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Clovis
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Struggle for a vast future for 1.10

Mon May 12, 2008 2:40 pm

[CENTER]Struggle for a vast future for 1.10 beta Install notes
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To use the files, do the following:

Beware: the default path for the self extracting files ( SVF1 and SVF2) is beginning by C:\Program Files\AGEod's American Civil War\Struggle for a vast future mod. If your AACW install is located with a different path, you have to enter these following paths manually to get a complete install:

For SVF1: your harddisk letter :\name of your Program Files folder\AGEod's American Civil War\Struggle

For SVF2: your harddisk letter :\name of your Program Files folder\AGEod's American Civil War\Struggle\GameData

I suggest to delete first your Struggle for a vast future folder before installing the mod.

********************************************************
A special thank for CAPON who has created the batch file of the install Process :coeurs: :coeurs:

To use the files, do the following:

1. Unzip the three zip files to the "AGEod's American Civil War" folder
2. Double-click Struggle.bat into the "Ageod's Civil war folder"
3. Launch AACW and enjoy the mod!!! or grumble...

TO REVERT TO NORMAL PLAY, just move the modpath.ini out from the AGEod's American Civil War folder.


If something goes wrong open the log folder in the Struggle for a vast future mod folder and send me the !Main log.txt to [email="ozark@wanadoo.fr"]ozark@wanadoo.fr[/email].

**********************************************************

The mod is currently unfinished ( but AACW too... :sourcil :) .

SVF is now "playable" with any side as I've created a first draft of US AI....

I suggest to play both side with the following AI settings: normal aggressivity, medium or higher Fog of War bonus.

Giving Union AI an activation bonus is mandatory.

The best experience for now is against CSA AI, .. Historical attrition or hardened activation rule can be used

Now material problem are definitly solved, I plan to achieve in the 2 next weeks implementation of the last events and play against USA AI.

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[CENTER]HIGHLIGHTS for Struggle for a vast future mod
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"The struggle of today is not altogether for today--it is for a vast future also." Abraham Lincoln





First, let's me say AACW is really the best wargame ( computer or boardgame ) I ever played. If I'm here and there modestly modifying points in order to get a better game, I keep this feeling AGEOD has done it right. A subtle blend of strategical and operational decisions to take, covered by a clever design using both simplifications when needed and very detailed rules on crucial points, offered with great graphics and constantly patched... a real miracle.

The result for me has been costly buys of books about the Civil War which in turn gave always more desire to mod.

From the start, I chose to keep as closely than possible on the same design model than Ageod: the simplest way to get historical flavor with a working AI.

It's yet a work in progress. So much is on to do list....

About balance.... I don't know. Maybe it will be, certainly not. As usual, only time will give the necessary insight about. I just hope you will get a greater historical flavor, a harder game against AI or an human opponent... and any suggestions to work out this mod.


First, I rejected too 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 plans ( even if the game let players elaborate too part of operational implementation of these strategic moves, even if success or failure is partially the result of the General ratings).

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

The same way about events. I will avoid any event which would have for effect to force player to act historically whatever the context. By example, I don't want to have events putting McClellan in charge of Army of the Potomac, but I prefer to set a leaders situation where McClellan choice is an interesting one ( by his training and organizational abilities).

Secondly, I brought 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 greatly modified 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 with regards to these 2 considerations.

These changes are coming from interesting posts from McNAUGHTON

In short:

- I reduced the number of sharpshooter units, and raised their cost in manpower ( reflecting not the real number of men but the trouble to find elite riflemen in quantity). It should force the player to avoid recruit in mass sharpshooters but let him possibility to do so. The number will increase with years ( see Shock troops of the Confederacy by Fred L. RAY for more details).

- I reworked US cavalry to give CSA a real edge at start. The end of the war will be marked by the contrary. CSA units will cost more at the end of war, to show the lack of horses this side suffered then.

- 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 is much better and really versatile gun.
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 that useful, the 10 parrot remaining so interesting because of its lower cost.

Artillery forts changes are fewer . I disabled Rodman and Columbiad models,because they were only very big smoothbores, but I introduced the naval/coastal rifled artillery, which put an end to the masonry fortification without being deadly against armored vessels... I added the siege ability to siege guns but reduced their damage values.



Then comes the problem of 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 these 2 reasons, corps weren't used until the first half of 1862 and I'm seriously questioning 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 appearing in may 1861 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...


The cohesion value of units was reworked.

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.

On the econical front, Draft and Money Policies from the vanilla version are definitly too lenient. Players can too quickly get astronomical amount of men, money and War supply to build unhistorically huge armies.

In reality, 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.

Draft isn't possible until 1862. USA side gets more volunteers ( if Sufficient funds are at disposal) and less draftees. CSA will have to rely more on draft.

Global numbers of buildable troops will remain roughly the same than in the official version but this difference should create interesting dilemnas, the South being forced to get back the NM lost when USA will have to find money for volunteers and accept to lose 8 or 10 NM for a number of conscripts much lower than before...

Printing money will at last give much less money in the first months, and will raise with Victory Point total. So long for some gamey tactics at start to use printing money for building a very large army...

Last, the numbers of War supply production has been reduced for both sides. Now you will have a real interest for industrialization of blockade runners ( or raising transport fleet for USA).

6) I've introduced a few changes in strategic cities list: Manassas,Hampton Roads, Norfolk, Fort Donelson, Columbus, Harrissonburg and Grafton have now a VP value whereas Winchester, 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 and Ruynan99. There are more and more slight changes here and there. I uess some will be controversial ( J.E. Johnston by example)but I'm ready to create tailored files for those wanting to get other values ;- )


Some examples:
-Mc Dowell decreased to 1-2-1. Mc Dowell attacked at First Bull Run because of presidential order. At second Bull run, his performance was poor as he lost too much time to play a real role in the battle. I know, he was a scapegoat too... But it was less than stellar anyway.

-Forrest increased to 6-6-4. Forrest made some really competent defensive operations.

9) Nominal figures for infrantry regiments has been reduced from 1,000 to 700. Number of hits remains the same.

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).

12) Brigades reworked for both sides. Most Federal brigades are made of 3 infantry regiments ( and cavalry or artillery assets sometimes). CSA brigades are larger.

13) I'm using GREY LANSMANN fantastic work on railroads. A very nice job and an huge task to create a more historical transportation network.

14) Creation of the Potomac gunboats unit, one of the reason explaining why CSA didn't crossed the Potomac to attack Washington...

15) some flavour events added like the corruption ones ( small losses in War supplies)

16) most 2 and 3 stars Generals have a slight risk to be removed each turn and another to get back... Simulating illness, death or any sort of retirement, these events are yet a very rough way to compensate the lack of death rules for 3 stars leaders in AGE engine... with the side effect to disband the army commanded by the leader...hence the very low probability of this sort of removal. But at least Grant or Lee aren't anymore immortal...

17) creation of the volunteer units, ie infantry regiments with very low stats. They're representing the really bad units created at the start of the war , poorly led, totally undisciplined. They are subjecting to improve.

18) the upgrade of units has been slowed ( too quickly made in normal version)

19)I modified too the march to the guns parameters. Basically, the march to the gun will be more dependant of the strategic value of leaders.

20) AI will get for free some forts on Richmond, Washington....

21) The end of the term for the 3 years engagment for US troops in 1864 is now simulated by losses of XP and cohesion...The USA will lose too 200 conscript points. It should help CSA to resist longer.
22) Raised the death probability for one and two stars leaders.

23) raised the value of inactive status to 40%

24) Created new abilities: poor administrator, giving malus in cohesion for some notorious unpar generals ( Burnside? Fremont, VAn Dorn).

Some political generals ( like Butler, Pillow, Sigel) will get special malus in battle and random events...raising their seniority levels....

25) Removed elite status for most brigades created by events.

26) Total revamp of Kentucky events in 1861

a) At start, Kentucky can't be entered by any side ( blockstate set to 1)
b) Kentucky will secede if foreign intervention level raises to 30;
c) Kentucky will secede if Union troops decides to enter Kentucky
d) on the contrary, Kentucky will join Union if attacked by Confederates;
e) if Kentucky hasn't seceded on 1st of October 1861, it will join the Union

To choose to invade Kentucky, each side will have to buy an unit ( from turn 2, support category) ( named Invades Kentucky) whose presence will be checked each turn. This unit will enable an event removing the blockstate status of Kentucky...

Union will get too some other units:
- blocus of the Kentucky: lower revenues and WSU for confederates but add to Foreign level entry
- Fremont declaration : Union will gain some NM and VP points but will lose loyalty in some states; the Foreign level entry will be slighty raised

For AI: each of these events will have an AI version, based on probability. AI can't get a thinking about but it's the only way to create variation against Athena.

BEWARE: for now, these units haven't gfx and events text aren't displayed....

27) added Petersburg mod by Gray_Lansman

28) added for A. S Johnston and Hood some randomness for their 3 stars stats...Now, each can get better or worse stats than the vanilla ones when commanding an army

29)implemented the autogarrison feature for AI

30)moddded OOBs for both sides in Missouri and Eastern Theater.

31)added Potomac gunboats

32) added some fluvial garrison on the Tennessee for Union at start.

33) Cretated the Great Train Raid event

34) Tweaked a little more combat model

35) tweaked a little more CSA AI

36) introduction of NCP genius ability for some leaders ( currently Jackson)



BEST CSA AI SETTINGS: Normal aggressiveness, + 2 Fog of War advantage, normal activation.


BEST USA AI SETTINGS: Normal aggressiveness, + 2 Fog of War advantage, +1 or +2 activation bonus.

2 April 61 scenarios are available: one with activated option of 3 stars leaders random removal and retrun, the second without

USA AI yet in works. If you're trying to play against, you should give it an activation bonus.

SVF may be played with historical attrition.


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:sourcil:

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arsan
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Mon May 12, 2008 3:05 pm

Let me be the first to say... cool!! :coeurs:
Now i only need some free time to try it... :siffle:

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Gray_Lensman
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Mon May 12, 2008 3:50 pm

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StatboyVT
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Mon May 12, 2008 10:38 pm

Perhaps I'm blind, but there's no "Graphics" zip file in your post?

BTW, thanks for all you do. It's much appreciated!

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Clovis
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Mon May 12, 2008 10:44 pm

Gray_Lensman wrote:Clovis:

Did you incorporate the regional structure changes associated with Toledo, Ohio and Fort Wayne, Indiana?


I fear noT. I will do for the next iteration. Thanks
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Clovis
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Mon May 12, 2008 10:48 pm

StatboyVT wrote:Perhaps I'm blind, but there's no "Graphics" zip file in your post?

BTW, thanks for all you do. It's much appreciated!


The 1.10 patch should contain all graphic changes made in relation with railroad and leader graphical mods.
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Gray_Lensman
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Tue May 13, 2008 1:28 am

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Big Muddy

Tue May 13, 2008 3:42 am

Although there are some problems w/v1.10 I will go ahead and give it a try. I notice the regions are now highlighted, is this official or did you implement this? Right now I don't really care for this, but I will just have to get used to it.

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Pocus
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Tue May 13, 2008 10:16 am

AACW will never be finished with rabid fans around :)

Usually people like to have a readme of what the mod does...
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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GShock
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Tue May 13, 2008 10:36 am

Pocus wrote:Usually people like to have a readme of what the mod does...


There's a whole thread, a link would also do :)

/me Downloads...
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arsan
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Tue May 13, 2008 11:37 am

Yes a read me or a general explanation of what includes and the main changes will be cool...
Reading several huge threads for info is kind of time consuming and you can never be sure what finally was included on this version and what not... :innocent:

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Clovis
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Tue May 13, 2008 12:27 pm

I just wanted to put quicky a new version of the mod. The readme will come in the next days. The last changes aren't among the most important. And the readme file in the last thread ( Coming fury) is yet pertinent for the greater modifications.

http://www.ageod-forum.com/showthread.php?t=7517
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Clovis
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Tue May 13, 2008 12:36 pm

Big Muddy wrote:Although there are some problems w/v1.10 I will go ahead and give it a try. I notice the regions are now highlighted, is this official or did you implement this? Right now I don't really care for this, but I will just have to get used to it.



I don't understand. I didn't made any change about this....
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arsan
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Tue May 13, 2008 2:00 pm

Clovis wrote:I just wanted to put quicky a new version of the mod. The readme will come in the next days. The last changes aren't among the most important. And the readme file in the last thread ( Coming fury) is yet pertinent for the greater modifications.

http://www.ageod-forum.com/showthread.php?t=7517


Thanks! :coeurs:

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Clovis
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Tue May 13, 2008 7:59 pm

one the new features: political generals seniority change... In 1864 Sigel, Banks, Butler were yet leading armies howewer their precedent Blunders...because of their political values they were unavoidable.

So from time to time, a random events will give them more seniority...even if military useless, player will have to keep them employed as army leaders somewhere ( and by preference on the sideshow).


SelectFaction = $USA
StartEvent = evt_nam_USA_Butlerseniority|20|1|NULL|NULL|NULL|NULL

Conditions
MinDate = 1861/05/01
MaxDate = 1865/10/31
EvalUnqUnit = Benjamin F. Butler
Probability = 5


Actions
SelectSubUnits = ldr_USA_Butler3
AlterCuSubUnit = Model $ldr_USA_Butler3;ChgSeniority -2

EndEvent

electFaction = $USA
StartEvent = evt_nam_USA_Bankseniority|20|1|NULL|NULL|NULL|NULL

Conditions
MinDate = 1861/05/01
MaxDate = 1865/10/31
EvalUnqUnit = Nathaniel P. Banks
Probability = 5


Actions
SelectSubUnits = ldr_USA_Banks3
AlterCuSubUnit = Model $ldr_USA_Banks3;ChgSeniority -2

EndEvent


SelectFaction = $USA
StartEvent = evt_nam_USA_Fremontseniority|20|1|NULL|NULL|NULL|NULL

Conditions
MinDate = 1861/05/01
MaxDate = 1865/10/31
EvalUnqUnit = John C.Fremont
Probability = 5


Actions
SelectSubUnits = ldr_USA_Fremont3
AlterCuSubUnit = Model $ldr_USA_Fremont3;ChgSeniority -2

EndEvent

SelectFaction = $USA
StartEvent = evt_nam_USA_Sigelseniority|20|1|NULL|NULL|NULL|NULL

Conditions
MinDate = 1862/01/01
MaxDate = 1865/10/31
EvalUnqUnit = Franz Sigel
Probability = 5


Actions
SelectSubUnits = ldr_USA_Sigel
AlterCuSubUnit = Model $ldr_USA_Sigel;ChgSeniority -2

EndEvent


SelectFaction = $USA

SelectFaction = $USA
StartEvent = evt_nam_USA_Sigel2seniority|20|1|NULL|NULL|NULL|NULL

Conditions
MinDate = 1862/01/01
MaxDate = 1865/10/31
EvalUnqUnit = Franz Sigel2
Probability = 5


Actions
SelectSubUnits = ldr_USA_Sigel2
AlterCuSubUnit = Model $ldr_USA_Sigel2;ChgSeniority -2

EndEvent



SelectFaction = $USA

SelectFaction = $USA
StartEvent = evt_nam_USA_Sigelseniority3|20|1|NULL|NULL|NULL|NULL

Conditions
MinDate = 1862/01/01
MaxDate = 1865/10/31
EvalUnqUnit = Franz Sigel3
Probability = 5


Actions
SelectSubUnits = ldr_USA_Sigel3
AlterCuSubUnit = Model $ldr_USA_Sigel3;ChgSeniority -2

EndEvent
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Clovis
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Tue May 13, 2008 9:22 pm

Some ecomical changes :

- why fighting for the Red River? It was a cotton region. So now Shreveport is producing a small amount of money:

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Kentucky is now too producing small amounts of War supplies...
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Big Muddy

Wed May 14, 2008 1:23 am

Clovis wrote:I don't understand. I didn't made any change about this....


I would be more than happy to post a screen, just one problem prevents me from doing so. I have never done this, ever, in all my years of pc gaming. Would someone be so kind and tell me how. I'll have to make a new copy, but I would like to learn how to post a screen.

beefcake
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Sun May 18, 2008 7:14 am

Here is a basic overview of how to take a screen capture:

http://graphicssoft.about.com/cs/general/ht/winscreenshot.htm

There are also 3rd party programs which can accomplish the same thing, but the Print Screen function is built directly into the Windows OS.

Posting the image to these forums is more technical. The image can't be hosted in the forums. Instead, you have to host the image from another website, then link to it from here. If your Internet provider offers personal web space, you might ask them for instructions on how to upload images to that space. Or you can sign up for a photo-hosting service like photobucket.com and host your images from there.

In either case, you then have to provide the direct web address to that image. For example, I've posted the file below in the personal webspace my ISP provides.

Image

Once the picture has been saved in the webspace, you can then reference it from inside the AGEOD forums, and it will appear in your message post.

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Turbo823
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Tue May 20, 2008 5:57 pm

Hi,

I just installed your mod and have a few questions.

First is how do I know that the Mod has been installed? I dillegently followed your install docs and the game loads up without a problem. There is however no splash screen or anything to tell me that I am playing the Mod. I do have the modpath.ini in the ACW directory.

What are the drawbacks in the Union AI and is it playable? I'm mentioning this as in vanilla I find playing as the CSA is far more challenging for my playing style. I have an AAR going and would like to start a new game against the Union AI using some of the lessions I learned in the AAR.

I am playing on hard settings with no FOG but with a normal aggression setting at least against the Union AI. Is the low aggression your recommendation for the Union as well? In my AAR the Union is on normal aggression and I've had more losses than the Union.

Thank you in advance for your kind response.

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GShock
Posts: 1134
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Tue May 20, 2008 6:19 pm

Big Muddy wrote:I would be more than happy to post a screen, just one problem prevents me from doing so. I have never done this, ever, in all my years of pc gaming. Would someone be so kind and tell me how. I'll have to make a new copy, but I would like to learn how to post a screen.


http://www.fraps.com -> download, install, run and go to set your favourite key for snaps/videos. You can also set the fraps so on the corners of the screen (u choose which) you can see your frames per second displayed.

The pix/mpg are saved where you choose to. Now with screenies you can convert to jpg using any prog you like (i use paint.net which, like fraps is also free) and then you can upload to any host. For vids, i use rapidshare.com for pix, imagehost.com. Hope this helps. :)
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Clovis
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Tue May 20, 2008 9:04 pm

Turbo823 wrote:Hi,

I just installed your mod and have a few questions.

First is how do I know that the Mod has been installed? I dillegently followed your install docs and the game loads up without a problem. There is however no splash screen or anything to tell me that I am playing the Mod. I do have the modpath.ini in the ACW directory.

What are the drawbacks in the Union AI and is it playable? I'm mentioning this as in vanilla I find playing as the CSA is far more challenging for my playing style. I have an AAR going and would like to start a new game against the Union AI using some of the lessions I learned in the AAR.

I am playing on hard settings with no FOG but with a normal aggression setting at least against the Union AI. Is the low aggression your recommendation for the Union as well? In my AAR the Union is on normal aggression and I've had more losses than the Union.

Thank you in advance for your kind response.


1) on the load screen, you should see on the upper-left corner Mod /Struggle for a vast future string. If not, there's an install problem.
A special splash screen isn't needed as this screen displays the mod name.

2) Union AI is playable. What is lacking is certainly a serie of events to help AI here and there and a bunch of strings for displaying properly the CSA events for an human player. Apart this, Union AI is fully functional but I can't guess for the balance...

3) For Union play, I would rather preconize normal aggression level, a medium fod of war advantage and an initiative bonus ( +1). I can't certify this to be the best but there are those working well in vanilla version for 1.10 patch.
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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Tue May 20, 2008 9:16 pm

Clovis i was wondering if you thought about modding the arty production with historical locations. The data files can be edited, however, i didn't try because i'm unsure on how the AI would proceed.

It's not about the VP that have to be rearranged (losing those places in AL where the cannons were manufactured would be a big blow to CSA will to fight and actually ability to fight at all) but how the AI would proceed for both sides with assemblying armies, as arty would have to be delivered or shipped sometimes from far away.

I left a post in pvt section on a partial list encompassing only the major locations i found. A similar problem would have to be faced with the ships, and especially the ironclads. I have a partial list here as well. What i truly miss is the historical recruiting centers.

Any ideas? Perhaps it could be done for 1.11.
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Clovis
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Contact: Website

Tue May 20, 2008 9:33 pm

GShock wrote:Clovis i was wondering if you thought about modding the arty production with historical locations. The data files can be edited, however, i didn't try because i'm unsure on how the AI would proceed.

It's not about the VP that have to be rearranged (losing those places in AL where the cannons were manufactured would be a big blow to CSA will to fight and actually ability to fight at all) but how the AI would proceed for both sides with assemblying armies, as arty would have to be delivered or shipped sometimes from far away.

I left a post in pvt section on a partial list encompassing only the major locations i found. A similar problem would have to be faced with the ships, and especially the ironclads. I have a partial list here as well. What i truly miss is the historical recruiting centers.

Any ideas? Perhaps it could be done for 1.11.


No. Your ideas seem good, but I fear side effects for AI. The gain in fhistoricity is too slim.
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Big Muddy

Wed May 21, 2008 12:27 am

GShock wrote:http://www.fraps.com -> download, install, run and go to set your favourite key for snaps/videos. You can also set the fraps so on the corners of the screen (u choose which) you can see your frames per second displayed.

The pix/mpg are saved where you choose to. Now with screenies you can convert to jpg using any prog you like (i use paint.net which, like fraps is also free) and then you can upload to any host. For vids, i use rapidshare.com for pix, imagehost.com. Hope this helps. :)



I've had fraps for some time now, I'll get a host and attempt one very soon. Thanks GShoch

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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Wed May 21, 2008 6:40 am

Clovis wrote:No. Your ideas seem good, but I fear side effects for AI. The gain in fhistoricity is too slim.


I can siege and take St. Louis with hvy arty being produced in Springfield MO...too slim? :)
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Turbo823
Captain
Posts: 184
Joined: Wed Apr 02, 2008 10:14 pm
Location: USA

Mod doesn't run or install properly.

Wed May 21, 2008 3:35 pm

I've successfully installed other mods on here but the installation of this mod escapes me. I spent over an hour trying to get the installation of this mod to work with no success. I get a prompt to re-enter my password then it flashes a critical error but continues to install. The game when runs CTD's.
Very frustrating.

Why can't a full version of the mod with all the correct files be posted on a file server?

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Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
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Wed May 21, 2008 9:00 pm

Turbo823 wrote:I've successfully installed other mods on here but the installation of this mod escapes me. I spent over an hour trying to get the installation of this mod to work with no success. I get a prompt to re-enter my password then it flashes a critical error but continues to install. The game when runs CTD's.
Very frustrating.

Why can't a full version of the mod with all the correct files be posted on a file server?


send me the main file in the log folder.
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beefcake
Corporal
Posts: 52
Joined: Thu Jan 03, 2008 10:03 pm

Wed May 21, 2008 9:56 pm

Turbo823 wrote:I've successfully installed other mods on here but the installation of this mod escapes me. I spent over an hour trying to get the installation of this mod to work with no success. I get a prompt to re-enter my password then it flashes a critical error but continues to install. The game when runs CTD's.
Very frustrating.

Why can't a full version of the mod with all the correct files be posted on a file server?


That problem description sounds a lot like what I ran into the 1st time I tried to install this mod. One thing to quickly check is that the name of the folder is the same as the name in the modpath.ini file. If the name doesn't match exactly, it can cause this problem to occur. So for example, if the name in modpath.ini is "Struggle for a Vast Future," then that is the exact name the folder needs to be that you install the mod into.

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Turbo823
Captain
Posts: 184
Joined: Wed Apr 02, 2008 10:14 pm
Location: USA

Fri May 23, 2008 1:38 pm

Clovis,

[ATTACH]2771[/ATTACH]

Here is the log file. Thanks so much for your help!
Attachments

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


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Gray_Lensman
Posts: 497
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Location: Who is John Galt?

Fri May 23, 2008 3:42 pm

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