Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

PBEM Mod release

Mon Feb 04, 2008 12:23 am

The initial and primary purpose of the PBEM mod was to increase the power of offense and maneuverability within AACW. With time, the mod has expanded into many other areas.

March to the guns and command control have both been reduced substantially making isolated corps more vulnerable to concentrated armies. Entrenchment values are reduced at the beginning of the war but gradually increase to original power by 1864. Individual unit defense values have also been substantially reduced. These are the primary changes which increase offense and maneuverability.

The Union manpower advantage for the war has been increased from a 1.4 to 1 ratio to 2-1 ratio. Balancing the increased Union numbers is an increase in the quality of Confederate infantry and cavalry. The confederates may be outnumbered but their troops are very tough on both offense and defense.

The navy game has been completely redone. Many of the ship statistics have been adjusted producing new build times,combat power and speeds. The most obvious change is that many ships take longer to build. Combat is more deadly. Speeds of ships vary substantially. Monitors/Ironclads are now ocean going ships. Finally the numbers of ships required to blockade have been significantly reduced making blockades a worthwhile objective. The reinforcement pools reduce the number of certain ship types substantially. The naval campaign should be a significant part of both Union and CSA strategies.

New events have been introduced providing incentives for the CSA player to invade or strongly raid the north. These special objectives provide one time annual gains in VP's, national morale and/or foreign intervention if the CSA captures a special objective. The Union will no longer be able to ignore CSA armies if they move north.

Both the Missouri and Kentucky theaters have been redone to reflect some of the unique qualities of the conflict within those states.

Automatic recruiting of USCT troops occur as the Union occupies more of the slave owning states of the south.

Recruiting pools for both the CSA and Union have been redone. Pools are updated annually. Unit types convert from the mixed early war brigades, mixed formations of infantry/artillery/cavalry, to the pure infantry formations typically raised from 1862 onwards. Cavalry brigades and artillery battalions/brigades have been introduced into the recruitment pools for both sides.

Hancock's and Runyon's leadership mod has been introduced with significant modifications to meet my own personal biases. Most notable is the reduction of Grant and Sherman's attack/defense ratings but also a number of other adjustments as well. Also I restricted strat ratings between 5 and 2. The only general with a strat rank of 6 is Lee.

Grey's excellent RR work is also included through patch 1.09.

I like the results of the mod. For me, I feel the frustration of trying to command a large but bumbling Union army or the desperation of stemming the Union tidal wave with a small but very tough CSA army. Both armies can lose the war quickly in the east or win slowly in the west. Either way, the game is a challenge as armies manuever for the knock-out blow. It is definitely much more a game of maneuver now.

Finally many thanks to Kilcavalry for his patience and suggestions in playtesting the mod.

The next post will have the installation directions and files necessary for the PBEM mod.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Feb 04, 2008 12:43 am

Important: The mod now used Jabberwockies Generals Mod portraits for 1861, 1862 and 1863. His mod should be downloaded and used with the PBEM mod or those particular generals will not display properly. His mod can be downloaded here: http://www.ageod-forum.com/showthread.php?t=5296
Jabberwockies portraits are excellent and now necessary for general portraits to work properly.

***Important-Either install Jabberwockies mod first and then install the PBEM mod over it........or install only the graphics files from Jabberwockies general mod. Do not install the events/models/units/etc files from the mod once the PBEM mod is installed. Doing so will overwrite necessary PBEM mod files.***



Installation directions.

(The first 5 file downloads are included at the bottom of this post. The remaining files are in following posts.)

1. Make a copy of your ACW game folder using copy/paste and rename as AACWPBEM.

2. Find the Models folder within the gamedata folder of your AACWPBEM folder. Open the folder and use "select all" command to highlight all files. Delete all files from the models folder. Upload and unzip the new models file into your models folder. You will end up with models numbered from 0-1000.

3. Find the units folder within the gamedata folder. Open the folder and use "select all" command to highligth all files. Delete all files from the units folder. Upload and unzip the units file into your units folder. You will end up with units numbered from 0-1300.

4. Upload and unzip the abilities file into the abilities folder within the gamedata folder. Adds the unitskirmisher ability.

5. Delete the old terrains folder. Upload and unzip the new terrains folder to replace the old terrain folder.

6. Upload and unzip the areas file into the gamedata folder. These files will overwrite the Area and AreaExtInfo files. The area files do not have their own folder within the gamedata folder. You will see area files as individual files alongside the other folders within the gamedata folder.

More in following post.
Attachments
ModelsJuly27.zip
(778.62 KiB) Downloaded 303 times
AbilitiesMay9.zip
(1.13 KiB) Downloaded 305 times
UnitsMay8.zip
(608.2 KiB) Downloaded 348 times
TerrainsApril18.zip
(69.83 KiB) Downloaded 300 times
AreasFeb3.zip
(16.12 KiB) Downloaded 395 times

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Feb 04, 2008 12:51 am

....continued...

7. Upload and unzip the Regions file into your regions folder within the gamedata folder. Overwrite original regions files.

8. Upload and unzip the alias file into the alias folder within the AACWPBEM folder. Unzip and overwrite the following five files: abi_alias, mdl_alias, uni_alias, areas_alias and MetaAreas_alias.

9. Upload and unzip the Events file into the Events folder within your ACWPBEM folder. Overwrite original files.

10. Upload and unzip the Includes file into the Includes folder within your ACWPBEM folder. Overwrite original files.

11. Upload and unzip the settings file into your settings folder within the ACWPBEM folder. Overwrite original files.

12. Upload and unzip the events file into your events folder within the events folder of you ACWPBEM folder. Overwrite original files.

.....continued in next post.....
Attachments
EventsMay23.zip
(61.46 KiB) Downloaded 309 times
SettingsMay9.zip
(381.27 KiB) Downloaded 328 times
RegionsApril18.zip
(24.63 KiB) Downloaded 334 times
IncludesApr18.zip
(15.13 KiB) Downloaded 325 times
AliasesApril18.zip
(15.95 KiB) Downloaded 332 times

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Feb 04, 2008 1:00 am

....continued....

13. Finally, upload and unzip the scen file into your scenario folder within the ACWPBEM folder. Overwrite original files.

You are now ready to start a new game. YOu can click the AACW icon within the ACWPBEM mod folder or create a shortcut from the AACW icon to start up a game. From the scenarios selection screen, choose the 1861 April Campaign-PBEMPlay scenario.

That is everything for the new PBEM mod. If you have any questions or problems, please post here.

For those interested, I have also attached the XLS spreadsheets for the unit and models.

The next post includes recommended house rules and a detailed list of changes.
Attachments
ScensApril18.zip
(70.73 KiB) Downloaded 328 times
XLSGameDataFeb3.zip
(604.22 KiB) Downloaded 338 times

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Feb 04, 2008 1:32 am

Recommended Houserules.

1. Kentucky neutrality: Neither side can enter Kentucky unless an invasion is initiated. In other words, if either side enters Kentucky, they must attack an enemy city to end Kentucky neutrality. Control and movement of neutral Ky troops are allowed and KY troops may even leave Ky. However neutral Ky troops cannot launch an invasion from Ky into enemy territory. Battles between neutral Ky troops are Ok but may trigger invasion penalties.

2. Monitors/Ironclads may not enter blockade or commerce boxes.

3. Change entrenchment values. Highly, highly recommended. Max entrenchment values are set at 2 for troops without artillery and 5 for troops with artillery. Using wordpad or any text editor, the hosting player needs to open the Combats file within the settings folder and change the following data on the following dates:

cbtMaxEntrenchLevel = 5 // Max absolute entrenching level
cbtMaxEntrenchNotArt = 2 // Max entrenching level, if the stack has no artillery (high levels don't benefits non artillery anyway)

Nov 62--change cbtMaxEntrenchLevel to 6 and CbtMaxEntrenchNotArt to 3
Nov 63--change cbtMaxEntrenchLevel to 8 and CbtMaxEntrenchNotArt to 4

(Unfortunately, there isn't a command that will automatically change this data. Until available, changes will need to be done manually by the hosting player. I strongly recommend implementing the increased entrenchment values as they help to counter the Union numbers as the war progresses)


Below is a list of major changes within the mod. Below the list are detailed numbers and examples explaining many of the changes.

PBEM mod changes:


1. Entrenchment values vary by year. Entrenchment values are initially 2 without artillery and 5 with artillery. Increases with time to max of 4/8. (See notes below for details)
2. March to guns percentages reduced. (See notes below for details)
3. Army Command Control range reduced to one region except very strong commanders (strat 6 and up). (See notes below for details)
4. Army bonus to corps adjusted from -2 to -1.
5. Cavalry skirmisher ability increases ability of cavalry to retreat if retreat is necessary once a battle begins.
6. Cohesion loss due to movement reduced by 25% except for cavalry. Cohesion loss due to battle doubled. (See notes below for details)
7. Terrain offensive quota modifiers adjusted. More troops able to commit to battle in better terrain/ground conditions and reverse in poorer terrain/ground conditions. (See notes below for details)
8. DEFFire reduced substantially for infantry. Infantry defense not as strong. (See notes below for details)
9. Artillery DEFFire/OFFire proportionally modified in same manner as infantry.
10. CSA now allowed 48 divisions and US allowed 58 divisions
11. Manpower production adjusted to produce 2-1 advantage in Union manpower by the end of the war. (See notes below for details)
12. Early to Late conversion of Infantry/Cavalry delayed. (See notes below for details)
13. 12pdrs now upgrade to 10pdrs rather than 20pdrs. Smaller chance of upgrade which means longer time frame for conversion to occur.
14. In the original game, new troops were recruited directly at the level of early or late war troops. Now newly recruited brigades are modded to enter the game with conscript regiments instead of early/late war troops. A newly recruited brigade will take from 2-3 months to convert from strawfoot conscripts to trained early war troops. Even in late war time frames, conscripts must go through the same 2-3 month conversion to early war troops before converting to late war troops. However in the late war phase, the conversion time frame from early war to late war troops is very short once a conscript regiment reaches early war status.
15. Engineers now have the pontoneer ability. Formations cross rivers quicker.
16. Balloons now have the detector ability. Greater detection and patrol ability when formation is entrenched with balloon.
17. Cavalry brigades are now part of the recruitment pool. A cavalry brigade is composed of one cavalry regiment and one horse artillery battery. However, up to 3 additional cavalry regiments may be merged with the brigade to form a brigade with total size of 4 cavalry regiments and 1 horse artillery battery. ONce merged, regiments cannot be removed from brigades.
18. Artillery brigades/battalions are now part of the recruitment pool. Artillery brigades/battalions are raised with 2 batteries but two additional artillery batteries may merge with the brigade/battalion to make a total unit with 4 batteries. Command cost is 2 CP. ONce merged, regiments cannot be removed from brigades.
19. Amount of experience required for units to gain battle. Most fighting units have new prograte of 5-originally 10.
20. Western branch of the Atchafalaya River changed to shallow water from coastal water. Deep draft vessels will no longer be able to use the western branch of the Atchafalaya to bypass the New Orleans forts.
21. Additional level one towns added in Kansas, Iowa, Missouri, Arkansas, Kentucky, West Virginia, Virginia, Tennessee and Pennsylvania. Objective is to increase strategic options for both sides. Some VP's removed and other's added.
22. Missouri theater expanded. Iowa, Missouri and Kansas now produce volunteer regiments dependent on control of specific sets of cities. Starting in 1862, if all cities within a set are captured, then guerillas/partisans are produced instead of volunteer regiments if loyalty level above 30%.
23. Monitors/ironclads are now ocean going vessels. Speed reduced by 50% for monitors/ironclads. By house rule, Monitors cannot be used in blockade or commerce boxes.
24. Build times of ships lengthened. Ship speeds adjusted. Assault capability added to ships. Adjusted reinforcement pools changing numbers of Monitors, Ironclads, River Ironclads and gunboats available.
25. Ended freeze probability in upland south of "shallowfreeze" rivers. (Should eliminate the frozen rivers south of Cairo, Il.)
26. House rule. Neither side can enter Kentucky, while neutral, unless invading-must attack enemy Ky troops.
27. Using Brigade Name mod. Adds state name to recruited brigades.
28. Added Minnesota Infantry. Will appear in Iowa when recruited.
29. Added cavalry regiments from the following states: Minnesota, Missouri, Kansas, West Virginia, Indiana, New Jersey, Delaware, Massachuetts and Maine.
30. Added militia and volunteer regiments from Kansas and Colorado.
31. Added Rhode Island infantry. Will appear in Connecticut when recruited.
32. Added KS volunteer/militia regiments.
33. Changed blockade values. 4 Ships required to blockade a water region. If an enemy fort present, 6 ships required for blockade-not applicable in river regions. If you have a friendly fort in the region, then only 2 ships required to blockade.
Due to rotation, the practical reality is you will need double the number to maintain the seige. Placing cursor over water region will reveal the ship numbers required to blockade a zone.
34. CSA supply trains now carry 16 general and 12 ammo supply vs the original 20/20. Costs to purchase reduced by 40%.
35. Small Light infantry brigades available. These relatively rare units represent hardy troops raised from harsh areas outside of settled, domesticated areas. Fight no better than regular troops but can more easily march and subsist in very difficult terrain such as mountains, wild terrain or harsh weather conditions.
36. Complete revision of the recruitment force pools. Two recruitment pools received in 1861 with the standard mixed brigades of infantry, cavalry and artillery. The final 1861 force pool and one additional recruitment pool per year are pure formations of infantry, artillery or cavalry.
37. CSA cavalry regiments may merge with each other to form 2 cavalry regiment mini-brigades. Command point cost is 1 CP. They cannot separate once merged.
38. 6 pdr, 12pdr and 10pdr artillery may merge with each other to form 2 artillery battery units. Command point cost is 1 CP. They cannot separate once merged.
39. Regimental names fixed. All regimental names should now be from the same state as the brigade state.
40. Added rebel special objectives. CSA receives VP's, National morale, intervention and/or conscripts bonuses if they capture certain "difficult to capture" objectives. The purpose of these special objectives is to provide benefits to compensate for the high risk of attacking northward beyond the original pure objective points. There are no penalties if the CSA does not attempt to capture any of the objectives. See notes below.
41. Added Hancock/Runyon's leadership mod. I have made a substantial subjective changes to ratings and abilities. Only Lee has a 6 strategic rating. All other commanders have 5 strat rating or less. All 1 strat rating leaders now have 2 strat rating. Grant and Sherman have lowered offensive and defensive tactical ratings.
42. The "on to Richmond" event has been changed to require Union capture of Manassas or loss of 10NM.
43. New auto raise process for USCT troops. see notes below.
44. Detection ratings for infantry and artillery reduced by 1. You must depend on your cavalry for good reconnaisance information.
45. Added additional ship names.
46. Adjusted CSA monthly conscripts. Will receive more monthly conscripts in later years than previous mod version.
47. Fixed terrain format to match new AGeod format. Fixes river/ocean bugged movement. Mud movement is now considered light to moderate mud rather than heavy mud. Wagons move better in frozen conditions than snow conditions. The opposite is true for infantry/cavalry.
48. All ship types are now purchased as single ships except transports.
49. Reduced cohesion loss for generic river, river and ocean transports from 30 to 10.
50. Railroads now cost $30,000 and 30 war supply to build. Riverine supply costs $20,000 and 10 war supply to build. Both Union and CSA had way too much railroad capacity.
51. Overcautious commanders now move at 40% of normal speed instead of a CP reduction.
52. Dispirited commander trait removed from all commanders.
53. CSA infantry/arillery now have supply useage of one per turn with stock of three. Ammo useage and stocks are unchanged. CSA infantry/artillery can last 3 turns in the field without resupply instead of 2 turns. Reflects typical CSA operations with far less supply than the Union. CSA cavalry unchanged to prevent too many long range raids.
54. All corps/army commanders have minimum strategic ratings of 3. Divisional commander strategic ratings are unchanged. All Union commanders have a -1 reduction to their attack/defense ratings.
55. Additional tweaking to reinforcement build pools.
56. Increased VP value of both Richmond and Atlanta from 1 Vp per turn to 3 VPs per turn.
57. Redid harbor exits for many locations in Texas and Louisiana.
58. Fixed portrait problem with the late war USCT troops.
Wanted to add an update to changes which I forgot to mention in previous posts.
59. The "Hold at all costs" defense has been modded. Originally, a defending unit with "hold at all costs" would never attempt to retreat. This has been modded such that units will not attempt to retreat until the 3rd round of combat. Basically "hold at all costs" is no longer a fight to death, suicide defense but a very stubborn defense. (See below for actual changes.)
60. The VP costs for promotion of a general over another general has been reduced by approximately 2/3. The cost in VP's combined with the extreme slowness of promotion resulted in too great an impact on total VP's due to early promotion, IMO.

Important: the mod now used Jabberwockies Generals Mod portraits for 8161, 1862 and 1863. His mod should be downloaded and used with the PBEM mod or those particular generals will not display properly. His mod can be downloaded here: http://www.ageod-forum.com/showthread.php?t=5296
Jabberwockies portraits are excellent and now necessary for general portraits to work properly.




Detailed numbers, examples and notes are provided below for the various modifications-


1. Entrenchments- Modified from max 4 for troops without artillery and max 8 for troops with artillery to--
--Restricted to Lvl 2 and 5 in 61-Oct, 62----(for some reason, level 2 entrenchments for troops without artillery appears to work but max entrenchment goes to 6 instead of 5. Not sure why.)
--Restricted to Lvl 3 and 6 in Nov, 62-Oct, 63
--Regular entrenchments of Lvl 4 and 8 from Nov,63 till end of war.

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2. March to Guns- Possibility of reinforcement through march to guns between corps of the same army in adjacent regions is significantly reduced. Don't count on MTG reinforcement of independent corps. Fairly good odds if reinforcements moving along railroads regardless of strat command of leaders. Need good strat leaders for possibility of MTG if not moving along railroad.

Below are the modded MTG parameters and percentage chances of arriving as MTG reinforcements.

March to Guns (MTG)

20% base chance offensive posture
15% base chance Defensive posture
// -5% for each day of marching ---(inactive commanders have longer marching times)
// +6% if adjacent to army HQ
// +9% if the army HQ itself
// +3% for each pt of strat factor of the leader
// Every 10% of MC lacking gives -1% chance (both for start and end region)


Railroad(1day)-Independent Corps-defensive posture
Corps Leader---9---8---7---6---5---4---3---2---1--Strat rating
BattleRound1--37--34--31--28--25--22--19--16--13
BattleRound2--60--56--52--48--44--39--35--29--24
BattleRound3--75--71--67--63--58--51--47--41--34
BattleRound4--84--81--77--73--69--63--58--51--47
BattleRound5--90--87--84--81--76--71--65--58--50
BattleRound6--94--92--89--86--82--77--72--65--57

Clear Terrain(5days)-Independent Corps-defensive
Corps Leader---9---8---7---6---5---4---3---2---1--Strat rating
BattleRound1--17--14--11---8---5---2-----------
BattleRound2--31--26--21--15--10---4-----------
BattleRound3--43--36--30--22--14---6-----------
BattleRound4--53--45--37--28--21---8-----------
BattleRound5--61--53--44--34--24--10-----------
BattleRound6--67--60--50--39--28--11-----------

Woods Terrain(6days)-Independent Corps-defensive
Corps Leader---9---8---7---6---5---4---3---2---1--Strat rating
BattleRound1--12---9---6---3-------------------
BattleRound2--23--17--12---6-------------------
BattleRound3--32--25--17---9-------------------
BattleRound4--40--32--22--12-------------------
BattleRound5--47--38--27--14-------------------
BattleRound6--54--43--31--17-------------------

Adjusted percentages for other situations:
-Corps in same region as Army HQ---add 2 to strategic rating to find correct percentage column from above tables.

Example: Corps with strat leader of 3 in same region as Army HQ is equivalent to an independent corps with strat leader 5. So Jackson, (strat 6, with Army HQ, Using railroad to MTG), is equivalent to strat 8. He has an 92% chance of MTG by battleround 6.

-Army HQ---add 3 to strategic rating to find correct percentage column from above tables.

Example: Army commander McClellan HQ with strat rating of 1 is the equivalent to an independent corps with strat rating 4. Army HQ McClellan has a 11% chance of MTG reinforcements battleround 6 in clear terrain.

So General Lee as Army HQ, (strat 6, army HQ, MTG in clear terrain), is equivalent to a strat 9. Army HQ Lee has a 67% chance of MTG by battleround 6 from clear terrain.

A corps commanded by Stonewall (strat 6, HQ region, MTG clear terrain) in the same region as Lee HQ has a 60% chance of MTG by battleround 6. If he were not with Lee's Army HQ, he would be strat 6 and have a 39% chance of MTG by battleround 6. Corps with army bonus will also impact strategic rating.

A corps commanded by Bonham with strat rating of 2 in the same region as a CSA HQ is equivalent to strat 4 and has a 11% chance of MTG by battleround 6 in clear terrain. If Bonham were not in the same region as any CSA army HQ, he would not have any chance of MTG from clear terrain. Although the army bonus may adjust the strat rating of Bonham as well which might give him a different strat value.

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3. Command Control-Reduced army control radius but increased army bonus for those under army control. Army commanders, with less than 6 strategic command, only provide army command bonus in their own region. Army leaders of strat rating of 6 and above, normally have 2 region command radius. Army bonus is now -1 instead of -2.

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5. Cavalry Mod- Increased possibility of cavalry retreating from battle--increases survivability

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6. Cohesion loss reduced by 25% due to movement except for cavalry. However increased cohesion loss due to battle-approximately double vs regular game. Troops can march further with less cohesion loss (-25% from regular) but suffer greater when in battle (+100% over regular).

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7. Offensive infantry frontage quota modifiers increased in clear/hill/woods terrain but reduced in poor terrain such as wilderness and mountains. Artillery frontages also modified-increased for high vision terrain and reduced for low vision situations. Mud, snow, frozen, blizzards reduce quota modifiers due to poor mobility. Makes the assumption that offensive side able to concentrate troops vs defends and reflects initiative advantage of offense. Allows side on offense with greater numbers to better use those numbers. Ground conditions more important. Best in terms of utilizing maximum troops to attack with good ground conditions. This change only has an impact on larger formations containing more troops than can be effectively used in the specific terrain/ground type.

Infantry Offensive multiplier modifier (Percentage modifier to offensive quota)
Best offensive situation listed generally from top to bottom and left to right. Clr/Clr (200%) best offensive quota situation. Swamp/blizzard (65%) worst situation.

----------Clr/mud/snow/frz/blizzard
Clear------200/125/150/150/75 (and desert/prairie)
Woods------150/100/125/125/75
Hills------125/100/125/125/75
Forest-----100/75/100/100/75
Mountains--75/75/75/75/75
Wilderness-75/65/70/70/65
Swamp------75/65/70/100/65 (and marsh)


Artillery offensive Quota

Prairie----150/100/125/125/25 (and desert/prairie)
Clear------150/100/125/125/25
Woods------100/75/85/85/25
Hills------115/85/100/100/25
Forest-----85/75/75/75/25
Mountains--100/75/85/85/25
Wilderness-75/65/70/70/25
Swamp------75/65/70/100/25 (and marsh)

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8. The spread between OFFFire and DEFFire significantly reduced. Early war Rebs have slightly greater OFFFire than US troops. Advantage of defense reduced but not eliminated. Early war Rebs maintain their cohesion, TQ, Asslt, etc advantages over early war Union troops. Reb infantry improved partially to compensate for the increased manpower ratio between US/CSA.

-----------------OFF/DEF
Early War Union: 10/12-----------------------------------------previously 10/16
Early war Rebs 12/13++ early war Tq, asslt, etc advantages---previously 10/16
Late war Union 11/14----------------------------------------------------11/21
Late war Rebs 13/16----------------------------------------------------11/21

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10. CSA now allowed 36 divisions instead of 24 divisions.

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6. Brigade Name Mod- Adds state origin to brigades name identifier

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11. Reduced manpower---------Not implemented yet. Union will have approximately 2-1 advantage in manpower over the course of the game.

The following will be the manpower

Monthly conscription increased for Union. Volunteer and drafts reduced for both Union and CSA. The importance of drafts reduced substantially for both sides as draft/conscription produced a very small proportion of total troops.

The primary source of manpower for both sides are the total volunteers. The volunteer manpower is a combination of monthly volunteers and twice a year special calls for volunteers.

Manpower production per year:

(Monthly Prod)Monthly Tot/Vol Tot/Draft Tot--Annual Tot

61--CSA----(30)780/-300-/200-----1080(1280)
----US-----(65)1690/-400-/250---------------2090(2340)

(Numbers in Parenthesis are the totals if one side picks an early draft.)

62--CSA---(30)780/-400-/250------1430
----US-----(65)1690/-400-/250---------------2090(2340)


63--CSA---(30)780/120/120------1020
----US-----(65)1690/270/250---------------2210


64--CSA---(30)780/100/60------960
----US-----(65)1690/140/200---------------2030


65--CSA---(30)780/100/50------930
----US-----(65)1690/100/150---------------1940


Totals:
CSA 5420
US 10360

Note that both CSA and Union peak in manpower production in 1862. However the CSA decline in annual manpower production is more severe than the US starting in 63. Drafts become a more significant source of manpower as volunteers drop off as the war progresses. By 1865, CSA manpower is close to tapped out.
----------------------------------------------------------

CSA Volunteer and Conscription Production

Twice a Year Vols
CSA------1861--62----63----64---65 Year
Vols, 1K--150---200----60---50---50 Conscripts produced

Once a Year Draft
CSA-------1861---62----63----64---65
Consc,Par--200---250---120---60---50
ExtraCost--10NM--2NM---2NM--2NM--2NM

Union Volunteer and Draft Production Choices

Twice a Year Vols
Union----1861---62----63----64---65
Vols, 1K--200---200---135----70---50


Once a Year Draft
Union------1861----62----63----64---65
Draft,Par---250----250---250---200--150
ExtraCost--10NM--10NM---2NM---2NM--2NM

Note that 2k and 3k volunteers are available but expensive for the small number of extra troops provided. Although towards the end of the war, they are a more attractive option. 1K volunteers are the logical choice in 61-63.

If a player calls a draft before the actual historical timeframe, there is a significant National Morale penalty.

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12. Early War to Late War Conversion of infantry and cavalry delayed.

New phase dates per time frame:
-----------------------------------------------Infantry&Cavalry
Early to Late, Phase I--- 1862/10/01-63/09/31--3% US 6% CSA
Early to Late, Phase II-- 1863/10/01-64/09/31--35% US 40% CSA
Early to Late, Phase III- 1864/10/01-----------40% US 45% CSA

Here is the promotion ranking of troop type and percentage chance of promotion per Time Phase:
Phase I Phase II Phase III
US-CSA
Militia:---------------7%/7%------Same------Same
Volunteers:-----------15%-20%-----Same------Same
Conscripts:-----------15%-20%-----Same------Same
early war infantry:----3%-6%------35%-40%---40-45%
late war infantry:

Militia promotes to volunteers, then conscipts, then early war, and finally late war infantry.

Cavalry, Conscript:----7/7%
Cavalry, early war:----3/6%-------35%-40%---40-45%
Cavalry, late war:

Each Spencer Rifle event provides an extra 10% chance per occurence for conversion from early to late war for Union cavalry in 1863.
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16. Balloons now have the detector ability. Greater detection and patrol ability when formation is entrenched with attached balloon unit.
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15. Engineers now have the pontoneer ability. Formations cross rivers quicker. (May remove this ability as it can cause problems with synchronized movement.
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17. Cavalry brigades are now part of the recruitment pool. Cavalry brigades are typically 3-5 cavalry regiments and 0 or 1 artillery battery. Command cost is 2 CP. (A single leader can command a cavalry regiment outside the command chain without penalty.)

-CSA may recruit 3 cavalry brigades beginning in July 61. An additional 3 cavalry brigades may be recruited in Dec 61 for a total of 6 cavalry brigades.
-US may recruit 4 cavalry brigades beginning in March 62. An additonal 4 brigades may be recruited both in March 63 and March 64 for a total of 12 cavalry brigades.
-------------------------------------------------------------------------------------------------------
18. Artillery brigades are now part of the recruitment pool. Artillery brigades are composed of 4 batteries of 12pdrs, 10pdrs and/or 20pdrs either as a mixture or single type brigades. Artillery brigades cost 2 CPs and may be commanded by a leader.

-CSA may recruit 6 batteries beginning in Feb 62. An additional 6 batteries may be recruited in December 62.
-US may recruit 8 batteries beginning in Feb 62. An additional 8 batteries may be recruited in December 62.
-------------------------------------------------------------------------------------------------------
19. Amount of experience required for units to gain battle experience stars reduced by 50%. Prograte changed from 10 to 5 for most fighting units.
---------------------------------------------------------------------------------------------------------
21.Added level one towns:
Iowa: Chariton, Ottumba
Kansas: Fort Scott
Missouri: Chillicothe, Mexico, Versaille, Pappinsville, Neosho, Hillsboro, Ironton, Van Buren, Buffington
Arkansas: Batesville
Kentucky: Mt. Sterling, Richmond, Madisonville, Bardstown, Lebanon
West Virginia: Beverly, Summersville
Virginia: Staunton, Harrisonburg
Pennsylvania: Oakland, Chambersburg
Tennessee: Sparta
---------------------------------------------------------------------------------------------------------
22. Troop Production for KS, Mo, Iowa;
Iowa-Control of at least one of the following Ia cities, (Chariton, Ottumba, Des Moines, Council Bluffs) produces 2 volunteer regiments a year.
Kansas-Control of at least one of the following Ks cities, (Scott, Lawrence, Smith) produces 2 Jayhawker regiments a year.
Missouri-
a. Control of at least one of the following Mo cities, (Chillicothe, Bloomington, Mexico, Saint Joseph) produces 2 Union volunteer regiments a year.
b. Control of at least one of the following Mo cities, (Rolla, Ironton, Van Buren, Buffington, Charleston) produces 2 CSA volunteer regiments in 1861. From 1862 onwards, produces 1 volunteer regiment a year.
c. Control of at least one of the following Mo cities, (Lexington, Papin, Versailles, Jefferson City) produces 2 CSA volunteer regiment in 1861. From 1862 onwards, produces 1 volunteer regiment a year from 1862 onwards.
d. Control of at least one of the following Mo cities, (Springfield, Neosho) produces 4 CSA volunteer regiment in 1861. From 1862 onwards, produces 1 volunteer regiment a year from 1862 onwards.

The above sets of cities will produce partisans/guerillas if all cities are controlled by the opposing side and loyalty remains above 30%. (Not implemented until new commands created)
-------------------------------------------------------------------------------------------------------------
24.
Approximate Build Times, US Ships
2 months Brig, Gunboat, all others
3 months Frigate, River Ironclad
4 months Monitor, Steam Frigate, Blockade Flotilla
5 months Ironclad, Armored Frigate

Approximate Build Times, CSA Ships
2 months Brig, Gunboat, all others
3 months Frigate
4 months
5 months Steam Frigate
6 months Ironclad

Ship Speeds: (Normal=100)
50- Monitor, bateaux
60- Ironclad
80- River Ironclad
100-Blockade ships, Brigs, gunboats, transports, all others not listed
120 Frigate
125 Armored Frigate
150 Steam Frigate

Reduced CSA production of Ironclads to 9 per year.
Reduced US production on Monitors to 16 per year.
Reduced US production of River ironclads to 11 per year.
Gunboats for both sides increased.
-------------------------------------------------------------------------------------------------------------------
40. CSA special objectives: The CSA Player gains the listed VP's/NatMorale/ForeignEntry if they capture listed cities. Points are good only once per year. Points reset annually upon CSA Special Objective event notification. No penalties if the CSA never captures the objectives.

Cairo, IL 1861/07 20VP
St. Louis, Mo 50VP +4NM +4FE
Cincinnati 40VP +3NM
Louisville 35VP +1NM
Bowling Green 1862=10/15VP 1863=15VP 1864=20VP 1865=25VP
Lexington 1862=15VP +1NM 1863=35VP +2NM
Nashville 30VP +2NM
Baltimore MD 50VP +4NM +8FE
Elizabeth WV 20VP +1NM
Wheeling WV 20VP +1NM
Harrisburg 5VP +1NM
Chambersburg 5VP
York 5VP +1NM
Pittsburg, Pa 40VP +2NM

--------------------------------------------------------------------------------------------
43. To reflect the historical sources of USCT troops, I have produced events providing USCT regiments.

When the Union player chooses Emancipation Proclamation, a number of events are activated. In every slave state in which the Union occupies a town, there is an immediate 33% chance per turn for the raising of a single USCT regiment. Beginning in 1863, every March and June a single USCT regiment will be raised per slave state in which the Union occupies at least one town.

The slave states which can produce USCT regiments are KY, TN, LA, MS, MO, AR, Al, GA, FL, NC, SC and VA. Texas had few slaves, so I didn't include Texas.

The Union player can still recruit USCT brigades using the normal recruiting process from OH, PA, MD and NY.

A one time special event provides the 1st KS USCT regiment.
---------------------------------
59. Below are the numbers for "hold at all costs. This change has been in the mod since ROE was introduced but I forgot to document. I use "hold at all costs" often when troops are well dug-in.

// Defensive Posture - First ROE (Defend at all cost)
roeRetreatWill-------------- = 000|000|080|100|100|100
roeRetreatChance---------- = 000|000|080|100|100|100
roeCombatCoeffOwn-------- = 110|110|110|110|110|110
roeCombatCoeffOpp-------- = 110|110|110|110|110|110

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Rafiki
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Location: Oslo, Norway

Mon Feb 04, 2008 6:12 am

It seems almost unfair to "just" leave a short comment, but this is quite impressive work you have done, Jagger :)
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PhilThib
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Mon Feb 04, 2008 8:52 am

Woaw :coeurs: :cwboy: can't say better !
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Clifford
Conscript
Posts: 8
Joined: Mon Aug 06, 2007 1:49 am

Mon Feb 04, 2008 4:00 pm

Jagger, I don't post hardly ever, but I love yuor work on this thus far. I am playing solo as USA and wanted to call out a couple of items for you.

- Some of the naval units are showing the skirmisher icon and trait, Is that WAD?
- General Patterson shows up as a duplicate (2 leaders same name) when the Valley army is formed.
- To USA reinforment pool shows a CSA Virginia brigade available, this appeared I believe in June '61.
- The element within the army of Potomac with McDowell shows as Cavalry, but still has an Artillery name.

I absolutely love the way it is playing so far... if I see anything else I will post them.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Feb 04, 2008 9:11 pm

Thanks Phil and Rafiki! It is a fantastic engine. It is amazing what can be done with the tools provided.

Clifford,

Thanks for the heads up on the CSA Virginia Brigade. Last minute tweaks are often mistakes. I will post a corrected Event file shortly along with Units.

1. The skirimisher capability is intentional for steam frigates as they are the fastest units in the game. Thus they can escape from battle easier than any other units.

2. That is very odd about Peterson. I checked in both the leaders and campaign event file and he is only referenced once. I will have to look closer to find the error.

4. I replace the army HQ artillery escort with a cavalry regiment. In my game, the cavalry regiment has a cavalry title. Where exactly are you finding the artillery title?

User avatar
Evren
Posts: 158
Joined: Tue Jan 08, 2008 7:31 pm
Location: Istanbul, Turkey

Mon Feb 04, 2008 9:13 pm

Thanks for the great work. Looking forward to try it as soon as the game i'm playing now is over.

I have two questions. First, do i still need to change the entrenchment levels manually as you noted under the recommended houserules topic?

Second, you noted that there are great restrictions to army HQs, so is there more HQs in the game so we can form more armies?

Thanks again. More questions on the way.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Feb 04, 2008 9:25 pm

Evren wrote:Thanks for the great work. Looking forward to try it as soon as the game i'm playing now is over.

I have two questions. First, do i still need to change the entrenchment levels manually as you noted under the recommended houserules topic?

Second, you noted that there are great restrictions to army HQs, so is there more HQs in the game so we can form more armies?

Thanks again. More questions on the way.


Hi Evren,

Unfortunately, you do still have to manually change the entrenchment levels.

However, the change is extremely simply. Just open the file with any text editor, change the two entrenchment values and save. It is then done. To me, the easiest problem is forgetting to make the changes on the proper dates.

Hopefully a command can be created by AGeod to automate the process. It is just not available now.

I have not increased the number of HQ's. I have found more than enough HQ's available in my test games. Although I may possibly add one or two to the CSA in the future. I believe the CSA has fewer total HQ's than the US. I may give both equal numbers.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Feb 04, 2008 9:49 pm

Ok Clifford, I just did a quick fix on the Va brigade which shows up in the Union pool. I also updated some units.

Upload and unzip the 61 April Campaign PBEMPlay file into your events folder and overwrite the old file.

Upload and unzip the units file into you units folder and overwrite the old units. The zipped file will replace units 184 through 225.

If you would, let me know if you see other bugs.
Attachments
Units184_225Feb4.zip
(31.59 KiB) Downloaded 325 times
1861 April Campaign PBEMPlayFeb4.zip
(13.62 KiB) Downloaded 322 times

Clifford
Conscript
Posts: 8
Joined: Mon Aug 06, 2007 1:49 am

Tue Feb 05, 2008 12:44 am

Thanks for the quick fixes. I'm trying to fiqure out how to take a screen shot and paste it here. The AoP the right hand info screen shows a Nato Cav symbol with the words "Union Art" obviously no effect on the game other then asthetics. Nothting else that I've seen so far. BTW Athena seems to be able to handle all of the changes thusfar that I can tell.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Tue Feb 05, 2008 3:08 am

Cliff, I just ran the game through July from both sides checking events and also watching Patterson. In my game, Patterson showed up properly as a single leader.

What I would suggest is the next time you play, if Patterson appears as a duplicate, save the scriptreport file from the scripts folder. Then send the file to me or post it here as an attachment. I can look at it and determine the problem.

In the meantime, while running through the game, I discovered the OntoRichmond/Manassas event was misfiring. Here is the correction.

Just unzip the USA events file into the events folder and overwrite the old file. With the file replacement, the event should fire properly. Without the fix, the Union will suffer the 10NM loss whether they capture Manassas or not.
Attachments
USA EventsFeb4.zip
(10.78 KiB) Downloaded 256 times

Clifford
Conscript
Posts: 8
Joined: Mon Aug 06, 2007 1:49 am

Tue Feb 05, 2008 2:56 pm

Okay... thought something might have been funky with that event, because I did lose the points. Noticed the POW tag for CSA prisoners in the ledger is reading CSA_Tag_POW I think IIRC. Also on leader thing, I went in to AOP to change a Divisional Comander and now how 2 Tylers. There was only one before. I think we should ask Pocus what the difficulty would be to get a scoll on the reinforcement choices for brigades. With all of the excellent choices you've presented, certain states are not represented i.e. NY and PA until you clear some of the boxes. I attached the scrip report, but this is from my current, do you need it as of the instance it occurs? BTW so you don't have the lingering question. I have about 4 copies of the game on my PC. Yours is Vanilla + Patch 1.09 + PBEM mod. Just so we know nothing else should be effecting it.
Attachments

[The extension txt has been deactivated and can no longer be displayed.]


Clifford
Conscript
Posts: 8
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Tue Feb 05, 2008 3:02 pm

BTW if you are at all interested we could PBEM a game to look for things and see how it plays out if you wish....
I am currently in a game with Coffee as the USA (He's kicking my butt, but I'm curious to see how much abuse the Union can stand 2 corps of the AOP have been annihalated...)
But I love this game and am interested in playing CSA when I have to worry about invasions, which Athena can't do.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Tue Feb 05, 2008 8:35 pm

Clifford wrote:BTW if you are at all interested we could PBEM a game to look for things and see how it plays out if you wish....
I am currently in a game with Coffee as the USA (He's kicking my butt, but I'm curious to see how much abuse the Union can stand 2 corps of the AOP have been annihalated...)
But I love this game and am interested in playing CSA when I have to worry about invasions, which Athena can't do.


Perfect timing, I just finished wrapping a game up and I can play another. I will drop a PM to you with my email address. We can get a game started.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Tue Feb 05, 2008 9:05 pm

Clifford wrote:Okay... thought something might have been funky with that event, because I did lose the points. Noticed the POW tag for CSA prisoners in the ledger is reading CSA_Tag_POW I think IIRC. Also on leader thing, I went in to AOP to change a Divisional Comander and now how 2 Tylers. There was only one before. I think we should ask Pocus what the difficulty would be to get a scoll on the reinforcement choices for brigades. With all of the excellent choices you've presented, certain states are not represented i.e. NY and PA until you clear some of the boxes. I attached the scrip report, but this is from my current, do you need it as of the instance it occurs? BTW so you don't have the lingering question. I have about 4 copies of the game on my PC. Yours is Vanilla + Patch 1.09 + PBEM mod. Just so we know nothing else should be effecting it.


I have noticed the tag problems. Those were introduced into the game, I believe, with patch 1.08d. I suspect they can be fixed fairly easily in the settings file but I have never bothered.

I looked at the script. The double Tyler is not an events problem. It sounds as if something may be off either within the engine or something flaky in your AACW installation. Especially if Tyler appeared when you were manipulating the leader within the division. I know there are some problems with the engine when it comes to manipulating units within and between divisions. I still get periodic disappearing units when I transfer units between divisions and have had the problem since I first starting playing the game.

The latest events file should have taken care of the problem with too many units in the reinforcement pool. In the first 61 scenario event file posted, I had changed the date for the Dec 61 US and CSA reinforcement pools for testing purposes. This resulted in overlap of the April and Dec reinforcement pools which produced too many units for the 40 box limitation. With the fix posted yesterday, that problem should be gone.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Tue Feb 05, 2008 9:28 pm

Just updated the Unit files. Adjusted the composition of 1861 CSA infantry brigades (Units: 9,10, 18-26). Primarily eliminated cavalry from smaller CSA formations. Moved sharpshooter unit from a Mo unit to an Ark unit. Also provided the "family leader" unit type to both Union and CSA volunteer brigades. Allows leaders to merge with volunteer brigades.

Also updated events files fixing a couple of misfiring leader events.

Updates can be introduced without requiring a restart of ongoing games.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Sat Feb 16, 2008 10:43 pm

Updated events, units and models files. These 16 Feb changes can be introduced into ongoing games.

The changes in events primarily focus on reinforcement pools. Changes to unit and model files focus on Union leadership, support units and eliminated 2 battery CSA units.

Files are available in the initial files in the first few posts of this thread. The event, unit and model files are dated 16 Feb.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Sat Feb 16, 2008 11:32 pm

Just added Union message notification of CSA special objectives. So current events and settings files are now available dated 16 Feb at top of thread. These files can be added to ongoing games.

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Jabberwock
Posts: 2204
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Location: Weymouth, MA
Contact: ICQ

Mon Feb 25, 2008 5:22 am

You were busy while I was away, eh? :coeurs: Anyone care to PBEM this with me?
[color="DimGray"] You deserve to be spanked[/color]

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joe
Lieutenant
Posts: 127
Joined: Tue Mar 20, 2007 3:16 pm

Models file

Tue Feb 26, 2008 1:06 am

Jagger, thank you very much for this Mod. I have been looking forward to its release. It adds considerably to an already great game.

I do have a question which is very minor. Would you mind looking at these model files. The custom names don't seem to match type of model. I did not check them all but found these: 99, 102, 104-108,110,111,113-116,118,120,122,124-126,138,139.

I tried downloading the file again, but got the same results.

Thanks

Joe

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Tue Feb 26, 2008 3:56 am

joe wrote:Jagger, thank you very much for this Mod. I have been looking forward to its release. It adds considerably to an already great game.

I do have a question which is very minor. Would you mind looking at these model files. The custom names don't seem to match type of model. I did not check them all but found these: 99, 102, 104-108,110,111,113-116,118,120,122,124-126,138,139.

I tried downloading the file again, but got the same results.

Thanks

Joe


Thanks Joe! I just updated the model files. The custom names for those models are fixed. Also did a doublecheck on French/English/Mexican models and fixed a couple errors. If you see any other problems, please let me know.

The fixes are at the top in the modelsFeb25 file.

In a current game, my CSA opponent actually received foreign intervention in April 62. Amazing. The Brits are moving south from Canada and I am seeing French and English fleets everywhere. My Mexican army is about to move on Texas. Lots going on and so I did a doublecheck of the foreign army values for any errors and found a couple.

The new models files can be introduced into an ongoing game.

joe
Lieutenant
Posts: 127
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Tue Feb 26, 2008 4:48 am

Thanks Jagger. Good luck with your current game.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Wed Feb 27, 2008 12:26 am

Here is a fix allowing for use of the PBEM mod with realistic attrition.

Basically I have reduced the movement cost in mud substantially. On average, mud costs have been reduced 40%. Mud is the situation in which I typically experienced extraordinary attrition loss. Lower movement costs produce less cohesion loss and thus less attrition loss.

I have also tweaked movement in clear weather. On average, movement into a region in clear weather requires one day less than previously. Frozen and snow conditions are basically the same as original with some tweaking. Blizzard costs have been reduced such that most units can move one region per turn except mountains but at very heavy cost in cohesion/attrition.

These changes result in far less cohesion loss in mud conditions and slightly less cohesion loss in clear conditions. These changes produce less attrition in clear and mud because less cohesion is lost. Marching in frozen, snow and blizzard conditions continues to produce high cohesion loss and high attrition loss.

From observation, it appears attrition loss becomes fairly heavy when regiments have cohesion of 40 or less. Disastrous attrition occurs when a unit has 25 cohesion or less and must still march several days further. A safe march should include rests to maintain regimental cohesion at 50 and above. If any of your regiments have very low cohesion, it is better to allow them to rest before marching further unless there is no other choice.

To use the fix, upload the attached zipped file into your terrain folder in the gamedata folder. Unzip within your terrain folder and overwrite old files.

On another issue, I am also attaching a single model file for US horse artillery. It fixes the custom names for horse artillery. Just unzip into your models folder and overwrite the original horse artillery file.

Both fixes will be updated in the files lists at the top of the thread.
Attachments
92USAHorse ArtilleryFeb26.zip
(2.62 KiB) Downloaded 262 times
TerrainsFeb26.zip
(35.22 KiB) Downloaded 289 times

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Gray_Lensman
Posts: 497
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Location: Who is John Galt?

Wed Feb 27, 2008 12:51 am

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Coregonas
AGEod Guard of Honor
Posts: 1072
Joined: Sun Nov 25, 2007 9:34 pm
Location: Barcelona-Catalunya

Sun Mar 02, 2008 12:01 pm

Not enough Words to describe what I ve just read.

Hope I can get time some day to play this !

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Sun Mar 02, 2008 3:39 pm

This is a very impressive MOD. Nice work, Jagger. I particularly like the entrenchment modification, as well as the new manpower ratio. These two, at least, ought to be added to the official version, I would think.

I am wondering how this MOD plays out solitaire against the AI. Has anyone tried it?
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

joe
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Posts: 127
Joined: Tue Mar 20, 2007 3:16 pm

Union Militia upgrade to Line

Sun Mar 02, 2008 7:30 pm

Hi Jagger:

Sorry to bother you but I was hoping you might help with my problem.

It seems that when my Union militia upgrade, they change to Confederate line units instead of Union line units. The portrait and description are CSA.

Whenever I receive a notification that training is successful I go to the unit and notice the change to CSA units.

Any help would be appreciated.

Thanks

Joe

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