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Chamberlain
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Sun Mar 16, 2008 5:14 pm

Gray_Lensman wrote:I suspended new RR work until the patch is "officialized", which means the current patch has the latest RR work built into it. So if you install v1.09d, you [B]do not have to install any of the RR mods that pre-date v1.09d. [/B]
Also, for the time , at least until the end of next week (Fri Mar 21st), my real life job is requiring much more of my daily time, so there will be no new RR graphic work until my real life work schedule changes back to normal.


Hello Gray,

I have a question, :bonk: :bonk:

Does your post about your RR mod also go for v1.09e as well ?

Thanks

Chamberlain

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arsan
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Sun Mar 16, 2008 7:25 pm

Rafiki wrote:Does posture matter for naval stacks? If they do, then naval stacks in defensive posture will not engage enemies.

I base this belief on having had stacks in offensive posture that have been engaging enemy ships, also with the latest patches.


Hi

Yes, i know posture matters. My experience is with offensive posture, of course.
My only naval enagemen in all the months i have been playings this campaign (up until December's 61) has been on a sea zone (Hamptons Road)
Still no luck on the big rivers confluence, which seems very strange as i have 2 small fleets (4 or 5 gunboats units and 1 river ironclands each) there, and one is commade by Foote.
I know they are not very big but the problem is not that i get defeated. The problem is that i cant engage a single one of the enemy fleets and riverine movements units that pass by :grr:
I have tried putting one fleet lying still on a zone that blocks the way up north and i have tried to patrol up and down the confluent zones... but no luck! :p leure:
I understand the sea zones are very big and i have no problem with the small success percentage of engagement there. But on river zones, the battles should occur nearly always, IMHO.
---------------------------------------------------------------------

Another small bug on 1.09e found by a Spanish forum dweller and confirmed by me:
- The "new units raised" screen does not like big (7 elements) Virginian brigades. They get no clickable icon as you can see on the attached image.

Regards!
Attachments
brigada virginia.jpg

Big Muddy

Sun Mar 16, 2008 10:05 pm

[quote="arsan"]Hi

Yes, i know posture matters. My experience is with offensive posture, of course.
My only naval enagemen in all the months i have been playings this campaign (up until December's 61) has been on a sea zone (Hamptons Road)
Still no luck on the big rivers confluence, which seems very strange as i have 2 small fleets (4 or 5 gunboats units and 1 river ironclands each) there, and one is commade by Foote.
I know they are not very big but the problem is not that i get defeated. The problem is that i cant engage a single one of the enemy fleets and riverine movements units that pass by :grr:
I have tried putting one fleet lying still on a zone that blocks the way up north and i have tried to patrol up and down the confluent zones... but no luck! :p leure:
I understand the sea zones are very big and i have no problem with the small success percentage of engagement there. But on river zones, the battles should occur nearly always, IMHO.
---------------------------------------------------------------------

I agree, Hampton's Road is a hot spot, outside of this area combat is almost nonexistent. The only thing I can think of is the North will only fire if fired upon.

I have even tried with bombardment on but nothing, this is very frustrating. I've had CSA ships right next to mine and nothing. I would like to see a direct "attack" button added.

I understand the enemy could be in evade stance, if so what is the % ofsucess if I'm in offensive? Try sinking the CSS Alabama when this event fires, I doubt anyone has been sucessful.

Latly I don't even bother with building frigates etc. only transports, use resources elsewhere.

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Gray_Lensman
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Mon Mar 17, 2008 1:22 am

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soundoff
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Mon Mar 17, 2008 1:33 am

Rafiki wrote:Check Pocus' post at the top of this thread that I just merged your question into :)


I accept I might be a half penny short of a shilling but be blowed if I can work out what changes 1.09d made nor what your message means Rafiki. :p leure: A link to the changes included in 1.09d would be much appreciated

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Rafiki
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Mon Mar 17, 2008 2:02 am

Ah, I see how there might be some wondering. :)

1.0d removed a tweak to the calculation of speed for combinded units (= divisions) that had been introduced in one of earlier beta patches. I imagine that rather include this addition/subtraction, Pocus opted for a "cleaner" list of changes.
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Gray_Lensman
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Rafiki
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Mon Mar 17, 2008 6:31 am

http://www.ageod-forum.com/showthread.php?p=72366#post72366:
Pocus wrote:Patch is now official, with 1.09d tag. The new formulae to calculate the speed of unit has been removed, as it impacts many things and need some time to be refined with your input on attrition and terrain costs. I tend to think people prefer a slightly less realistic game, but working well, compared to a more realistic one, but with features half baked...

So let's give time to time (a french saying rather weird if you ask me...)

To be honest, I'm not sure how has been calculated till now :siffle:
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arsan
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Mon Mar 17, 2008 10:04 am

Gray_Lensman wrote:So, what speed are the combined units moving at now?

The speed of the slowest unit?
Slower than the fastest unit?
Faster than the slowest unit?
The speed of the fastest unit?


I think it works the same than before.
Divisions move at the speed of the slowest "line" unit (cavalry/infantry) even if it has arty inside.
Stacks at the speed of the slowest unit.
Regards

richfed
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Naval Combat

Mon Mar 17, 2008 11:41 am

Big Muddy wrote:
arsan wrote:Hi

Yes, i know posture matters. My experience is with offensive posture, of course.
My only naval enagemen in all the months i have been playings this campaign (up until December's 61) has been on a sea zone (Hamptons Road)
Still no luck on the big rivers confluence, which seems very strange as i have 2 small fleets (4 or 5 gunboats units and 1 river ironclands each) there, and one is commade by Foote.
I know they are not very big but the problem is not that i get defeated. The problem is that i cant engage a single one of the enemy fleets and riverine movements units that pass by :grr:
I have tried putting one fleet lying still on a zone that blocks the way up north and i have tried to patrol up and down the confluent zones... but no luck! :p leure:
I understand the sea zones are very big and i have no problem with the small success percentage of engagement there. But on river zones, the battles should occur nearly always, IMHO.
---------------------------------------------------------------------

I agree, Hampton's Road is a hot spot, outside of this area combat is almost nonexistent. The only thing I can think of is the North will only fire if fired upon.

I have even tried with bombardment on but nothing, this is very frustrating. I've had CSA ships right next to mine and nothing. I would like to see a direct "attack" button added.

I understand the enemy could be in evade stance, if so what is the % ofsucess if I'm in offensive? Try sinking the CSS Alabama when this event fires, I doubt anyone has been sucessful.

Latly I don't even bother with building frigates etc. only transports, use resources elsewhere.


Have you boys ever tried to run troops past St. Louis as the CSA? Not easy!

Regarding river naval combat, try targeting an enemy fleet with your friendly fleet. Usually works for me.
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Chamberlain
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Mon Mar 17, 2008 11:50 am

Gray_Lensman wrote:Of course.


All Right,

Great news Gray

I was hoping so !!!

Awesome job !!

:hat:

Chamberlain

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arsan
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Mon Mar 17, 2008 11:56 am

richfed wrote:
Have you boys ever tried to run troops past St. Louis as the CSA? Not easy!

Regarding river naval combat, try targeting an enemy fleet with your friendly fleet. Usually works for me.


Hi!
I supose your problem with passing St Louis is becasue your units get bombarded by the arty on the city. This works all right. My problem is with fleets engagement.
I have also tried your method of targeting the enemy without any luck until now :p leure:
Regards!

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Le Ricain
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Tue Mar 18, 2008 6:12 pm

Redeploy function permits redeployment of artillery units. Is this WAD? No other combat or supply units are able to be redeployed.
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arsan
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Tue Mar 18, 2008 6:20 pm

Le Ricain wrote:Redeploy function permits redeployment of artillery units. Is this WAD? No other combat or supply units are able to be redeployed.


WAD?? :bonk: I don't think so! :siffle:
But teleporting naval guns around could have some advantages... :nuts: :niark:

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Pocus
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Tue Mar 18, 2008 6:28 pm

ouch! It seems I failed a test somewhere.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Big Muddy

Wed Mar 19, 2008 12:32 am

richfed wrote:
Big Muddy wrote:
Have you boys ever tried to run troops past St. Louis as the CSA? Not easy!

Regarding river naval combat, try targeting an enemy fleet with your friendly fleet. Usually works for me.



When you say target, you mean drag & drop?

richfed
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Wed Mar 19, 2008 11:48 am

Yes. Drag your fleet and drop in on the enemy fleet you wish to do battle with. Just like land forces. It helps considerably to be in attack posture
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Big Muddy

Wed Mar 19, 2008 11:45 pm

richfed wrote:Yes. Drag your fleet and drop in on the enemy fleet you wish to do battle with. Just like land forces. It helps considerably to be in attack posture



That's what I do, the big problem I have is with the shipping boxes, any suggestions would be helpfull.

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Paul Roberts
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Thu Mar 20, 2008 9:20 pm

Question:

I know that there was recently a lot of debate (in the "Help to Improve AACW" forum) about the issues of Attrition and Movement Speed.

I didn't follow the debate very closely. May I ask what is the current state of those issues with this patch? Have major changes been made, or are they on hold?

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Rafiki
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Thu Mar 20, 2008 9:28 pm

They are not included in this patch, since they need a lot more testing and maturing :)
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Hobbes
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Thu Mar 20, 2008 9:29 pm

Rafiki wrote:They are not included in this patch, since they need a lot more testing and maturing :)


Very glad to hear that!

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Rafiki
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Thu Mar 20, 2008 10:02 pm

I.e. you still have the option of "historical attrition" there (the one that led to the discussion I think you are referring to), but it's an option that you can play without if you like :)
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Clovis
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Thu Mar 20, 2008 11:23 pm

seems as the 1.09e has a bug.... Land Units are able to travel by sea

Image

and naval units are walking on ground...

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tagwyn
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Thu Mar 20, 2008 11:50 pm

Wowsers!!!! Great! :p apy:

tagwyn
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Thu Mar 20, 2008 11:53 pm

Is Relocation fixed? Broken? :p apy:

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Carnium
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Fri Mar 21, 2008 9:15 am

Clovis wrote:Land Units are able to travel by sea


free passage provided by Moses :niark:
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Pocus
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Fri Mar 21, 2008 11:08 am

Clovis wrote:seems as the 1.09e has a bug.... Land Units are able to travel by sea



and naval units are walking on ground...



I don't reproduce it. Are you using 1.09e executable and terrains files?
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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arsan
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Fri Mar 21, 2008 1:18 pm

Pocus wrote:I don't reproduce it. Are you using 1.09e executable and terrains files?


Me neither :bonk: IT works all right on my USA 1.09e campaign.
What have you done to be able to walk on the sea, Clovis?

By the way, what i can confirm and reproduce is the bug Le Ricain reported about "teleporting" guns.

Pocus, what do you think about the difficulty of engaging enemy fleets and units using riverine movements on river??
It's WAD? Could the evasion value be reduced on rivers?
IMHO, it should be nearly impossible to bypass enemy fleets on rivers... :innocent:

Regards!

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