tagwyn
AGEod Guard of Honor
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Fri Apr 03, 2009 11:43 am

Jarkko: After I have been slapped down a few times against the AI, I go looking for mods/patches.

enf91
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Sun Apr 05, 2009 12:24 am

I can't build any depots. I am playing the 1864 campaign and I assembled 4 supply units in Alexandria and I can't build a depot. The button just says "A city cannot be razed if it is level 1 or above." Unfortunately, my stupid laptop doesn't take screenshots.
Also, I noticed in some scenarios there are level 3 or 4 forts and level 2 or 3 depots. Were those intended ever to be possible?

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Gray_Lensman
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Sun Apr 05, 2009 6:21 am

enf91 wrote:I can't build any depots. I am playing the 1864 campaign and I assembled 4 supply units in Alexandria and I can't build a depot. The button just says "A city cannot be razed if it is level 1 or above." Unfortunately, my stupid laptop doesn't take screenshots.
Also, I noticed in some scenarios there are level 3 or 4 forts and level 2 or 3 depots. Were those intended ever to be possible?


re:depots building
A file got left out of the beta patch. Unfortunately, I can 't reproduce it without conferencing with Pocus again... Thank goodness it's a beta patch... Soon as I catch up with Pocus, I'll upload a fix.

Not sure about the level changes. Pocus would have to weigh in those changes, also.

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Gray_Lensman
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Sun Apr 05, 2009 6:21 am

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Big Muddy

Sun Apr 05, 2009 7:49 pm

Is there a way to stop troops passing through by rail from taking cities on way to their desrination.

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Gray_Lensman
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Mon Apr 06, 2009 11:39 am

Reposted new Public Beta Update Patch v1.13e (RC1).

Corrects the depot build glitch and corrects the spelling of the structure "Talahassee" to its correct spelling of "Tallahassee".

See first post (Post #1) in this thread for link.

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marecone
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Mon Apr 06, 2009 1:03 pm

Thanks. Grants army almost starved ;)
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."

Rastan
Civilian
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Mon Apr 06, 2009 6:33 pm

I think there is something wrong with units size. Now, you can find full strenght brigades formed only by 2 or 3 people! This is specially true in the early years of war

Regards!

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Gray_Lensman
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Mon Apr 06, 2009 7:28 pm

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Clovis
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Mon Apr 06, 2009 11:25 pm

Is the supply depot building working in the official version? I can't in my mod and I just think the bug is mine but just in case... ;)
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enf91
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Tue Apr 07, 2009 11:08 pm

Again, I can't show you because my stupid laptop doesn't take screenshots, but if you highlight a leader who is commanding a brigade or division, all the units have his stars in their unit type boxes.
Also, quick question. If two leaders have the same rank and seniority, how does the computer decide which one is more senior? In a previous game I had Bragg and Van Dorn, both of whom start as rank 1 seniority 4 generals, in the same stack and I had no influence over which led the stack.
Another quick question. What is the difference between each 1861 campaign and the respective campaign "with Kentucky"?

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Gray_Lensman
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Wed Apr 08, 2009 7:06 am

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Gray_Lensman
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Wed Apr 08, 2009 7:11 am

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Big Muddy

Wed Apr 08, 2009 4:06 pm

Gray_Lensman wrote:Sorry I didn't answer this right away...

I would not want this capability in the game because it would allow too easy a bypassing of structures using rail movement, especially player built forts.

Why would you want this capability?


I had two forces moving, one by rail the other by foot, I thought the one by rail took a town as it was passing by, but it was the other one :bonk: I would not this capability either, my mistake.

Big Muddy

Thu Apr 09, 2009 4:53 am

Although 4 supply units are needed to build a depot, you can use 2, and later 2 more. All 4 supply units are not needed at one time.

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Gray_Lensman
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enf91
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Thu Apr 09, 2009 4:06 pm

I'm playing the 1861 campaign w/KY, and the "Lincoln's Call for Volunteers" event just fired. The WV volunteers showed up in Philadelphia instead of Wheeling. Also, why is it that the event does not always fire after the first turn?
I actually have a screenshot, but I couldn't put it in the message, so I'll just add it as an attachment.
Attachments
aacw screenshot.jpg

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bigus
General
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Fri Apr 10, 2009 2:13 am

Gray_Lensman wrote:Bigus scenarios are not compatible any more until he updates them, hence they have been removed from the AGEod data files. See the note above. Once he updates them, he will have to provide them as a MOD.


The modded scenarios posted here.....

http://www.ageod-forum.com/showthread.php?t=12129

are compatible with the current official version.


Changes are posted in the second and third post of the thread.

Kentucky, Far West, East and West 1862 scenarios have not changed and will be posted as an update.

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Gray_Lensman
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Fri Apr 10, 2009 5:05 am

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marecone
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Fri Apr 10, 2009 2:17 pm

Imho cheaper depots only make union stronger. I don't think that is a good idea. Sorry if this is the wrong place
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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Chertio
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Bombard Passing Ships

Fri Apr 10, 2009 5:41 pm

[1.13b + 1.13e RC1 6 April]

Just a note that the "Bombard Passing Ships" button still works the wrong way round.

IMHO the functioning is correct (as suggested at the end of this thread) and bombardment should be a player decision not a default.

Removing the red stripe from the button graphic (a nicety) and rewording the tooltip descriptions* would do this (though understood that Pocus may have other plans for the button's functioning).

[Edit] *Only the English and French descriptions would need changing, the other languages look correct - except Russian, I don't know how to set Excel to display Russian text.

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Gray_Lensman
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Fri Apr 10, 2009 9:38 pm

Reposted new Public Beta Update Patch v1.13e (RC5).

Corrects the misplacements of the Toronto Depot, Quebec Depot, and Quebec Fortress. Also corrects the date of the change of the Confederate capital to Richmond, VA. It now occurs on the 1861 Late May turn for both of the 1861 April Campaign scenarios (with/without Kentucky).

Finally, (and hopefully) the errant AI Leader movement bug has been squashed. This was the bug where the AI kept sending it's leaders to far off locations via redeployment and then if you observed the AI move, you could see these leaders attempting to move (unaccompanied) thru enemy territory back to friendly lines.

Around the middle of next week, tentative plans are to convert this Add-On Public Beta update patch to a Comprehensive Public Beta update patch for final content inspection. At that point, we should have an "official" patch.

For those with extremely limited bandwidth that have already downloaded v1.13b, for now (unless advised different in the future), you can download this Add-On patch and enjoy the future patch without the necessity of downloading the entire upcoming Comprehensive patch.

See first post (Post #1) in this thread for link.

Regards and Enjoy

Big Muddy

Fri Apr 10, 2009 11:26 pm

Will unit size (2/955), be fixed when the offical patch is released?

enf91
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Sat Apr 11, 2009 1:40 am

Gray_Lensman wrote:The Lincoln's Call for Volunteers event, like quite a few other events, has a defined period that it could possibly fire in, along with a probability of such an occurance..

MinDate 1861/04/15
MaxDate 1861/06/15
Probability 50

In this case it has a 50% probability of firing on any turn between 1861/04/15 and 1861/06/15. Since this event file is shared with both April scenarios, it's not unique to the w/KY scenario.


Why? Lincoln called for volunteers within a week after Sumter. Why, here, could it not happen until June?

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Gray_Lensman
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Sat Apr 11, 2009 2:16 am

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Gray_Lensman
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Big Muddy

Sat Apr 11, 2009 2:39 am

Gray_Lensman wrote:From my quick test of v1.13e (RC5) earlier today before posting, it appeared to already be fixed.

Example:

[ATTACH]7055[/ATTACH]


Fast work, thanks :thumbsup:

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ShovelHead
Sergeant
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Sat Apr 11, 2009 8:21 am

Not sure if this is a problem or not but the CSA W. Cavalry group of the 1st Texas Cavalry and McClung's TN Bty arrives in two different events. Once in event evt_nam_CSA_FourthLevy1861 and again in evt_nam_CSA_ForcePoolJuly61andfollowing. In the April 1861 scenario.

edit> Nice website for McClung's
http://www.tngenweb.org/civilwar/csaart/mcclung.html

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ShovelHead
Sergeant
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Sat Apr 11, 2009 9:20 am

In the April 1861 scenario, Col. Y. Clank commands both Fort Hamilton Garrison and Fort Hancock Garrison.

edit> Fort Mifflin Arty and Fort Mifflin Bty names need to be changed to Artillery and Batteries.

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Gray_Lensman
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Sat Apr 11, 2009 12:52 pm

Reposted new Public Beta Update Patch v1.13e (RC5a).

Corrects the misplacements of the Toronto Depot, Quebec Depot, and Quebec Fortress. Also corrects the date of the change of the Confederate capital to Richmond, VA. It now occurs on the 1861 Late May turn for both of the 1861 April Campaign scenarios (with/without Kentucky).

Finally, (and hopefully) the errant AI Leader movement bug has been squashed. This was the bug where the AI kept sending it's leaders to far off locations via redeployment and then if you observed the AI move, you could see these leaders attempting to move (unaccompanied) thru enemy territory back to friendly lines.

Around the middle of next week, tentative plans are to convert this Add-On Public Beta update patch to a Comprehensive Public Beta update patch for final content inspection. At that point, we should have an "official" patch.

For those with extremely limited bandwidth that have already downloaded v1.13b, for now (unless advised different in the future), you can download this Add-On patch and enjoy the future patch without the necessity of downloading the entire upcoming Comprehensive patch.

edit> Last night, while preparing the models database for a new addition regarding promotions, I discovered and fixed numerous leader promotional linkage discrepancies. (i.e. Some leaders were not able to be promoted due to these linkage errors). As a result, the rework required another upload of the Public Beta Update patch.

See first post (Post #1) in this thread for link. You can just install this over the previous v1.13e RC5 Public Beta Patch with no hassles.
.

Regards and Enjoy

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