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Clovis
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Mon Feb 09, 2009 9:31 pm

Just to show how good and historical can be the Ai:

SVF mod may 1862, Grant and Buell are converging on Nashville. I was thinking to myself, playing as Union against CSA, AI was hammering itself by camping AS Johnston at Bowling Green in spite of the surounding threath.

So i loaded the CSA side...Bragg is coming. Until now, he was with his large force at Charleston...He's now at Atlanta and he will be next turn at Nashville...

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Clovis
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Mon Feb 09, 2009 11:15 pm

Uploaded a new version of the mod at the first post of this thread.

What's new?

- minor changes to some leaders
- USA will get slighty more men and WSU
- some minor improvments for CSA AI
- fixed some events bugs
-each hit is now representing 50 men rather than 35: purely cosmetic changes. I lowered in the past to 35 when AACW didn't complete rules for attrition. Now these rules have been implemented this trick isn't anymore needed
- militia promotion to conscript is now severely limited for human players. You will no more get much good troops by buying militia regiments. The AI hasn't this limitation because wwhatever my tryings, it's building more militias than "regular" Brigades so this trick was necessary to keep it challenging.
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Clovis
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Tue Feb 10, 2009 9:54 pm

For those interested to give feedback about USA AI here 2 files to place in the SVF/events folder.

Don't expect miracles! It's just a first attempt to build a better US AI... but feedback would help me to adress bugs or shortcomings....

The same for CSA AI too BTW
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Redeemer
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Tue Feb 10, 2009 10:53 pm

Clovis wrote:Thanks.

Download this zip.

Put the uni_Alias file in the SVF/Aliases folder and the 1337Rosecrans in the SVF/gamedata/Units folder. Go back to the last turn and play it again. It should work.

I will upload a new version Asap of the full mod.

I took a look at your current game. take care: I've introduced a lowering in militia conversion to regular units in order to avoid this now famous gamey way to get fully equipped armies at low cost. AI doesn't suffer as much from this.... ;)


Do I need this or is it included in the files in post #1?

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Tue Feb 10, 2009 10:54 pm

Redeemer wrote:Do I need this or is it included in the files in post #1?


No. New version includes this fix
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cwhomer
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Wed Feb 11, 2009 2:26 am

Clovis wrote:Uploaded a new version of the mod at the first post of this thread.


Is the new version compatible with games in progress under the previous version?
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Wed Feb 11, 2009 8:55 am

cwhomer wrote:Is the new version compatible with games in progress under the previous version?


Normally, yes. Now there is always a possibility of unforeseen sideeffects...
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Franciscus
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Wed Feb 11, 2009 3:52 pm

Clovis wrote:For those interested to give feedback about USA AI here 2 files to place in the SVF/events folder.

Don't expect miracles! It's just a first attempt to build a better US AI... but feedback would help me to adress bugs or shortcomings....

The same for CSA AI too BTW


OK, Clovis. I will try it, athough probably only in the weekend :)

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Wed Feb 11, 2009 9:05 pm

Clovis wrote:For those interested to give feedback about USA AI here 2 files to place in the SVF/events folder.

Don't expect miracles! It's just a first attempt to build a better US AI... but feedback would help me to adress bugs or shortcomings....

The same for CSA AI too BTW


First of all i wanna tell you that i admire your mod very much.

I started a campaign with CSA (very hard, historical attrition for both sides, no AI detect bonus). It's late June 1861 and USA is doing well until now. USA sent their first available brigade in Maryland to capture back Harper's Ferry, so it forced J.Johnston to appear in south of Winchester, and fell back right afterwards. One of Patterson's brigades captured Grafton, while the rest moved to Pittsburgh for reinforcements. It's not very active in Mo, they just captured Rolla. It seems to gather forces in important cities.

But now, Andrew Foote's ships are taking N.Lyon and a militia brigade from St. Louis all the way to Ft. Monroe area???

I can post screenshots, attach saved games if needed. I'll go on posting until you say "enough" ;) .

PS: I didn't understand the need to change back men per hits. You say it's only cosmetic, but the numbers seemed more realistic the way before. Although i admit i have to make an in depth calculation to prove it.

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Franciscus
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Wed Feb 11, 2009 9:18 pm

Just some preliminary thoughts, but by far the most glaring problems of vanilla USA AI, at least to me, are:
- the unability to launch serious amphibious and/or coastal blockade operations (probably this can never be improved unless some new AI routines are integrated by Pocus from VGN development ?)
- the relative fixation in Harper's ferry and the almost absolute uselessness of Butler's force as a base for aggressive operations against richmond
- the relative lack of active and strong operations in Tenesse/kentucky, at least in the early/middle game
- the (not so much) ocasional wagon train wandering alone.

Regards

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Wed Feb 11, 2009 9:21 pm

Evren wrote:First of all i wanna tell you that i admire your mod very much.


But now, Andrew Foote's ships are taking N.Lyon and a militia brigade from St. Louis all the way to Ft. Monroe area???

I can post screenshots, attach saved games if needed. I'll go on posting until you say "enough" ;) .

PS: I didn't understand the need to change back men per hits. You say it's only cosmetic, but the numbers seemed more realistic the way before. Although i admit i have to make an in depth calculation to prove it.


Thanks. What I mostly need is the AI file in the SVF log folder, detailing AI decisions turn by turn. Saved games are useful too as I can load them to look at.

I noticed this urgent ned AI has to use fluvial transport ad nauseam until the force reaches the Atlantic Ocean. In one game, I've seen an illinois Gunboat attached to Farragut's Atlantic fleet. i'm beginning to think it will be necessary to create a real " fluvial " terrain different from the shallow water to prohibit use of gunboats on sea as i've not yet found how to remove this AI behaviour. od course, ironclad would keep their ability to use rivers.

Hits: with the introduction of historical attrition and the current SVF production numbers, I kust felt the contraary, ie forces having about the same number of brigades but looking a little smaller. We'll see... ;)

Tahnks for the feedback.
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Wed Feb 11, 2009 9:22 pm

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Clovis
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Wed Feb 11, 2009 9:30 pm

Franciscus wrote:Just a preliminary thought, but by far the 2 most glaring problems of vanilla USA AI, at least to me, are:
- the unability to launch serious amphibious and/or coastal blockade operations (probably this can never be improved unless some new AI routines are integrated by Pocus from VGN development ?)
- the (not so much) ocasional wagon train wandering alone.

Regards


CSA AI is really thinking about Amphibious operation. By reading the AI log I discoevered the large force he concentrates in Charleston is waiting a large fleet to attack Baltimore or Washington. of course, it never get such a fleet and the land force is psent elsewhere in 1862.

I can't yet say what stops Union AI in amphibious operations as there are obviously an algorythm at work. maybe it's just to hard for Athena to get the right fleet at the right moment, maybe it's more tied to a lack of AI interest in coastal objectives...

Wagon: I can't do much by lack of tools. I would think it has to do with a lacking routine to decide AI to escort wagons when enemy forces are close. And wagons can't escape the enemy ZOC so they're always pinned when other land forces will sweep away...Request to sent to pocus, I fear ;)

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Wed Feb 11, 2009 9:34 pm

Clovis wrote:Thanks. What I mostly need is the AI file in the SVF log folder, detailing AI decisions turn by turn. Saved games are useful too as I can load them to look at.

Tahnks for the feedback.


So how do you want me to do it? Send you every turn? Send you the AI log every turn?

If you can make a definition of the points you want me to observe (besides bugs and faulty behaviour), i think i can be more helpful, by paying more attention in those points.

I didn't have much time lately, and i haven't played it for 8 months. But i like the game very much, and now i have some free time and i want to make a little contribution to improve the game, i'd be more than glad to help. So don't worry about asking too much ;) .

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Wed Feb 11, 2009 9:49 pm

Evren wrote:So how dou you want me to do it? Send you every turn? Send you the AI log every turn?

If you can make a definition of the points you want me to observe (besides bugs and faulty behaviour), i think i can be more helpful, by paying more attention in those points.

I didn't have much time lately, and i haven't played it for 8 months. But i like the game very much, and now i have some free time and i want to make a little contribution to improve the game, i'd be more than glad to help. So don't worry about asking too much ;) .


The log file tracks all turn of a game session, so you need to save it only after leaving AACW.

An AI tuen log is several thousand lines long...Basically, it details first use of political and inustrial options, replacement and unit creations. Then AI assesses numerically the force ratio by Grand Regions ( regrouping several States) and the relative value of each Grand Regions. This is certainly determining offensive or defensive behaviour and force transfets between Grand Regions.

Then a long series of pre-alogorythms will explore for each unit stacks several type of actions ( attack Region X, defend, garrison, recon and raid, etc.

Last , a section named applying agenda will choose for each stack the action. Several being possible, each will be numerically rated and generally ( but not always !!) AI will choose the higher...

That's fascinating to read...when you're really investing in time...

The most interesting is the applying agenda section. Here we learn why Tuppomseca in Ms is much more interesting AI than Nashville in october 61 to a stack base at Cincinnati... :mdr:
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Wed Feb 11, 2009 10:08 pm

Ok, i attached the save game and the AI log for Late July.

I just realized something. Some Union and Confederate commanders appear in England, in command of British divisoions divisions (i.e. T. Ashby and G. Osterhaus). Is that WAD :bonk: ? I'm using 1.13b, with your latest SVF files.
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Clovis
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Wed Feb 11, 2009 10:12 pm

Evren wrote:Ok, i attached the save game and the AI log for Late July.

I just realized something. Some Union and Confederate commanders appear in England, with full divisions, locked (i.e. T. Ashby and G. Osterhaus). Is that WAD :bonk: ? I'm using 1.13b, with your latest SVF files.


No. Certainly a bug based on some model number confusion. Will look at...
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Wed Feb 11, 2009 10:17 pm

Just for example, here's the AI choice for the Foote's navalmove toward Ft Monroe:

21:41:00 (Reporting) List of Agendas for 1001160 A. Foote's Command, 945 Saint Louis, MO, Pow:39, Count: 7(l 2/L 3/S 2)
21:41:00 (Reporting) Agenda 1 : Agenda: Transport, Value: 10000, Region: 1377 James Estuary
21:41:00 (Reporting) Agenda 2 : Agenda: Transport, Value: 1295, Region: 1377 James Estuary
21:41:00 (Reporting) Agenda 3 : Agenda: Naval Superiority, Value: 160, Region: 1273 Sangamon Confluent
21:41:00 (Reporting) Agenda 4 : Agenda: Naval Docking, Value: 475, Region: 945 Saint Louis, MO
21:41:00 (Reporting) Choosen Agenda: Agenda: Transport, Value: 10000, Region: 1377 James Estuary
21:41:00 (Reporting) 1001160-A. Foote's Command Power:39 Health:100% Saint Louis, MO>James Estuary Mission:Transport Fitness:100% Need:0 Threat:0

AS you see, the transport mission is so much rated I fear nothing, except physically prohibiting such a move, will be sufficient to stop this ( current ) naval behaviour.
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Wed Feb 11, 2009 10:20 pm

On this one US AI is just planning a rather long advance on Fayette, Arkansas from Saint Louis:


21:41:00 (Reporting) List of Agendas for 1000917 25. Union Detachment, 945 Saint Louis, MO, Pow:68, Count: 2(l 0/L 1/S 1)
21:41:00 (Reporting) Agenda 1 : Agenda: Intercept (Master), Value: 18040, Region: 1064 Fayette, AR
21:41:00 (Reporting) Agenda 2 : Agenda: Attack, Value: 18054, Region: 1064 Fayette, AR
21:41:00 (Reporting) Agenda 3 : Agenda: Attack, Value: 10270, Region: 942 Jefferson, MO
21:41:00 (Reporting) Agenda 4 : Agenda: Attack, Value: 4560, Region: 954 Rolla, MO
21:41:00 (Reporting) Choosen Agenda: Agenda: Attack, Value: 18054, Region: 1064 Fayette, AR
21:41:00 (Reporting) 1000917-25. Union Detachment Power:68 Health:100% Saint Louis, MO>Fayette, AR Mission:Attack Fitness:51% Need:95 Threat:76

That may be solved by reducing the value of Fayette region at start. Such a move is considerably weakening AI, losing men, dispersing forces a average human player will be at ease to trap when isolated...I'm just going to write the event to care of...
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Wed Feb 11, 2009 10:25 pm

here are the US unit choices to build on turn 3

21:23:31 (Reporting) _BNU Picked family Heavy Artillery
21:23:31 (Reporting) _BNU Buying Unit Siege Artillery (NY)
21:23:31 (Reporting) _BNU Picked family Line Infantry
21:23:31 (Reporting) _BNU Buying Unit Infantry Bde (WV)
21:23:31 (Reporting) _BNU Picked family Line Infantry
21:23:31 (Reporting) _BNU Buying Unit Infantry Bde (OH)
21:23:31 (Reporting) _BNU Picked family Transport Ship
21:23:31 (Reporting) _BNU Buying Unit Commercial Transport
21:23:31 (Reporting) _BNU Picked family Army HQ
21:23:31 (Reporting) _BNU Picked family Line Infantry
21:23:31 (Reporting) _BNU Buying Unit Infantry Bde (MO)
21:23:31 (Reporting) _BNU Picked family Line Infantry
21:23:31 (Reporting) _BNU Buying Unit Infantry Bde (ME)
21:23:31 (Reporting) _BNU Picked family Militia
21:23:31 (Reporting) _BNU Buying Unit Volunteers (MO)
21:23:31 (Reporting) _BNU Picked family Supply Train
21:23:31 (Reporting) _BNU Buying Unit Supply (IL)
21:23:31 (Reporting) _BNU Picked family Army HQ
21:23:31 (Reporting) _BNU Picked family Line Infantry
21:23:31 (Reporting) _BNU Picked family Line Infantry
21:23:31 (Reporting) _BNU Picked family Line Infantry
21:23:31 (Reporting) _BNU Picked family Line Infantry
21:23:31 (Reporting) _BNU Buying Unit Sailors
21:23:31 (Reporting) _BNU Picked family Line Infantry
21:23:31 (Reporting) _BNU Picked family Militia
21:23:31 (Reporting) _BNU Buying Unit Volunteers (NY)
21:23:31 (Reporting) _BNU Picked family Heavy Warship
21:23:31 (Reporting) _BNU Buying Unit Blockade Flotilla
21:23:31 (Reporting) _BNU Picked family Field Artillery
21:23:31 (Reporting) _BNU Picked family Heavy Artillery
21:23:31 (Reporting) _BNU Picked family Service Asset
21:23:31 (Reporting) _BNU Picked family Light Artillery
21:23:31 (Reporting) _BNU Picked family Heavy Artillery
21:23:31 (Reporting) _BNU Picked family Naval Engineer
21:23:31 (Reporting) _BNU Picked family Field Artillery

Not bad...A majority of Brigades, a supply unit, a blockade flottilla... :neener:
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Redeemer
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Thu Feb 12, 2009 4:26 pm

I just started my first mod game. On turn 1 for the Union, the Harpers Ferry garrison disapears due to lack of supply. Is that by design?

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Clovis
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Thu Feb 12, 2009 4:47 pm

Redeemer wrote:I just started my first mod game. On turn 1 for the Union, the Harpers Ferry garrison disapears due to lack of supply. Is that by design?


No. Know small problem. I tried to change some unit value and got this. I will go back to the normal value ASAP but in the end it doesn't change much...
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Thu Feb 12, 2009 4:59 pm

Clovis wrote:Union will get too some other units:
- blocus of the Kentucky: lower revenues and WSU for confederates but add to Foreign level entry
- Fremont declaration : Union will gain some NM and VP points but will lose loyalty in some states; the Foreign level entry will be slighty raised

For AI: each of these events will have an AI version, based on probability. AI can't get a thinking about but it's the only way to create variation against Athena.

BEWARE: for now, these units haven't gfx and events text aren't displayed....



Sorry, another question. So what do these units do? I bought them, but they just sit in NE and I didn't see any change is NM, VP or Foreign Entry.

Also, what is the "goods" replacement unit for?

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Thu Feb 12, 2009 5:03 pm

Redeemer wrote:Sorry, another question. So what do these units do? I bought them, but they just sit in NE and I didn't see any change is NM, VP or Foreign Entry.

Also, what is the "goods" replacement unit for?


these units, once bought trigger events having the described effects the turn after their purchase. I will look at the code in order to look after a possible bug. They have no other functions.
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Thu Feb 12, 2009 5:19 pm

Thanks...

Just noticed the "Commercial" ships, do they have a different use than their counterparts?

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Thu Feb 12, 2009 5:36 pm

Redeemer wrote:Thanks...

Just noticed the "Commercial" ships, do they have a different use than their counterparts?


Yes.

Commercial can't transport but will get money and WSU when placed in the Shipping box.

Naval will not get money or WSU but will transport.

This distinction ( only for the US human player) is done to fix the simultaneous use of naval transport in the shipping box for commerce and naval supply computation..I found this vanilla feature to give USA too quickly the possibility to supply whole armies in amphibious operations..
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Fri Feb 13, 2009 7:10 pm

New fix with what should be an large progress for US AI. Fix too the bug concerning British forces.

Place the files of the Events folder in the SVF/events folder
Place the file of the scens folder in the SVF/ scens folder
Place the 13CoastalWater file in the SVF/gamedata/terrain folder.

If playing CSA, You should give Ai a bonus in initiative and Fog of War.

And don't forget: progress is tied to the feedback...The more I get, the more time I spare and the quicker I may deliver events... ;) ...The same for other features or CSA AI./...
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cwhomer
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Sat Feb 14, 2009 11:44 pm

WAD, or a bug?

Image

I had a division of four brigades lead by Ambrose Burnside. Burnside disappeared between turns, and the stack became locked (I'm playing with hard activation enabled). When it became unlocked, I broke the division apart. Grover's brigade went from elements of 3 line and one artillery to a 2 line and one artillery. The 6th MA element then appeared in the stack, which is the Ambrose Burnside above. Clicking on the unit detail brings up the line infantry box, but I can still create a new division with it.

I'm thinking that this is intended, and is a way to keep divisions intact if a leader is removed, but just wanted to check. And apologies if I seem to be harping on losing leaders, it's actually something that I enjoy about SVF as it adds in some unexpected surprises. My only suggestion would be that the player gets some kind of notificiation in the ledger when it happens.

Edit: Opps, I meant and will post a save game just in case when I get a chance.
I was not a Wisconsin soldier, and have not been honorably discharged, but at the judgment day I want to be with Wisconsin soldiers.



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Clovis
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Sat Feb 14, 2009 11:58 pm

cwhomer wrote:WAD, or a bug?

Image

I had a division of four brigades lead by Ambrose Burnside. Burnside disappeared between turns, and the stack became locked (I'm playing with hard activation enabled). When it became unlocked, I broke the division apart. Grover's brigade went from elements of 3 line and one artillery to a 2 line and one artillery. The 6th MA element then appeared in the stack, which is the Ambrose Burnside above. Clicking on the unit detail brings up the line infantry box, but I can still create a new division with it.

I'm thinking that this is intended, and is a way to keep divisions intact if a leader is removed, but just wanted to check. And apologies if I seem to be harping on losing leaders, it's actually something that I enjoy about SVF as it adds in some unexpected surprises. My only suggestion would be that the player gets some kind of notificiation in the ledger when it happens.

Edit: Opps, I meant and will post a save game just in case when I get a chance.


Neither WAD nor bug ;)

AGE engine had definitly problems when leaders commanding a division are removed ( That's why leader are almost immortal when commanding a division. As far I understant, the "unit'=" leader disappears but the "element of the division" leader remains in the data.

When I discovered that, and after verifying it doesn't produce cTD, I chose to keep my events for the reasons you stated.

I will look at the notification thingie as normally ther's one. But i've certainly made some error somewhere :wacko:
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Franciscus
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Sun Feb 15, 2009 12:07 am

Hello Clovis. I have some basic questions about installing your mod. I have made a separate install of AACW for your mod, just in case... ;)
Now, i do not understand the process, sorry. I have unziped the 4 zip files (not 3 ;) )to the root directory of the game. First problem, in the SVF2.zip file there is a folder named "units". What are we supposed to do with it ?; should it not go to the \ACW\graphics subfolder ?(I am asking because after the install process of the .bat file there still remains a extra "units" folder in the root directory).
Second problem, after the process, initiated by the .bat file, ends, are we still supposed to double click on the 3 .exe files or not ? (I think so)

I think that your instalation instructions could be a bit clearer... :p apy:

Regards

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