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cwhomer
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Sun Feb 15, 2009 12:07 am

Clovis wrote:Neither WAD nor bug ;)


Understood.

Clovis wrote:I will look at the notification thingie as normally ther's one. But i've certainly made some error somewhere :wacko:


Thanks for looking into it.
I was not a Wisconsin soldier, and have not been honorably discharged, but at the judgment day I want to be with Wisconsin soldiers.

-John Gibbon, responding to a reunion invitation

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Clovis
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Sun Feb 15, 2009 12:11 am

Franciscus wrote: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


unzip svf 0 in the aacw folder , doubleclick on the .bat file; during the batch process svf1, svf2 and svf 3 will be unzipped.Once the batch file processing is done, launch AACW.

The unit folder is an error but which have no effect on the game
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Franciscus
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Sun Feb 15, 2009 12:21 am

Thanks, Clovis. It is curious, but the first time I ran the .bat file the exe files did not ran in the end. I tried again, and they did. But I need a further help, sorry. I made a mistake and I need to know what is your default path for the svf1.exe file.

Regards

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Clovis
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Sun Feb 15, 2009 12:25 am

Franciscus wrote:Thanks, Clovis. It is curious, but the first time I ran the .bat file the exe files did not ran in the end. I tried again, and they did. But I need a further help, sorry. I made a mistake and I need to know what is your default path for the svf1.exe file.

Regards


C:\Program Files\AGEod's American Civil War\Struggle for a vast future mod

....If C:\Program Files is your current path; if not, you have to manually change the letter drive and the name of your program folder.
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Franciscus
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Sun Feb 15, 2009 12:25 am

Thanks a lot :hat:

Big Muddy

Sun Feb 15, 2009 12:47 am

Clovis, are you going to take Grey up on his offer?, sounds as though that would simplify matters.

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Clovis
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Sun Feb 15, 2009 12:49 am

Big Muddy wrote:Clovis, are you going to take Grey up on his offer?, sounds as though that would simplify matters.


yes. But I'm waiting to do some real progress on Union AI first...feedback is the key... ;)
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Franciscus
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Sun Feb 15, 2009 12:56 am

Well, a little feedback is coming: playing as CSA, suggested settings. In early May 1861 a lonely not commanded brigade of around 1000 men detaches from McDowell's stack and attacks alone the locked CSA Army in Manassas - USA gets a good defeat, and CSA army gets unlocked, of course :confused: . Attached a zip with save and logs.

2 further points:
- Is it wad that in this stage of the game we can not raise Tennessee brigades ?? (although they appear by event eg with Polk...)
- have you considered adding a Depot in the Shenandoah ? I personally think that this is a good vanilla fixture.

Well, unfortunately, now it's back to work for me :(

Regards
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Clovis
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Sun Feb 15, 2009 1:03 am

Franciscus wrote:Well, a little feedback is coming: playing as CSA, suggested settings. In early May 1861 a lonely not commanded brigade of around 1000 men detaches from McDowell's stack and attacks alone the locked CSA Army in Manassas - USA gets a good defeat, and CSA army gets unlocked, of course :confused: . Attached a zip with save and logs.

2 further points:
- Is it wad that in this stage of the game we can not raise Tennessee brigades ?? (although they appear by event eg with Polk...)
- have you considered adding a Depot in the Shenandoah ? I personally think that this is a good vanilla fixture.

Well, unfortunately, now it's back to work for me :(

Regards



Your attacking unit is the USMC coming from the harbour South of Baltimore. Are you using the last version of the fix file I uploaded yesterday? I fixed this in it...During its computation, AI sees Manassas as empty because it ignores an event will fire and place a full army here...

Tennessee brigades: I will look but they should appear at worst before july 61.

I've done that for the CSA AI. I could extend it to the human player...


Thanks.
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Franciscus
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Sun Feb 15, 2009 1:07 am

I was using the fix file you posted, yes. And I think I unzipped everything OK :p apy:
The unit seemed to come from Alexandria...?

Regards

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Sun Feb 15, 2009 1:12 am

Franciscus wrote:I was using the fix file you posted, yes. And I think I unzipped everything OK :p apy:
The unit seemed to come from Alexandria...?

Regards



for the file, look at post 87 of this thread.... ;)

With fog of war you've seen it from Alexandria. The AI log file doesn't lie :)


List of Agendas for 1000962 USMC, 107 Anne Arundel, MD, Pow:31, Count: 1(l 0/L 1/S 0)
23:48:43 (Reporting) Agenda 1 : Agenda: Keep Position, Value: 7260, Region: 107 Anne Arundel, MD
23:48:43 (Reporting) Agenda 2 : Agenda: Attack, Value: 9847, Region: 118 Fauquier, VA
23:48:43 (Reporting) Choosen Agenda: Agenda: Attack, Value: 9847, Region: 118 Fauquier, VA
23:48:43 (Reporting) 1000962-USMC Power:31 Health:100% Anne Arundel, MD>Fauquier, VA Mission:Attack Fitness:65% Need:31 Threat:25
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Sun Feb 15, 2009 1:16 am

Clovis wrote:for the file, look at post 87 of this thread.... ;) [/B]


That's the one I used...

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Sun Feb 15, 2009 1:17 am

Franciscus wrote:That's the one I used...


OK...fixed

new version of the fix, with a few new AI control events...




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./...


Regards
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fusileer2002
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Sun Feb 15, 2009 10:43 am

I'm playing as CSA against US AI. So far its early 62 and US has been very aggressive in its invasions of the south. Currently they have taken Little Rock with around 10000 men and sitting holding it until i can scratch together enough local forces to get them out. There have also been US incursions into west Tennessee and attempts to move on NW Arkansas, but I've managed to turn both. In the East, McDowell took part of the AotP down to Petersburg where it got stuck and mostly starved, but at the same time Banks with a large force has moved from Ft Monroe and taken Fredericksburg then laid siege to Richmond. I've pulled my forces back from N Virginia to try and kick him out. The US has also moved fleets and is blockading some ports in NC and New Orleans, though they havent landed troops there yet. One naval landing attempt at Norfolk was successfully fought off.

I'm very impressed! Its a much more challenging game than I'm used to. I'm really strapped for WS, though men and cash arent too bad. US is pushing everywhere so I cant make any huge build ups of troops. I've managed to take most of Missouri but am in trouble keeping the men there fed. Playing the CSA feels like I'd expect it to!

Only thing im worried about is that some of the US incursions appear a little suicidal in the supply department, forces sometimes head deep into my territory after objectives with no thought to supply lines or taking wagons with them. But I like trying to defend against all these Union pushes!

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Sun Feb 15, 2009 12:37 pm

fusileer2002 wrote:
Only thing im worried about is that some of the US incursions appear a little suicidal in the supply department, forces sometimes head deep into my territory after objectives with no thought to supply lines or taking wagons with them. But I like trying to defend against all these Union pushes!



Thanks. CSA player ( and Union too in a more lenient way) has really to go into blockade and industrialization stuff to get WSU and one of the first SVF changes was indeed to reduce WSU and money to force players to feel how difficult is the building of a large army from scratch.

The AI gets slighty more WSU, men and money but not that much and is too forced to do with less than in vanilla version. And as AI is less efficient at force building, this little help remains under the desk to the human player.

From what you write, I feel I've indeed put the foundation for a better Union AI. Now it's time for fine tuning. I've noticed the AI attraction for AK and the southern part of Virginia abd I plan to do somrthing about that this week.

I've not yet toyed with amphibious. I prefer to get first a better AI on land before trying to launch army on the sea... I've some ideas about but it will remain partial solutions and needing more time to write it.

Could you post:

1) the AI file in the SVF log folder
2) the Script report file in the SVF script folder
3) the last turn?

It would tremendously help me to study this...

And build blockade runners! :mdr:
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Redeemer
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Sun Feb 15, 2009 7:12 pm

Did you change the requirements for the northern offensive towards Richmond? I had 11 units in Fredricksburg and still got the NM hit.

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Redeemer
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Sun Feb 15, 2009 7:16 pm

I thought the heavy artillery replacements were odd too, I didn't buy any. Are you trying to simulate something here?

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Redeemer
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Sun Feb 15, 2009 7:26 pm

Sorry, don't mean to spam, but was wondering if this error message was important. It didn't kick me out or anything. I can post files if needed.

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fusileer2002
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Sun Feb 15, 2009 10:07 pm

Here are the files i think. Have never uploaded a saved game so i hope theyre the right ones.
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Clovis
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Sun Feb 15, 2009 10:28 pm

Redeemer wrote:Did you change the requirements for the northern offensive towards Richmond? I had 11 units in Fredricksburg and still got the NM hit.

Image



Yes. you have to capture Manassas. In July 61, general belief was only one great battle would suffice to end the war. "Forward to Richmond" didn't signify " put the army around Richmond", but was more exactly "Whip Beauregard's army then march into Richmond because the war will be finished".

So you have first to deal with the CSA army rather than turning it. remember McClellan in 1862; : he almost reached Richmond but even before lee he was criticized to have not yet crushed Johnston's army.
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Sun Feb 15, 2009 10:32 pm

Redeemer wrote:I thought the heavy artillery replacements were odd too, I didn't buy any. Are you trying to simulate something here?

Image


For CSA, Norfolk yard contained about one thousand of naval or coastal guns, largely of old vintage but which explains why CSA got quickly some guns to place from Clombus, Donelson to ATlantic coast forts.

For USA, the same. Naval and fortress guns, even old, were maybe the only weapons USA had in large quantities at the start of the Civil War.
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Sun Feb 15, 2009 10:32 pm

Redeemer wrote:Sorry, don't mean to spam, but was wondering if this error message was important. It didn't kick me out or anything. I can post files if needed.

Image


First occurence. I will look at. Thanks.
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Sun Feb 15, 2009 10:33 pm

fusileer2002 wrote:Here are the files i think. Have never uploaded a saved game so i hope theyre the right ones.


Just perfect. Thanks.
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Mon Feb 16, 2009 10:13 pm

cwhomer wrote:WAD, or a bug?

Image



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.


Unfortunatly there is no bug in the events. i suppose message doesn't fire when the leader is removed when embodded in a large unit composition...An engine limitation I don't know how to overcome...
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Mon Feb 16, 2009 10:54 pm

New SVF version posted in the first post of this thread. This new version has the new Union AI events so no more need to install the temporary fix I posted and I've deleted.
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fusileer2002
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Tue Feb 17, 2009 11:34 am

Havent downloaded the latest version, but on the reinforcement screen for the CSA, the 20lb'ers available to build in Virginia are the same cost as 12lb'ers and show the 12lb'er unit icon when you hover the mouse over. Was this intended? The 20lb'ers buildable in Tennessee show as 20lb'ers when you hover the mouse over.

Have played on into 1863. WSU are now more plentiful from my blockade runners, thanks largely to all the free runners that have spawned by event. Union keeps probing ineffectually into Tenessee. I hold all of Tenessee, Kentucky, Missouri (apart from St Louis). US has done some deep raids in force into Goergia, and both Carolinas but pay no attention to supply and indeed, do not either destroy or garrison the depots they capture. Their forces are usually quite weakened by the time my mobile defence catches up with them. Also, have twice cut off and destroyed the AotP between Alexandria and Richmond. It seems happy to allow itself to advance then be cut off. Though to be fair, both times it was led by Butler ;)

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Tue Feb 17, 2009 12:23 pm

fusileer2002 wrote:Havent downloaded the latest version, but on the reinforcement screen for the CSA, the 20lb'ers available to build in Virginia are the same cost as 12lb'ers and show the 12lb'er unit icon when you hover the mouse over. Was this intended? The 20lb'ers buildable in Tennessee show as 20lb'ers when you hover the mouse over.

Have played on into 1863. WSU are now more plentiful from my blockade runners, thanks largely to all the free runners that have spawned by event. Union keeps probing ineffectually into Tenessee. I hold all of Tenessee, Kentucky, Missouri (apart from St Louis). US has done some deep raids in force into Goergia, and both Carolinas but pay no attention to supply and indeed, do not either destroy or garrison the depots they capture. Their forces are usually quite weakened by the time my mobile defence catches up with them. Also, have twice cut off and destroyed the AotP between Alexandria and Richmond. It seems happy to allow itself to advance then be cut off. Though to be fair, both times it was led by Butler ;)


Thanks. I'm going to take a look at CSA OOBs and TOEs to search all possible glitches. Free blocakde runers will soon be reserved to the AI... ;)

The new version should provide a better focused US AI without obsession for long range raid.
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JB Hood
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Tue Feb 17, 2009 5:24 pm

played with csa till march 1863. mod version 1-2 weeks old ;)

i gave both nations more men wsu and money by event to build all the brigades historical

union often launches deep attacks via ship transport in the west. the union force doesn´t care much about supplies and is easily cut off and destroyed in detail.

union tries to conquer memphis. but polk can hold it easily. union force lacking supplies.

fort donelson changes owner many times. csa can easily conquer lexington

in the east the union doesn´t care much about harpers ferry and winchester.
union aop tries to strike richmond via fredericksburg, gets cut off and beaten. retreat in panik to washington.

1862 & 1863 (east) the csa can´t invade the north cause many troops are needed to deal with the union deep attacks (ship transport).

in trans mississippi i controlled missouri without st.louis. 1862 strong union force strikes fayetville. texas gets invaded by sea.



i like this mod very much.

my personal oppinion:

- game needs more (or cheaper) units. but this is easy to mod by myself.
- support wagons are a little bit expensive (men)
- the leader events are really though . in 1862 i got

-A.S. Johnson removed (3 stars; commander of an army)
-John Bell Hood (1 star; removed)
-Van Dorn (3 stars; removed)
-Beauregard (3 stars; removed)
-Longstreet (2 stars?;removed)

lee was my only full general. so 2 armies had no leader. and i couldn´t get a good fight to gain promotion. if i did so, then the "wrong" commander gained seniotity.

thank you for this mod

i would favour promotion by the player; but thats an ageod rule
“They are lying on the field where you sent them.”

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Clovis
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Tue Feb 17, 2009 10:36 pm

JB Hood wrote:played with csa till march 1863. mod version 1-2 weeks old ;)

i gave both nations more men wsu and money by event to build all the brigades historical

union often launches deep attacks via ship transport in the west. the union force doesn´t care much about supplies and is easily cut off and destroyed in detail.

union tries to conquer memphis. but polk can hold it easily. union force lacking supplies.

fort donelson changes owner many times. csa can easily conquer lexington

in the east the union doesn´t care much about harpers ferry and winchester.
union aop tries to strike richmond via fredericksburg, gets cut off and beaten. retreat in panik to washington.

1862 & 1863 (east) the csa can´t invade the north cause many troops are needed to deal with the union deep attacks (ship transport).

in trans mississippi i controlled missouri without st.louis. 1862 strong union force strikes fayetville. texas gets invaded by sea.



i like this mod very much.

my personal oppinion:

- game needs more (or cheaper) units. but this is easy to mod by myself.
- support wagons are a little bit expensive (men)
- the leader events are really though . in 1862 i got

-A.S. Johnson removed (3 stars; commander of an army)
-John Bell Hood (1 star; removed)
-Van Dorn (3 stars; removed)
-Beauregard (3 stars; removed)
-Longstreet (2 stars?;removed)

lee was my only full general. so 2 armies had no leader. and i couldn´t get a good fight to gain promotion. if i did so, then the "wrong" commander gained seniotity.

thank you for this mod

i would favour promotion by the player; but thats an ageod rule


About unit cost: why not? I suspect number to be quite close to reality at start, now sort of a slight increase from mid 62 is maybe needed.

Supply wagons: cost is high indeed but building a real logistical structure was one of the main problem of this war. To be debated too with much imput.

Generals: I never such an hecatomb ;) Now once again if reproduced in other games, I will reduce the probability.

Thanks. Union AI should be better...
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fusileer2002
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Tue Feb 17, 2009 11:26 pm

I just finished my game with a victory by early 1864. Had to invade and take Washington, Baltimore and Philadelphia to finally crush Union morale. It was probably the most challenging game I've had yet so thanks very much :) Was always busy running around to fight off invasions, and saw the Union fleets being used well (and some huge ones too, a lot of ships were built by the AI).

I lost a few generals - A S Johnson went early on, Jackson and several division commanders I cant remember. Was struggling for quality 2* leaders until the last 6 months of the game, but it was a challenge and I thought it worked well. The AI did build quite a lot of troops but many of these were just sat in garrisons in the North, which i found when i invaded PA and NY. Also it seemed too willing to put large forces inside a structure, which made siege and capture of many troops a bit easy - there was a 1500 point stack inside Port Tobacco that got trapped and another 25000 men (point value was low due to being beaten in battle and lack of supply) stack that surrendered inside Atlanta, Georgia on one of their deep raids.

I love the mod though. Have just downloaded the latest version and cant wait to play through. Keep up the good work :)

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