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Pocus,can you help?
Posted: Tue Jan 08, 2008 12:32 am
by tremy
Now that the excitement over the release of Napoleons campaigns has perhaps lessened a little,might you be able to help this doddery old wargamer?
I have posted previously,to say that although aacw is possibly my all time favourite computer game,I have not played for some time.
It is because the leader mod initiated by Hancock seems to me to be much more accurate than the original.However,I fear that I am not capable to include it in my game as each patch is released.( mention of splitters and such ,merely cause panic).My son kindly set me up for 1.04,but lives 200 miles from me,so is not on instant call.
question 1. Will the leader mod be officially incorporated into the game?
question2. If not.Is it possible to enable mods to be downloaded into an options folder,so that they may be used if wanted?
Two further opinions .While I own around 200 books on the civil war,I find Mcnaughtons comments on leaders astute,interesting and fair.Is there a philanthropist out there who might give him a retainer in order to write a book on the subject? Incidentally I would like to try his mod too,but its in so many parts it scares me even more!
Lastly, but not least. A happy and successful new year to all at AGEOD.
Great Invasions has left me confused,but the other three games are works of art.and the forums ,friendly,informative and responsive .Thankyou,fellow gamers.
Posted: Tue Jan 08, 2008 1:24 am
by Gray_Lensman
deleted
Posted: Tue Jan 08, 2008 2:14 am
by AndrewKurtz
Gray_Lensman wrote:tremy:
Since there is too much disagreement yet on the Leader MOD stats, I don't believe it will be "officialized" into the actual game files. Personally, that's a disappointment to me, also, but that's what I understand for now. This means that Pocus and AGEod are not directly involved with its implementation, so this question should be addressed to runyan99, but maybe I can help a little here, myself. This was exactly the reason I created a "Fast Install" version of the RR MOD.
First off, do you understand how to use WinZip itself to make it extract files to the correct location for you (almost but not quite as easy as the patch installers)? Or to put it another way, have you used the RR Accuracy MOD and had any success in it's installation process into your ACW installation?
If so, then maybe we can convince runyan99 to implement a "fast install" file that would automatically place and overwrite the Leader MOD files into the respective regular ACW folders for those who have this kind of trouble, especially since you intend to always use it and not revert back to the vanilla leader files.
Regards
> For the moderators: Just to keep things organized, this thread should be moved to the AACW MODs folder.
But the real question is whether there's agreement that the leader mod is an improvement over the original leaders.
Posted: Tue Jan 08, 2008 2:24 am
by tremy
Thankyou for the almost instant response Gray Lensman.
Yes I can use winzip to extract to files as long it is clearly stated.
Forgive me for not having installed your mod after the countless hours you have spent correcting issues.I'm afraid I got hung up over leader stats. to the exclusion of all else.I will have a go tomorrow evening at installing RR MOD as it is now 1.20 a.m in Wales.If successful I will join the gang who are prepared to rough up Runyan99 and Mcnaughton to get whatever a "fast install" is.
Apologies to moderators for putting this thread in the wrong place.
Posted: Tue Jan 08, 2008 2:33 am
by tremy
AndrewKurtz wrote:But the real question is whether there's agreement that the leader mod is an improvement over the original leaders.
I understand that agreement all round would be impossible.They just happen to be more accurate in many cases for me.
Perhaps with the fortunes that are being made at AGEOD, they might be prepared to hold a one month conference on the subject in the south of France and pay for us all to attend !
Posted: Tue Jan 08, 2008 3:26 am
by Gray_Lensman
deleted
Posted: Tue Jan 08, 2008 3:44 am
by runyan99
tremy wrote:It is because the leader mod initiated by Hancock seems to me to be much more accurate than the original.However,I fear that I am not capable to include it in my game as each patch is released.( mention of splitters and such ,merely cause panic).My son kindly set me up for 1.04,but lives 200 miles from me,so is not on instant call.
You don't need any special skills or need to know anything about special programs to install the mod. All you need to do is to be able to follow instructions, and know how to copy and delete computer files. I guess the mod is wrapped in a zipfile, but that is a pretty basic tool these days.
I suppose an automatic install program for mods would be cool, but I don't know how do use a program like that myself. No offense tremy, but almost all users seem to be able to install the mod as-is, and you seem to be the exception.
I bet if you were very careful, and made an attempt to copy the files step by step, you would find that you could install it yourself.
Posted: Tue Jan 08, 2008 6:13 am
by MarkShot
I just stumbled across this thread.
Maybe AGEOD modders should construct their mods to work with JSGME (Jones Generic Mod Enabler). Originally, it was developed Jaesen Jones to support Silent Hunter III modding.
http://www.users.on.net/~jscones/software/products.html
However, the tool is complete generic and has been widely adopted as a standard by many gaming communities for mod distribution, installation, and management.
It works on some very basic principles:
(1) A mod is distributed such that it contains a replicated file structure of the target game.
(2) Mods go into the mod directory.
(3) There is a utility which shows what mods are available and what are installed.
(4) You install and uninstall mods by simply moving mods between the installed column and the available column.
(5) The manager automatically checks for file conflicts and remember what files have been changed.
(6) I think in later editions, he even managed a facility for file removal without the need for dummy empty files.
(7) I don't know if current versions include built-in compression archive handling support.
---
The advantages are:
(1) It's very convenient.
(2) Many gamers are familiar with it.
(3) It saves non-technical gamers from having to understand the game's file structure and how to manipulate files.
Posted: Tue Jan 08, 2008 6:38 am
by Rafiki
Gray_Lensman wrote:tremy:> For the moderators: Just to keep things organized, this thread should be moved to the AACW MODs folder.
Good point. Thread movified.

Posted: Tue Jan 08, 2008 10:56 am
by Pocus
Hi Tremy,
An happy new year for your family and you too!
I see you are in good hands, and as said before, the changes being not official, the chief modder should give you instructions.
As for Great Invasion, it is distributed by AGEOD but was not made by AGEOD. So the separate forum. I won't do any support on it, because I took no part in it. For problems, you should seek Luca Cammisa, in the GI forum.
Posted: Tue Jan 08, 2008 11:49 am
by Franciscus
If I may chime in, let me also say that I find runyan's mod very good. Not exactly the changes in leader stats, but specially the "other" things - namely the early inability to form divisions as CSA, the "correct" geographical appearance of Ben Mcculloch, Zollicoffer, etc.,the early appearance of Longstreet, Early and Ewell and the limit of CSA divisions raised to 48. I personally made also a further small change, in the appearance of Johnston's command (Winchester, in order to be able to get replacements in historical attrition setting).
Now, a suggestion - why not include this mod (or at least just the events) as an "optional" scenario in a future patch ?, just as you have included bigus's scenarios ??. In that way, it would be easier to try for all players intersted, and it would be clearly labeled as an "alternate" scenario
Just my 2 cents.
(PS: in the past I have used JSGME, and it was good. Not certain if it would be easy to adapt to AACW ??)
Posted: Tue Jan 08, 2008 2:11 pm
by Gray_Lensman
deleted
Posted: Tue Jan 08, 2008 2:17 pm
by Franciscus
That is a pity

leure: .
But what about the "non leader stats" parts of the mod ? These, I believe, are very good and reasonable and have mainly to do about the events file, is it not ?
Posted: Tue Jan 08, 2008 2:22 pm
by Gray_Lensman
deleted
Posted: Tue Jan 08, 2008 6:46 pm
by runyan99
What would be possible is to use all the official and original stats (Strategic rating, offense, defense, traits), but to use all of the other aspects of the mod in a new scenario. Namely, leader ranks (*,**,***) arrival dates, arrival locations, new leaders, etc could be part of a new scenario that would not conflict with other scenarios.
In fact, by creating new models for all the edited leaders, it would even be possible to create a scenario that uses the edited stats too.
The problem is that this would be a lot of work, and to be official it would all have to be done by editing the original Excel files *correctly*.
I cannot do that, and it is easiest for me to continue to support the mod unofficially. If PhilThib wanted to take on the project, I could of course provide all the data, but it would be best if AGEOD made the scenario themselves. I don't think the Phils want to allocate any time for this, however.
Posted: Tue Jan 08, 2008 9:26 pm
by tremy
GrayLensman Events have conspired to stop me downloading rr mod this evening.Will try later,although I thought your hard work was being officially incorporated in patches?
Runyan99
No offence taken from your gentle hint that I'm on my own as the most stupid user of these forums.There I was thinking what a clever old fart (66yrs.) I am posting for help on forums.Thankyou for your work on AACW.
Markshot
The generic mod enabler looks like the item I was hoping Pocus with his talent
could provide.As a business advisor perhaps you could use your arm twisting skills to coerce those in charge to see how it might increase the use of their product.
Posted: Tue Jan 08, 2008 9:32 pm
by MarkShot
Tremy,
JSGME exists already. All that is required is simply for mod makers to distribute their mods in JSGME compatible format. Many gaming communities are making use of it; not just the SH3/4 community.
Don't feel bad about the PC technology. I am almost 50. I admit that if I wasn't professionally in systems, I would probably have been totally lost many years ago. I've spend quite a bit of time over at
http://www.subsim.com helping some of the retired submarine service vets with game installation/technology issues.
Well, good luck!
Posted: Tue Jan 08, 2008 10:25 pm
by berto
runyan99 wrote:What would be possible is to use all the official and original stats (Strategic rating, offense, defense, traits), but to use all of the other aspects of the mod in a new scenario [emphasis added]...
In fact, by creating new models for all the edited leaders, it would even be possible to create a scenario [emphasis added] that uses the edited stats too.
The problem is that this would be a lot of work...
You are talking about just
one scenario, encompassing the entire war from the beginning, correct?
If one were to apply your leader mod across all the scenarios, including the later-start-date 1861, 1862, 1863 & 1864 full-war, two-theater campaigns (not to mention all the battle scenarios--yikes! :eek

, that would mean many more alternate scenarios, and much more work, no?
Not to mention create all sorts of confusion, with both original and leader-mod versions of multiple scenarios.
So, unless your leader mod is made "official" and incorporated everywhere, I hope you truly do mean just
one leader-modded scenario (presumably the early-start-date, full-war, two-theater campaign).
Posted: Tue Jan 08, 2008 11:11 pm
by runyan99
You could do it any way you wanted.
As is, the game uses the same models files for all scenarios, so installing the mod changes leader data for all the scenarios in the game.
If the original models files (stats) were used, you could still generate a new scenario that used different events files, and you could add new models for new leaders or new ranks for existing leaders. This would not change or conflict with the other scenarios.
If you wanted to implement all aspects of the mod including the new ratings, you would need to create new models for all the edited leaders, which would not overwrite the original models. The new scenario would need a new events file which referred to the new adjusted models files. This could also be done without changing the original scenarios, but would be the most work.
Posted: Wed Jan 09, 2008 3:48 am
by Gray_Lensman
deleted
Posted: Wed Jan 09, 2008 9:51 am
by Pocus
AGEod's and Matrix's serial number type of protection is a reasonable way of copy protection, though I am a little surprised that any patch from AGEod does not ask for the serial number again, whereas Matrix patches do. Personally, from a business point of view, I would do as Matrix does.
Because we have a better system

Your serial key is checked EACH time you launch the game, and it can even be checked at random interval while you play.
Posted: Wed Jan 09, 2008 2:51 pm
by Gertbeef
Gray_Lensman wrote:Just as a side OT comment. Subsim was a good game and there is/was good MODs for it, but when Ubisoft used the defective "trojan" StarForce software to implement their copy protection (which I have nothing against copy protection btw), it interferred with the normal operation of my CD/DVD burner.
I uninstalled SubSim and had to run special removal programs along with a Registry Clean program to rid myself of all vestiges of "StarForce". At that point I decided I would never again take the chance of buying any software that has "StarForce" protection built into it, nor will I ever again purchase a Ubisoft product, because I just don't want to chance the aggravation again, no matter what they promise, and there are plenty of others who feel the same way.
AGEod's and Matrix's serial number type of protection is a reasonable way of copy protection, though I am a little surprised that any patch from AGEod does not ask for the serial number again, whereas Matrix patches do. Personally, from a business point of view, I would do as Matrix does.
Sorry about the OT remarks, but I wanted everyone to know the risks of downloading and using Ubisoft software since it was brought up.
BTW, To be clear, the JSGME software being discussed is NOT a Ubisoft product in case anyone misunderstands my comments.
Regards and back to topic.
I think you mixed up Subsim and Silent Hunter.
Just as an fyi also to anyone, Ubisoft has dropped Starforce as a means of copy protection, quite a while ago I think. I know that Silent Hunter 4 didn't have it.
Starforce is a terrible copy protection scheme though and had heaps of trouble with it when I was running Silent Hunter 3. Oddly though the people at Starforce I dealt with couldn't have been any nicer and helped me get the issues fixed quickly. Doesn't make their product any less offensive, but that's something.
Sorry for veering off topic, just wanted to let people know that Ubisoft did listen to people and ditched it.
Posted: Wed Jan 09, 2008 3:00 pm
by Gray_Lensman
deleted
Posted: Wed Jan 09, 2008 3:05 pm
by Gray_Lensman
deleted
Posted: Wed Jan 09, 2008 7:15 pm
by MarkShot
You are right about Ubisoft. They were wrong to use it. They were wrong to try to slide it in under the radar and not list it with other system requirements. They were wrong not to issue a patch for prior products to remove it.
I suspect it was the suit against SONY's similar use of root kit/device driver CP and Microsoft's subsequent patch against SONY's driver that motivated UBI to drop SF.
As a business AGE Studio is light years more advanced ethically than most of the major game conglomerates such as UBI and EA!

We don't treat our customers like criminals. Instead our security scheme treats software criminals like criminals by blacklisting them from future rights.
I play SH3 but take advantage of the SF disabling hack to avoid any potential damage to my system. (Sad that I needed to do this. It also kept for more than two years not purchasing the game.)
Posted: Wed Jan 09, 2008 7:17 pm
by MarkShot
http://www.subsim.com is the premier independent site for people who like to play sub simulations both WWII diesel/electric commerce raiders and cold war SSNs.