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Gray_Lensman
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runyan99
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Sat Feb 16, 2008 8:16 am

I notice that the July file is missing a reference to balances.sct, as the April file does. I don't know if that is the error. Maybe the second various.sct was supposed to be balances.sct

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Gray_Lensman
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DirkX
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Sat Feb 16, 2008 1:40 pm

runyan99 wrote:I tried to count historical Confederate divisions for 1863 once, and got close to 24, but I'm not sure that included cavalry divisions. I agree it does not make sense for better than historical CSA performance. I would raise the cap by at least 6 to 30. The leader mod doubles the cap to 48, which pretty much removes any restriction in practice.



gettysburg saw 10 csa divisions including Stuarts division.

chickamauga saw 9 divisions (excluding Longstreet) and 4 cavalry divisions.

so, 24 might be a little bit short compared to history BUT giving the csa player to raise more than 24 divisions makes the game much easier for him.
30 might also be ok.

DaveFrommer
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Sat Feb 16, 2008 3:20 pm

Gray_Lensman wrote:Nope, its not the "default"

I tested for this by changing the number to a 72 for the Union, than starting an 1861 July Campaign game. Played one turn, exited and then scanned the "saved game" file. It still had "0|0|48", so it kinda confims that changing that number did not have the desired effect. Now I'm really curious, where this "48/24" is coming from.


Have you tried changing it in the EarlyForePool.inc file in the Includes Folder. I am not positive, but, from my tracing of the file loads at this point that may be the ultimate default.

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Gray_Lensman
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lodilefty
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Sat Feb 16, 2008 4:15 pm

Gray_Lensman wrote:Thanks. I'll check that out.


I did that. I found No reference to the group quantity....
... of course, I've been known to miss a thing or two... :innocent:


It is used for later scenarios as a base upon which to add to the pools.

DaveFrommer
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Sat Feb 16, 2008 4:48 pm

lodilefty wrote:I did that. I found No reference to the group quantity....
... of course, I've been known to miss a thing or two... :innocent:


It is used for later scenarios as a base upon which to add to the pools.

It does have a SetCombiUnits call for each faction. They are buried in the middle of the ChangeUnitPool sets

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lodilefty
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Sat Feb 16, 2008 4:53 pm

DaveFrommer wrote:It does have a SetCombiUnits call for each faction. They are buried in the middle of the ChangeUnitPool sets


I CAN'T SEE :tournepas :bonk: :bonk:

That would be the culprit for the later scenarios....

This is wht I get for being so focused on the April 61 scenario...... :nuts:

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lodilefty
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Sat Feb 16, 2008 4:57 pm

So, in summary, I think we've discovered:

  1. The SetCombiUnits has to be set either in the scenario setup, modified EarlyForcePool.inc, or by event.
  2. Looks like the .fac files have to have names added to get up to the number of Divisions ultmately desired.


So what ELSE have I missed???? :8o:

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Gray_Lensman
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DaveFrommer
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Sat Feb 16, 2008 5:36 pm

Gray_Lensman wrote:I just tested the EarlyForcePool.inc change and it worked, though it necessitates actually regenerating the scenario (.scn) file itself to accomplish the actual change within the scenario.

Cool, It seems I am starting to understand the intricate relationships of all of these files. I need to understand this stuff for the saved game analyzer I am working on and it seems it works for the scenarios mods also

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Gray_Lensman
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runyan99
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Sat Feb 16, 2008 10:14 pm

Gray_Lensman wrote:
So for your Leader MOD to actually work with whichever scenario a person wants it to work with, those scenarios would have to be regenerated.

This leads to a coordination issue between what you want to set the limits too and what the vanilla scenarios have them set at.


Not an issue from my perspective. I have always intended the leader mod for the April scenario only, so if it works or doesn't with the July or later scenarios, I am not going to worry about it.

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