Jagger
AGEod Grognard
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Thu Sep 27, 2007 3:07 am

Charles De Salaberry wrote:Just to let you know that the Erie-Ohio Canal is also broken. I can't transfer the Union ships from the Great Lakes to the Mississippi. This is in the latest 1.07 version posted today.


Definitely broken. This is a biggie. I have 4 ironclads badly need near Cairo that are stuck up there in a PBEM.

Jagger
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Thu Sep 27, 2007 3:15 am

Here is a fix for the Erie Canal problem.

Download and unzip into the regions folder of the gamedata folder.
Attachments
36Erie, PA.zip
(784 Bytes) Downloaded 302 times

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Charles De Salaberry
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Thu Sep 27, 2007 5:48 am

By the date/time group that looks like an earlier version of the region file - is that correct?

A simple fix.

Jagger
AGEod Grognard
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Thu Sep 27, 2007 6:37 am

Charles De Salaberry wrote:By the date/time group that looks like an earlier version of the region file - is that correct?

A simple fix.


Yes, that is correct. Quick and easy if you need to get ships through the canal...which I do.

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Pocus
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Thu Sep 27, 2007 8:19 am

Fixed for upcoming 1.07a
Image


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

Jagger
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Thu Sep 27, 2007 6:37 pm

Railroad link between Hamilton, Oh and Dearborn, Indiana is broke.

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lodilefty
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Amherst VA Railrad

Fri Sep 28, 2007 2:04 pm

Playing 1.07a, with only Harbor Mod v1.2 added....

Railroad missing from Amherst, VA again....

Is this intentional as result of R&D into historical RR configuration (thus awaiting map graphics upgrade), or an oversite during patch assembly? If it's meant to be, it truly increases the importance of Petersburg as a critial rail link to Richmond (which I kinda like!)....

I can still get Beauregard to Manassas in one turn, via RR routing southwest then north.... :)

Edit: Attached map is dated ~1856. Shows VA Central running west thru Hanover CH to Gordonsville junction of O&A, thence north to Manassas....

Jagger
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Sat Sep 29, 2007 3:33 am

The coastal waters at Western Branch between Pierre and Vermillion Louisiana cannot be traveled by ship.

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Mauzophis
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Sat Sep 29, 2007 12:04 pm

The railroad between Newcastle, DE and Chester, PA is not working (or at least the graphics indicate there should be a RR connection).
I'm using 1.07a.

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Gray_Lensman
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Pocus
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Sat Oct 13, 2007 8:45 am

Gray is back, alleluyah! :)
Image


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

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epaminondas
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Sat Oct 13, 2007 1:26 pm

Just a note of thanks for all the work being put in on this project. In many instances the historical data is really tough to get hold of, so I really appreciate the effort you're investing in tidying up this critical aspect of the game.

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Hobbes
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Mon Oct 15, 2007 11:36 am

A few odd links :-

Rail
344 Echols, GA to 345 Hamilton GA misses out 343 Nash, GA

The Richmond RR to Hanover does not work (and maybe Suffolk to Norfolk)
This may be due to the game being in progress but there where no translinks and I had to update the .hst file see
http://www.ageod-forum.com/showthread.php?t=5693&page=4

The rail links between 788 Cisco, TX, 792 Cameron, TX and 789 Hampstead, TX do not work. This is actually a very important link when trying to defend both Houston and Matagorda. I think this will probably require a change to the scenario files?

Land
973 Reel, MO cannot move to the adjacent 558 Lake, TN without first going to 559 Dyer, TN. The swamps around here also seem to take too long to march through :-

Brig. Gen. John Pope, commander of the Union Army of the Mississippi, set out from Commerce, Missouri, to attack New Madrid, on February 28. The force marched overland through swamps, lugging supplies and artillery, reached the New Madrid outskirts on March 3, and laid siege to the city.

River
1444 White lake to 1349 Western branch seems to take a land diversion to 741 Pierre, LA and it takes 7 days to move by river from White lake to 1344 Eastern Branch 2 river regions away.

Cheers, Chris

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Gray_Lensman
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Hobbes
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Mon Oct 15, 2007 2:39 pm

Wow that was quick! Many thanks Gray - I'll get back to you a little later.
Cheers, Chris

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Hobbes
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Mon Oct 15, 2007 5:08 pm

"Need more information. Specific region numbers would help. However, the current version of the game has no rails in 136 Hanover VA. (This may have been reworked by PBBoeye)"

I think this was a rework by PB yet although the RR graphics are on the map the link itself seems to have missed the last patch. 136 Hanover and 147 Richmond. Not sure about the Suffolk / Norfolk link - but according to the forum link above this has been missed out as well.

"Interesting game engine behavior. I removed the Major River JumpLink between 559 Dyer TN and 973 Reel MO, since they are relatively far apart. Let me know if that fixes it, or some other odd behavior arises."

This seems fine now Gray, not noticed any odd behavior.

Any thoughts about adding the harbour mod to the game Gray? Philippe said if it was OK with you we could get it into the game. The mod was made 3 weeks ago but I doubt you have changed many regions affected? Let me know. It basically just improves the CSA coastal areas but I would be happy to work with other modders on other harbours. CSA coastal harbours are the most affected by the somewhat daft exit areas currently in the game - especially the Norfolk area and harbours near forts. I can currently move ships into harbour at Norfolk for repair regardless of Union control at fort Monroe.

http://www.ageod-forum.com/showthread.php?t=5631

Cheers, Chris

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Gray_Lensman
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Hobbes
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Mon Oct 15, 2007 7:30 pm

Gray_Lensman wrote:Hobbes:

re: Suffolk/Norfolk links. (v1.07e)
There doesn't seem to be any problem with the rail TransLink(s) between these two areas, including the 1861 April and July Campaign scenarios, though there might have been one in previous versions.

re: Harbor mod:
I'll need specific information in order to work it in. I am currently eyeing some rework of the far western box regions. I have not systematically checked any waterway Adjacency(s) as I did with the Land/Rail so that is probably next on the agenda also.

Regards

Keep the problem areas info coming in, and I'll try to keep up as much as possible, expecially since Pocus is swamped with NCP currently.



Will do. I'm not using the harbour mod at the moment but would love to see it in the game in the next few months before I start a new campaign.
What sort of specific information do you need to work it in? I'm happy to add changes to any new files you have although obviously I would rather not have to do it again if possible.

Much appreciate your work Grey - your improvements are certainly making a big difference to the game.

Cheers, Chris

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Gray_Lensman
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Hobbes
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Mon Oct 15, 2007 10:22 pm

Gray_Lensman wrote:Hobbes:

I now see that just the addition of #26 Naval Interdiction JumpLink(s) seems to do the job quite nicely. Even the Harbor Tool Tips reflect the change in the Exit points. This should be relatively easy to make these JumpLink changes.

As for your fortification settings changes, I assume that they should accompany these changes also?


That it does Sir, unless coastal areas are specifically eliminated using the #26 jumplink (and you have to add it to both areas) they will be added as an exit point. I'm struggling to remember how this works with rivers (I think if there are no coastal areas the river will do as an exit point).

The fortification setting changes I would like to test a bit as I noticed some oddities - although these may only be due to problems with the tooltips. I'll do a bit more testing next weekend if you are interested in adding the changes to the game? I also want to test the supply going into harbours when blockaded by forts or fleets.

Cheers, Chris

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Hobbes
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Tue Oct 16, 2007 8:01 am

Gray_Lensman wrote:It makes sense that you have to apply the JumpLink to both areas. As for rivers, it will be the same for Major rivers which are a specific region themselves, as they have their own JumpLink(s) and Adjacency(s). Minor rivers will not have this effect. (Minor rivers cannot be specifically moved into, only crossed).

Let me know how the fortification setting testing goes and I would be interested in what the setting(s) specifically change as far as game performance is concerned.


I'll do some testing next weekend and publish results here.
Cheers, Chris

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Hobbes
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Sun Oct 21, 2007 3:47 pm

Hi Gray, it seems (from the email) that Pocus would be happy to have the harbour mod changes added to the game but not the change to the fortification settings due to the impact on the AI.

I hope you are able to add the harbour mod to the game, PBEM players will then be able to amend the fortification settings although I hope at some point Pocus can take a look at the "number of ships required for blockade" tooltip bug that seems to occur when blockading by fort.

Cheers, Chris

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Gray_Lensman
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Hobbes
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Mon Oct 22, 2007 8:06 am

Gray_Lensman wrote:I have already incorporated the various Harbor exit point changes in the current batch of .rgn files I will be submitting in the next 24 hours or so. I'm just trying to finish a complete scan of the TransportLvl settings for the regions in the scenario files prior to submitting this batch to Pocus.

Regards


Many thanks Gray!

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