacement penalty could be giving headaches in the last years of the war...Last, the 1861 battles should be shorter and plagued by routing units....as in reality.


So all cohesion levels have been reduced by 10.

not only it will give real edge to experienced units, whose cohesion is raised, it will emphazize a bit more National Morale influence.

You will need both yet more.

battles will be less costly, shorter, peculiarly in the first months, with troops routing quicker than stubbornly renewing deadly assaults.

5) Draft and Money Policies

I feel too easy to take the conscription and the printing money ways. Both sides had huge problems with conscription laws and their enforcement, and printing money in the game hadn't penalties sufficient to prohibit its use each turn.

So I raised both NM and VP losses for conscription options and limited the money printing to one turn by month.

6) I've introduced a few changes in strategic cities list: Manassas, Harrissonburg and Grafton have now a VP value whereas Winchester, Fredericksburg and the region north to Fort Pickens have lost their VP value. It should help CSA AI to be less obnoxious about Harper's Ferry and Fort Pickens.

7) East Tenessee regions have now a strong US influence at start, when Southern Illinois ( "Little Egypt") has a small CSA sympathy at start.

8) The mod is using the current leaders mod made by Winfield S Hancock.

9) Nominal figures for infrantry regiments has been reduced from 1,000 to 700

10) This mod is using a slighty modified version of the cavalry mod by Jabberwock. The only difference is the new ability is only given to INDEPENDANT Cavalry units ( not embedded into an infantry brigade).

11) Draft isn't possible until 1862. USA side gets more volunteers ( if Sufficient funds are at disposal) and less draftees.

This mod isn't in any case achieved or balanced. It's just an experience about some floating ideas on the Ageod forum I wanted to try.

Test, enjoy or grumble :siffle:

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Prussian Prince
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Wed Sep 26, 2007 10:34 pm

Great work! Sounds interesting. Should make the game more interesting.

StatboyVT
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Error Message

Wed Sep 26, 2007 11:56 pm

Clovis,

First of all, this is my first post, so I hope I make myself clear. I started from scratch and reinstalled AACW. Then downloaded the new 1.07 official patch, and then followed the download instructions included in the Zip file exactly as indicated (or maybe not lol, but I'm pretty darn computer literate as I play modded games all the time). When I try to start the game, I get the following message:

"ULocalize.LoadLocalStrings, file not found: C\ProgramFiles\AGEod'sAmerican Civil War\experimentalmod\Settings\LocalStrings*.csv"

It looks like it's trying to pull something out the experimental mod\settings folder, but that folder doesn't exist. It should be trying to pull it from the experimentalmod\ACW\Settings folder. Seems like it's leaving out the "ACW" part.

Any suggestions? Thanks in advance. I used this mod for 1.06 and got the same error message, but somehow fixed it by moving something else into the experimental mod folder. I think maybe it was the AACW.exe file itself that I moved. Should I do that again, or do I not get the entire scope of the mod if I do that? Thanks, love this mod and I appreciate all the work you modders do!

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Fixed, but another problem.

Thu Sep 27, 2007 12:31 am

Ok, I fixed that problem by finding a solution in another thread. I had to copy and paste all the files from the original AACW folder, such as EXE, AGESettings, and the DLLs into the experimental mod folder, and deleted the modpath file in the original AACW folder. That's what I did before for version 1.06, and it worked then, and it got me past the original problem again this time. But now I have another problem.

I try to open the game by clicking on the EXE in the experimental mod folder, which is what I did in the last version to get the game to play. Only this time, this error message pops up:

"TAbiDefs.Get Ability UID 76 too high"

After I click "Ok" for that one, another pops up:

"TListModels.Create Wrong abilities definition for model 124 Raiders"

I also got:

"TListModels.Create Wrong abilities definition for model 13 cavalry"

Then I get the message saying I have to terminate the application. The message is in English, but the options are in French: Oui, Non, Annuler.

This time I have no clue how to fix it. Anybody else run into this problem?

StatboyVT
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Fixed again...

Thu Sep 27, 2007 12:57 am

Ok, I think I figured that one out to. For some reason, the abilities for some of the units were set to "UnitSkirmisher" rather than just plain ole "Skirmisher". You can change those individual units in experimental mod\ACW\GameData\Models.

The units that need to be changed are cavalry, Indians, bushwackers, stuff like that. Looks like I'm up and running now.

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Thu Sep 27, 2007 1:08 am

A bit of advice, add new models, components, abilities rather than modifying existing ones. This ends up with fewer compatibility problems (through Alias), and you can track down difficulties to your individual files instead of having to cypher through pre-existing units.

Also, it is best to go XLS. It will save you loads of time in the end, plus can adapt to AGEOD changes much easier (it is possible they made tweaks to model files that aren't represented as you are using older versions, meaning that some models may be 'obsolete' when compared to AGEOD basic game files).

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Clovis
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Thu Sep 27, 2007 2:12 pm

StatboyVT wrote:Ok, I think I figured that one out to. For some reason, the abilities for some of the units were set to "UnitSkirmisher" rather than just plain ole "Skirmisher". You can change those individual units in experimental mod\ACW\GameData\Models.

The units that need to be changed are cavalry, Indians, bushwackers, stuff like that. Looks like I'm up and running now.


I forgot to add the new unitskirmisher abi file in the mod...I will fix that asap.

Thanks :nuts:

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runyan99
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Thu Sep 27, 2007 6:27 pm

Clovis wrote:
8) The mod is using the current leaders mod made by Winfield S Hancock.


If I take out only the files from your mod that the leader mod uses, do I get a leader mod compatible with 1.07, or do I get something else?

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Clovis
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Thu Sep 27, 2007 7:08 pm

runyan99 wrote:If I take out only the files from your mod that the leader mod uses, do I get a leader mod compatible with 1.07, or do I get something else?


Something else because I made here and there some slight changes.

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Clovis
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Thu Sep 27, 2007 9:05 pm

File updated by adding the missing unitskirmisher.abi file. :siffle:

Should work now.


You may download the new version from the first post of the thread.

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Tarokaja
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Sun Sep 30, 2007 8:00 am

I installed the mod, but leader L. Blenker (USA) is blank.

Yoroshiku

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Eugene Carr
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Sun Sep 30, 2007 8:44 am

Blenker missing comes with the 107 patch.

mistake is on model file for him - no 563 alter the line to read "Portrait = Unit_USA_LBlenker.png" (no quotes).

hope this helps

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Clovis
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Sun Sep 30, 2007 10:47 am

Eugene Carr wrote:Blenker missing comes with the 107 patch.

mistake is on model file for him - no 563 alter the line to read "Portrait = Unit_USA_LBlenker.png" (no quotes).

hope this helps


Thanks. Going to fix that asap.

gbs
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Sun Sep 30, 2007 12:42 pm

I can't find the download link for the mod,????

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Clovis
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Sun Sep 30, 2007 8:23 pm

gbs wrote:I can't find the download link for the mod,????


fixed

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Clovis
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Mon Oct 01, 2007 9:01 pm

Here's the first US turn in April 61 campaign:Image

Conscription isn't anymore possible so only volunteers can be buyed. USA gets a larger pool but the consequence is price is now higher too and financement is more difficult.

Here I've chosen to take the 2,000 bounty option, giving me 511 conscript points.

Image

SO I'm forced to go for the 8% bonds and exceptional tax ways, whicjh will cost me 2NM, 75 VP and will raise inflation by 3.

Of course, I could have spent less on bounty, but in such a case the number of USA troops will be very inferior to those in the current system where volunteers and conscription can be used at start.

Less troops will lead to a more slowly build up of armed forces, and attempting to get more is really costly...

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Clovis
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Mon Oct 01, 2007 9:12 pm

the same options for the CSA side:


Image

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Clovis
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Mon Oct 01, 2007 10:01 pm

no more army at start:

Image

One HQ for each side will be authorized in a few turns. I wanted to slow the creation of army corps until the autumn 1861, here again to avoid unhistorical high level of organization from the start.

This is coupled of course with the delaying of Divisional creation until october 1861.

So after the first battles of the sumner 1861, autum and winter should be real time of build up and organization.

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Rafiki
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Mon Oct 01, 2007 10:08 pm

Does the army HQ come by event (i.e. fully functional), or does it have to built first?
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Clovis
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Mon Oct 01, 2007 10:12 pm

here's the USA financial situation late may 1861:

Image

High number of conscirpt, but not enough money and war supply to create many units... Of course, I could use Paper money printing, but for 290,000, inflation would raise to 7%.... A little too high.

And now, paper moeny printing can't be used each turn, but only once in a month... Should solve some gamey tactics...

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Clovis
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Mon Oct 01, 2007 10:12 pm

Rafiki wrote:Does the army HQ come by event (i.e. fully functional), or does it have to built first?


Must to be built...

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Rafiki
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Mon Oct 01, 2007 10:35 pm

OK, that delays them yet a bit, then.

I have to say, I find the changes you make interesting, and that it's interesting to see how they test out :)
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Clovis
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Mon Oct 01, 2007 10:36 pm

The cavalry mod has been integrated, but the new ability is only allowed for independant cavalry units ( ie not embedded in infantry brigades):

Image

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Clovis
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Mon Oct 01, 2007 10:46 pm

Time to create a regular unit is now longer, once again to make build up slower:
Image

3 turns needed to be operational, and some more to get full power...

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Clovis
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Mon Oct 01, 2007 10:49 pm

CSA AI situation late June 61:

Image

High inflation but very few money. AI is too confronted with the historical situation: more men than equipment...

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Clovis
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Mon Oct 01, 2007 10:54 pm

For cavalry, it's yet longer:

Image

My readings points out a cavalry unit needed 3 to 4 months to be trained...

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runyan99
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Mon Oct 01, 2007 11:37 pm

I notice you made a lot of changes to the artillery, but 1.07 incorporates an artillery mod. Did you consider using the 1.07 artillery data?

Also, for the sharpshooters, why not increase the training time and/or the money and material costs instead of the manpower penalty? That would better reflect that these regiments are smaller, but better trained and equipped.

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Clovis
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Tue Oct 02, 2007 9:09 pm

runyan99 wrote:I notice you made a lot of changes to the artillery, but 1.07 incorporates an artillery mod. Did you consider using the 1.07 artillery data?

Also, for the sharpshooters, why not increase the training time and/or the money and material costs instead of the manpower penalty? That would better reflect that these regiments are smaller, but better trained and equipped.


Artillery: Not for now, as I'm satisfied with battle results of my own changes and waiting to see if artillery mod is doing better ( possibly but not sure). There are yet several points of convergence between my mod and this one.

2) Sharpshooters: your ideas are interesting but when I made these changes I was unable to tweak money ressources and material production. Even for now, I consider money is yet maybe a little to easy to get and material production too great. After a few turns, Only manpower remains a real limiting factor... For the future, I will think again this point but my next effort will certainly be aimed at the type and number of Brigades for both sides.

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Clovis
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Tue Oct 02, 2007 10:01 pm

Here's the USA situation early July 1861 with 2,000 bounty option chosen for recruitment:

Image

Here's about the maximum USA can get without using printing money option. I'm just beginning to build some naval assets and the number of troops will remain limited by the relative lack of money. Printing money would raise inflation to 10%...

CSA AI situation at the same date:

Image

Conscript points are 1/3 of the USA. An human player could get more troops but it shoudn't be more than 600 points...

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Clovis
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Tue Oct 02, 2007 10:08 pm

the 2 first battles for Bowling Greene ( from the CSA AI side). The losses figures seem to be quite reasonable:

Image

Image

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