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Clovis
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Sat Apr 04, 2009 8:57 pm

Virginia, early June 62 turn:

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Ewell is dead...
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Clovis
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Sat Apr 04, 2009 9:00 pm

Union Ai is active in West Virginia too:

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Clovis
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Sat Apr 04, 2009 9:03 pm

I should have guarded more efficiently Knoxville (TN), fallen this turn to Federals

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Clovis
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Sat Apr 04, 2009 9:10 pm

Kentucky aera is seeing more Union agresivity too this turn:

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Clovis
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Sat Apr 04, 2009 9:15 pm

early June 62:

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Clovis
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Sat Apr 04, 2009 9:22 pm

Ai is yet, of course, shooting itself here and there....unable to maintain blockade:

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Clovis
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Sat Apr 04, 2009 9:24 pm

But Union AI isn't forgetting amphibious landings

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Clovis
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Sat Apr 04, 2009 9:59 pm

AI Blunder: Grant mourning in garrison role at Springfield (MO):

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Halleck going back to Missouri rather than support Union effort on Nashville last turn (Halleck being in the West Grand aera when KY is in the South East...):



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At last this turn the blockade level has climbed to 30%... ;)
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Sat Apr 04, 2009 10:10 pm

End of June 62...

Fortunatly, Union AI is losing focus. Rosecrans left Manassas to capture Harrissonburg and I seized Manassas by beating the small force coming to garrison it.

A large Union Corps left Richmond and is now using riverine transport to the coast ( if ever a AACW2, no more free riverine movement possibility from any spot! Totally unrealistic)

So maybe Lee, who has let his army recover from cohesion losses, could take back the weakened Richmond...

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Clovis
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Sat Apr 04, 2009 10:21 pm

A S Johnston's hasty efforts to smash Porter at Nashville failed:

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Big Muddy

Sun Apr 05, 2009 1:58 pm

I reach a point where I am unable to add reinforsements in MO, is there a cap? Or am I unable to build troops due to low loyalty.

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Clovis
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Sun Apr 05, 2009 3:12 pm

Big Muddy wrote:I reach a point where I am unable to add reinforsements in MO, is there a cap? Or am I unable to build troops due to low loyalty.


I need more info...
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Big Muddy

Sun Apr 05, 2009 4:22 pm

Clovis wrote:I need more info...


I've Reached Jan '62, I can build all reinforsements, MO (opps) except one Bde? loyality remanined the same (44%), I reach 18/20,00 or so, now I am unable to add more Brigades, don't know if this helps any.

Also reguarding partoling in the blockade boxes, damage is low (vanilla?), do you have any plans of chaning this?, dosen't matter just curious.

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Sun Apr 05, 2009 4:48 pm

Big Muddy wrote:I've Reached Jan '62, I can build all reinforsements, MO (opps) except one Bde? loyality remanined the same (44%), I reach 18/20,00 or so, now I am unable to add more Brigades, don't know if this helps any.

Also reguarding partoling in the blockade boxes, damage is low (vanilla?), do you have any plans of chaning this?, dosen't matter just curious.


Don't know about the reinforcements but playing as the Confederates, the Union seems to be hitting my brigs in the blockade box about every turn. They actually sank one of my brigs in the Jul. or Aug. '61 turn.

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Clovis
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Sun Apr 05, 2009 7:31 pm

Big Muddy wrote:I've Reached Jan '62, I can build all reinforsements, MO (opps) except one Bde? loyality remanined the same (44%), I reach 18/20,00 or so, now I am unable to add more Brigades, don't know if this helps any.

Also reguarding partoling in the blockade boxes, damage is low (vanilla?), do you have any plans of chaning this?, dosen't matter just curious.


Missouri: curious. Send me the files.

Blockade box: didn't changed anything. I'm too slighty concerned by the low damage rate but I've to collect more data and feedback as balance effects could be large.
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marecone
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Sun Apr 05, 2009 9:46 pm

Writing this from my iphone. Still unable to send pics or save files. Ai in east doing good although it lost 2 major battles. This is because I have managed to put my 4 corps in line so they supported each other. Bug: they join in but in battle report you can't see it.
In Ky and Tn Ai seems headles. In far west Fremont did beseige Price in Springfield. He was 250 strong and now is 20. I think they starved. They never tried to brake the siege.
Bug: I can't build depots with 2 supplies. Is loyality important for this?
Bug: I can't build depot with 4 or more transport ships in gulf area. Nonfixed units. 100% control. Tried in few towns I own there.
Bug: river ships battles with 0 dead. Happened more then once.
Bug: ironclads bombardment button ain't working.

Hope you will be able to see all this once I send my save. I will countinue with my game.

P.s. Still doubt that points are wrong
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...

He remarked, "I ended the war a horse ahead."

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marecone
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Sun Apr 05, 2009 9:50 pm

Bug: I don't get any notification that my transports brought any goods from shipping line
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...



He remarked, "I ended the war a horse ahead."

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Clovis
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Sun Apr 05, 2009 10:29 pm

marecone wrote:Writing this from my iphone. Still unable to send pics or save files. Ai in east doing good although it lost 2 major battles. This is because I have managed to put my 4 corps in line so they supported each other. Bug: they join in but in battle report you can't see it.
In Ky and Tn Ai seems headles. In far west Fremont did beseige Price in Springfield. He was 250 strong and now is 20. I think they starved. They never tried to brake the siege.
Bug: I can't build depots with 2 supplies. Is loyality important for this?
Bug: I can't build depot with 4 or more transport ships in gulf area. Nonfixed units. 100% control. Tried in few towns I own there.
Bug: river ships battles with 0 dead. Happened more then once.
Bug: ironclads bombardment button ain't working.

Hope you will be able to see all this once I send my save. I will countinue with my game.

P.s. Still doubt that points are wrong


seems to be some mess about depot creation with 1.13d. I'm waiting the thing fixed before investigating if there's a SVF bug for it.

Naval battles with 0 dead aren't uncommon indeed. A side effect of tweaks to battle files I suppose. I could rework protection data. But I've too bloody naval battles.

Ironclad: thanks. I will look at this, but in any case I want Ironclad to be rather inefficient at bombardment (Charleston 63 ;) )
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Clovis
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Sun Apr 05, 2009 10:38 pm

Early July 62: Lee enters victoriously into Richmond

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My NM rises to 112

But Union has yet large reserves in Virginia:the war isn't over:

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Victory isn't for this year...
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Big Muddy

Mon Apr 06, 2009 6:23 am

[attach]6910[/attach]
Attachments
AACW 2009-04-05 23-36-56-76.jpg


Big Muddy

Mon Apr 06, 2009 6:37 am

[attach]6911[/attach]
Attachments
AACW 2009-04-05 23-32-40-45.jpg

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marecone
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Mon Apr 06, 2009 1:01 pm

When I said ironclads I ment river ones not see. Would love to send them to island 10 ;)
Anyway please let me know when depots will be fixed so I can play on.
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...



He remarked, "I ended the war a horse ahead."

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Clovis
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Mon Apr 06, 2009 6:39 pm

In this post you may download the SVF version comaptible with the 1.13e RC1.

Most of the vanilla version changes are implemnted with some exceptions:

-since one months, I'm using a different system to limit the militia upgrading, in order to prevent AI being stomped by the new mechanism ( no WSU needed but a limit for Human player each turn to the conversion maximum number).

- I've reinforced since some time too the forts by upping the maximum level. Then the adding of Columbiad and Rodman with high punches should help too fortifications to resist.

- the cost to build depots remains the same, as WSU starting levels have been considerably lowered since 18 months for both sides.

Last I have not implemented the new events delaying some <Southern States playability. I will try in the next weeks but i want first to observe Ai reaction to this new situation and looking to other events affecting these States during thier "frozen" period. last, i've to compute too the impact on balance as this will cause to CSA some losses in WSU.

The "no capture" attribute is implemented. Now I've to think a little more about that... ;) for some leaders... ;)


What's new?

1) a little more tweak on Union and CSA AI

2)Columbiad and Rodman firepower considerably upped. Now these weapons are really making fort and coastal attcks things to plan carefully. Slow and very expensive howewer
3) fixed a glitch about CSA balloon appearing at Richmond even if controlled by North.
4) bug fixes
5) From mid 62, new CSA infantry brigades will almost all be created as pure infantry units
6) and more

To use with 1.13d RC1:

-dowload the offical patch and install it

- download SVF0 and SVF3 from the first post in this thread

- download the following SVF2 and SVF1 in this post.

- place in the AACW folder and follow the procedure as described in the first post or the install readme file
Attachments
SVF2.zip
(2.5 MiB) Downloaded 241 times
SVF1.zip
(854.14 KiB) Downloaded 236 times
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Mon Apr 06, 2009 8:24 pm

Another test game as CSA against Union Ai early July 61.

In this one, Union is more offensive in Virginia. Not due to last changes, AI being built from the start to be versatile. Sometimes shy, sometimes aggressive...

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Clovis
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Mon Apr 06, 2009 8:54 pm

Just for fun, as CSA player, what would you do next turn with Johnston, McDowell and Huger?
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marecone
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Mon Apr 06, 2009 10:36 pm

Do we use d or e version? I have tried with greys e version and your zip files but depots still don't work. So, should I use his d version and yours newest 2 zip files?

Thanks in advance

Clovis wrote:In this post you may download the SVF version comaptible with the 1.13e RC1.

Most of the vanilla version changes are implemnted with some exceptions:

-since one months, I'm using a different system to limit the militia upgrading, in order to prevent AI being stomped by the new mechanism ( no WSU needed but a limit for Human player each turn to the conversion maximum number).

- I've reinforced since some time too the forts by upping the maximum level. Then the adding of Columbiad and Rodman with high punches should help too fortifications to resist.

- the cost to build depots remains the same, as WSU starting levels have been considerably lowered since 18 months for both sides.

Last I have not implemented the new events delaying some <Southern States playability. I will try in the next weeks but i want first to observe Ai reaction to this new situation and looking to other events affecting these States during thier "frozen" period. last, i've to compute too the impact on balance as this will cause to CSA some losses in WSU.

The "no capture" attribute is implemented. Now I've to think a little more about that... ;) for some leaders... ;)


What's new?

1) a little more tweak on Union and CSA AI

2)Columbiad and Rodman firepower considerably upped. Now these weapons are really making fort and coastal attcks things to plan carefully. Slow and very expensive howewer
3) fixed a glitch about CSA balloon appearing at Richmond even if controlled by North.
4) bug fixes
5) From mid 62, new CSA infantry brigades will almost all be created as pure infantry units
6) and more

To use with 1.13d RC1:

-dowload the offical patch and install it

- download SVF0 and SVF3 from the first post in this thread

- download the following SVF2 and SVF1 in this post.

- place in the AACW folder and follow the procedure as described in the first post or the install readme file
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...



He remarked, "I ended the war a horse ahead."

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marecone
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Mon Apr 06, 2009 10:44 pm

IMHO good call on southern frozen stats. Perhaps it could be added As one of the options? More options we have, more playability we get :)
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...



He remarked, "I ended the war a horse ahead."

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Clovis
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Mon Apr 06, 2009 10:53 pm

marecone wrote:Do we use d or e version? I have tried with greys e version and your zip files but depots still don't work. So, should I use his d version and yours newest 2 zip files?

Thanks in advance


Got it...You forgot to download the 1.13e and replace the AACW.exe 1.13d by the new 1.13e
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