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Posted: Tue Apr 19, 2016 4:24 am
by vicberg
Art replacement were brought down to lowest common denominator. The generic replacements are a challenge to work with. The largest art unit requires 16 replacement chits to replace a single element. But now the art repl chits align with all the varying build costs

Posted: Tue Apr 19, 2016 6:01 am
by RebelYell
vicberg wrote:Everything. The base game is going for shorter battle times. I reduced to hit/cohesion done, assault, for everything. Naval was also revamped


Can you post some battle logs from vanilla and your mod in comparison?

Posted: Tue Apr 19, 2016 2:11 pm
by vicberg
I haven't played base in months. The decisions to reduce to hit, etc., came from playing the base game in December/January. I saw something was off because battles were only a round or 2 and corps were initially getting decimated. Then I started checking the models and that's when I saw some of the issues.

A single ARTY was doing 40 cohesion per hit. Average units only have 55 cohesion. One hit and that unit is running away. I saw this across the board with damage done, cohesion done being very high, thus short battles and high losses.

So though AGEOD has been attempting to bring those casualties down over the last 5 months, it was looking at the models that drove me to these changes. The same ARTY now does 15 cohesion. I looked at EAW, which also has long battle times, and use it as the model for this.

Posted: Wed Apr 20, 2016 2:18 am
by BruceASinger@gmail.com
vicberg wrote:Art replacement were brought down to lowest common denominator. The generic replacements are a challenge to work with. The largest art unit requires 16 replacement chits to replace a single element. But now the art repl chits align with all the varying build costs


I know that units that are down elements at the begining of the game don't show in the "Missing Elements" field. As long as these Art Replacments are going into units, I don't mind building them. In 40 turns I had built ~100 more Art Replacments than I did in 138 turns in the original game. I just wanted to be sure they were not going into the "ether."

Posted: Wed Apr 20, 2016 2:39 am
by vicberg
They are. We've tested that out already. It requires a LOT of Arty replacements now.

The problem with "generic" replacements is that you either make cheap units too expensive to replace or expensive units too cheap to replace. So the lower denominator solves that.

Posted: Wed Apr 20, 2016 10:03 am
by colonelflag
Hi Vicberg,

Great mod. I really like it so far. How do I turn off "debug" mode however ?

Cheers
Colonelflag

Posted: Wed Apr 20, 2016 11:45 am
by RebelYell
colonelflag wrote:Hi Vicberg,

Great mod. I really like it so far. How do I turn off "debug" mode however ?

Cheers
Colonelflag


From the main menu options.

Posted: Wed Apr 20, 2016 11:48 am
by RebelYell
I tried the mod and got it working partly, I messed the installation, I am not very good with installations.

Posted: Wed Apr 20, 2016 12:05 pm
by oho
Enjoying your mod very much until now in SP-mode,started June 1805 as French, big thanks!
Need some advice how your mod works. I’m in October 1805 and just conquered Vienna and having a corps in the area. My army is around Vienna, some Russian/Austrian troops in nearby areas. I hope I can fire Pressburg soon or is there another restriction?
All Bavarian towns have a french flag. Does this mean, that they act as depots for my army and I don’t have to build depots myself?
Where should I send my troops before winter after Pressburg/Peace treaty with Austria to avoid too much attrition.
Into Bavarian towns or into French towns or into French areas?

Posted: Wed Apr 20, 2016 1:32 pm
by vicberg
Take Wien and you can fire Pressburg. I build a depot in between Ulm and Ravensburg. This insures you can winter even in Austria. Check though. Having multiple corp in the same foreign city can eventually cause supply issues. I have 3 corp in same city in northern Bavaria in winter. In 2 months, I started seeing "slight" supply issues but they continued so I was forced to start separating them. A corp in Austria, 1 in Bavaria. 1 in Northern Bavaria should be fine. Just go slow on movements. You don't need to rush the entire army out at once.

Posted: Wed Apr 20, 2016 1:37 pm
by vicberg
RebelYell wrote:I tried the mod and got it working partly, I messed the installation, I am not very good with installations.


If you have issues, just post. I've fixed a few for people.

Posted: Wed Apr 20, 2016 5:26 pm
by RebelYell
vicberg wrote:If you have issues, just post. I've fixed a few for people.


I dont know what I messed as everything else was there but the control of the vassals, what should I control from the start?

Posted: Wed Apr 20, 2016 6:30 pm
by vicberg
Switzerland and Kingdom of Italy

Posted: Wed Apr 20, 2016 7:22 pm
by RebelYell
vicberg wrote:Switzerland and Kingdom of Italy


Should I see some troops in the recruitment panel?

Posted: Wed Apr 20, 2016 7:40 pm
by vicberg
Ok, what mod have your started? Aug or Jan. I need to make sure I didn't screw anything up. Also, yes, but they will almost same color as France. You'll need to scroll through and they will have Italian, Switzerland...etc..

Posted: Wed Apr 20, 2016 7:53 pm
by RebelYell
vicberg wrote:Ok, what mod have your started? Aug or Jan. I need to make sure I didn't screw anything up. Also, yes, but they will almost same color as France. You'll need to scroll through and they will have Italian, Switzerland...etc..


January, I deleted the installation so cant check anymore.

I will try again tomorrow I think.

Posted: Wed Apr 20, 2016 7:58 pm
by vicberg
I just started a new game and the Swiss and Italian infantry are there. Don't forget to set MODPATH.INI in order to point at the mod files.

Posted: Wed Apr 20, 2016 10:55 pm
by oho
vicberg wrote:Take Wien and you can fire Pressburg. I build a depot in between Ulm and Ravensburg. This insures you can winter even in Austria. Check though. Having multiple corp in the same foreign city can eventually cause supply issues. I have 3 corp in same city in northern Bavaria in winter. In 2 months, I started seeing "slight" supply issues but they continued so I was forced to start separating them. A corp in Austria, 1 in Bavaria. 1 in Northern Bavaria should be fine. Just go slow on movements. You don't need to rush the entire army out at once.


I can't fire pressburg. Is only posession of vienna a criteria?

Posted: Wed Apr 20, 2016 11:28 pm
by vicberg
You have the event and fire it and nothing happens? You have 75 elements in Austria? And you own Wien, both region and city? If answer is yes to all, then zip your script output for the turn and post here so I can see what happened.

Posted: Thu Apr 21, 2016 12:35 am
by Kev_uk
I am giving up my 'base' game and going back to your mod. Tomorrow. Cannot deal with supply issues and loosing another year due to starvation. Plus the battles lasted longer, and more realistic.

Posted: Thu Apr 21, 2016 7:49 am
by oho
I have all the criteria you mentioned but I don't see the Pressburg Event. I Don't have any Decree available.

Posted: Thu Apr 21, 2016 10:05 am
by veji1
Kev_uk wrote:I am giving up my 'base' game and going back to your mod. Tomorrow. Cannot deal with supply issues and loosing another year due to starvation. Plus the battles lasted longer, and more realistic.


Yep I might try it tonight.... getting fed up with having to time peace treaties like they are the starter for a sprint : "ok, I crushed the bastards, now I need to move some troops out, sign peace aaaaaannnndddd Go Go Go, run for the hills before starvation !!!".

Posted: Thu Apr 21, 2016 12:59 pm
by vicberg
oho wrote:I have all the criteria you mentioned but I don't see the Pressburg Event. I Don't have any Decree available.


Check very carefully because there can be up to 15 government decrees. It will say Offer Peace to Austria and it tends to be towards the end. If you still can't find it, post your latest turn script output file and I'll find out what happened.

Posted: Thu Apr 21, 2016 1:24 pm
by GraniteStater
vicberg, if you do the installation right, you should have an ED folder in the main directory, right? I'm asking because in the first version of the zip, it created the ED folder like that, I believe (could be misremembering). To be specific, I created a separate game copy for your mod, which I called WoN ED (the name of the topmost, main directory). IIRC, I unzipped (just double-clicked on it) the first version as .../Won ED/ED.zip and it created .../WoN ED/ED.

Now I unzip (double-click) the latest version and it creates the ED folder under ED.zip (afaics).

If you would, can you clarify this procedure and what the results are supposed to be?

Thx - GS.

Posted: Thu Apr 21, 2016 1:37 pm
by vicberg
The final result should look like this. ED is in the main directory along with the base game directory (and game files). You won't have EDDev as that's the directory I test against for my development and so I don't screw up the main ED folder if I make a mistake.

[ATTACH]38473[/ATTACH]

Posted: Thu Apr 21, 2016 1:47 pm
by GraniteStater
Well, as far as I can tell, the present ED.zip is unzipping the ED folder underneath itself, and not into the main directory. Could be mistaken. I had to C&P ED and its contents to the main folder, which, I believe, is what the unzip is supposed to obviate.

Thanks, anyway, for your response.

Posted: Thu Apr 21, 2016 2:21 pm
by vicberg
What I think a number of people are doing is creating a ED folder, placing the zip file into that and then unzipping from there, which will create an ED/ED, which doesn't work. If you place the ED.ZIP into Wars of Napoleon and unzip from there, all is good

Posted: Thu Apr 21, 2016 2:37 pm
by GraniteStater
I could have not been looking at the folder rightly. It seems like it might take a moment or two to display the ED directory icon in the main directory.

Posted: Thu Apr 21, 2016 5:53 pm
by oho
I dont habe any decisions on the screen, already From the sstart.

Posted: Thu Apr 21, 2016 6:24 pm
by vicberg
First turn you won't. Second turn they show up.