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Jabberwock
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Wed Jun 11, 2008 4:17 pm

mikee64 wrote:Slightly off-topic, and bringing back up an old debate: (calling Jabber ;) )
Even though the hits are highly unbalanced, who can more easily replace the losses from this naval encounter? Or maybe the question is who should be able to replace them more easily? Thinking historically, the ships could rotate away out of range when damaged, so the dispersion of hits makes sense. The batteries are always eventually toast given a large enough fleet. The AI did a pretty good job here IMO; it seems a human could do the same and follow up with amphibious assaults once the batteries are gone and the garrison weakened. This seems pretty historical to me?


So you're saying you have a problem with the expense of coastal batteries in comparison to ships? Possibly also with the fact that the originals are all locked? I have the same problems. Additional batteries were manufactured and emplaced around Charleston during the war, in response to the threat of naval action. Quite a few of Beauregard's papers from his time in command there deal with the subject. The one game where I found the exploit to unlock them all, and eliminated the minEntrench requirement (played against Athena and myself, alternating sides every couple of turns) was much more interesting from an amphibious POV than the vanilla scenarios. There was the possibility of capturing empty forts, but there was also always that possibility of an artillery ambush ...

I am not asking for a return to Iwo Jima. I think Jagger's numbers are good, but may go slightly too far in that direction. The compromise numbers that Runyan and I used in our PBEM worked pretty well, but might not have been enough of a correction. Runyan's ironclad fleet survived a run past several batteries between Columbus and the Tennessee River, but without completely destroying any batteries. I was able to destroy the batteries at Island 10 without losing ships, by buying every ironclad available in the West, splitting them into two fleets, and running both fleets past Island 10 on the same turn. Then I had to return half of them to Cairo (or my previously established advanced base at Bolivar)for a refit before tackling the batteries at Vicksburg. I think maybe somewhere between those numbers and Jagger's we could find optimal realism.
[color="DimGray"] You deserve to be spanked[/color]

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Pocus
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Wed Jun 11, 2008 4:33 pm

The Naval AI has not been improved significantly right now but I expect to do some good work for the WIA release on that. She should be more coherent in follow-up operations hopefully: bombard to weaken before a landing eg.
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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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Pocus
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Wed Jun 11, 2008 4:44 pm

An open public beta version of 1.10d will be proposed within a few mns. Just to be sure no bug are released for the general public.
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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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Inside686
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Wed Jun 11, 2008 5:36 pm

:)

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Loops
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Army fails to retreat for supplies

Thu Jun 12, 2008 4:10 am

Pocus wrote:this one:


Certainly. :cwboy: Unfortunately my oldest backup does not quite have the start of the debacle, but I do have Grant's (apparent) demise.

Version 1.10c

As near as I can recall:
Turn 19 - Stack with Grant's division led by Fremont attacks Bowling Green KY unsuccessfully. (Save not available.)
Turn 20 - Fremont's command does not move and my army is on defensive. No combat occurs this turn or in subsequent turns in the zone. (Save not available.)
Turn 21 - Fremont's command does not move, supplies now showing red. (Save attached.)
Turn 22 - Fremont himself abandons the stack and moves or redeploys to Cairo. Grant and his division remain outside Bowling Green, now with very low combat power (completely unsupplied, I presume). I set one of my corps in the zone to offensive for the next turn.
Turn 23 - No combat occurs but Grant's division is gone. Neither Grant nor that division has reappeared elsewhere over the next 20 turns, so I think the whole thing just evaporated during supply phase.


The initial attack even though it was winter seems pretty reasonable (I think it was a one turn move from Louisville), but I'm not sure why the position was not abandoned over the following turns as supplies ran out.

Hope this helps!
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cobraII
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Foreign intervention

Thu Jun 12, 2008 10:49 pm

Hello i was just wondering if there was some kind of problem with the french troops unlocking when foreign intervention is triggered. In my game it triggered in june of sixty-two and the first french troops were there so i thought well maybe it didnt unlock them because they go back to france and a second force comes. I thoguht i be able to use the second force but its locked even though foreign intervention has triggered

ETF

Should Install 1.10c

Sun Jun 15, 2008 2:27 pm

Starting up a new game should I D/L 1.10c. It appears there are several bugs in the new patch?

Thanks Guys

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arsan
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Sun Jun 15, 2008 2:32 pm

Hi EFT
Maybe you could try the 1.10d beta.
http://www.ageod-forum.com/showthread.php?t=9323
It's still a beta, but seems to work pretty good.
Regards!

ETF

Sun Jun 15, 2008 2:38 pm

Oh ok sir thanks for the quick Reply!

Killjoy12
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Mon Jun 16, 2008 5:50 am

When playing the first tutorial with this patch and following the instructions, the second turn begins with the Army of Ohio in Stewart, TN. I've tried several times via rail and not, and they never end in Henry. Via rail, it indicates that it will only take 3 days. Everything I've tried end with them in Stewart (one region over from Henry). Am I doing something wrong?

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arsan
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Mon Jun 16, 2008 6:58 am

Killjoy12 wrote:When playing the first tutorial with this patch and following the instructions, the second turn begins with the Army of Ohio in Stewart, TN. I've tried several times via rail and not, and they never end in Henry. Via rail, it indicates that it will only take 3 days. Everything I've tried end with them in Stewart (one region over from Henry). Am I doing something wrong?


Hi Kilroy!
Probably its not your fault. On the last patches there has been some changes on movement speed and railorad connections to make them more historic. And probably the tutorials has not been revised to account for those changes. :p leure:
My advice would be to play the tutorials without patching and then patch to play the real game with all the improvements.
Regards

Killjoy12
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Mon Jun 16, 2008 11:26 pm

arsan wrote:Hi Kilroy!
Probably its not your fault. On the last patches there has been some changes on movement speed and railorad connections to make them more historic. And probably the tutorials has not been revised to account for those changes. :p leure:
My advice would be to play the tutorials without patching and then patch to play the real game with all the improvements.
Regards


I can do that, but my issue is not so much with the instructional text in the tutorials as it is with the fact that the time by rail says 3 days when dropped in the Henry region, but my guys never make it there. Same for normal travel. It says 12 days, but my guys never make it to that region. I'm wondering if this is a bug?

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Gray_Lensman
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Mon Jun 16, 2008 11:42 pm

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Killjoy12
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Tue Jun 17, 2008 4:32 am

Gray_Lensman wrote:
In order to use them, and not have these conflicting situations, you have to install just the v1.00 version of the game and play the tutorials provided in that original setup.



Is it possible to run a dual install of 1.0 on the same system? If yes, are there any settings/registry entries I should preserve before doing so? Thanks in advance.

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arsan
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Tue Jun 17, 2008 7:01 am

Killjoy12 wrote:Is it possible to run a dual install of 1.0 on the same system? If yes, are there any settings/registry entries I should preserve before doing so? Thanks in advance.


Yes, sure. You can have a double or triple or whatever install on your system. Many people does it to try mods or keep PBEM games started with previous patches.
You just need to install the game again on a different directory. No problems with registry or anything.
About your problems with the tutorials... what happen? Stacks don't move at all? maybe you included some locked units in them?
Regards!

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Primasprit
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Tue Jun 17, 2008 7:24 am

Gray_Lensman wrote:As Arsan stated above, the tutorials are best played witht the original v1.00 version of the game. The movement rates, RR Links, graphics and all sorts of other items have been edited since last summer when the game was released and the tutorials were released at that time with that version.

In order to use them, and not have these conflicting situations, you have to install just the v1.00 version of the game and play the tutorials provided in that original setup.

I had originally tried to bring the tutorials up to date with the current version of the game, but there is so much associated text to correct along with translation to several other languages that it is far more trouble to change them and keep changing them as the game evolves than to just have new players play them with the v1.00 original setup game. They play out just fine under that version.

Last time the tutorials have been updated was as the RoE buttons were introduced, with patch 1.08.
I will check what's going on with the tutorials, maybe (I hope) it can be fixed easily.

Cheers
Norbert

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Gray_Lensman
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Tue Jun 17, 2008 2:32 pm

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Nikel
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Tue Jun 17, 2008 2:46 pm

In this site there are a lot of games patches, just search for the game you want on the left

http://www.patches-scrolls.de/



If there is a problem with this site, please delete the post

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Primasprit
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Tue Jun 17, 2008 2:46 pm

Nice to know regarding the v1.08 version, but the next question is where will the new gamers be able to find the v1.08 patch since AGEod does not keep the older patches around and in fact discourages the disemination of the older patches by others due to the "Piracy" issues.



That's why I want to fix the tutorials. :p

Gilian
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Tue Jun 17, 2008 4:01 pm

:p apy:... You need an old patch for AACW ? Just have a look here : http://www.clubic.com/patch-jeux-video-7557-0-american-civil-war.html

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Gray_Lensman
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Killjoy12
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Tue Jun 17, 2008 5:49 pm

arsan wrote:About your problems with the tutorials... what happen? Stacks don't move at all? maybe you included some locked units in them?
Regards!


Exactly what I was saying below - the units move, but they do not make it into Henry. They all end up in Stuart - even the fleet. That's why I was thinking there was something wrong with that region.
------------------------------
When playing the first tutorial with this patch and following the instructions, the second turn begins with the Army of Ohio in Stewart, TN. I've tried several times via rail and not, and they never end in Henry. Via rail, it indicates that it will only take 3 days. Everything I've tried end with them in Stewart (one region over from Henry).

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Gray_Lensman
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Tue Jun 17, 2008 11:21 pm

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Killjoy12
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Wed Jun 18, 2008 1:42 am

Ok - I'll try that. Thanks again.

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W.Barksdale
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Thu Jun 19, 2008 1:29 pm

The destroy fort special order is not working. Can anyone confirm?
Playing Federals 1.10c.
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