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Clovis
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Struggle for a Vast Future version 1.0

Mon Apr 20, 2009 1:49 pm

[CENTER]Detailed installation instructions



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A special thank for CAPON who has created the batch file of the install Process

IMPORTANT: you have to check if your AACW version is the 1.13b ( last official patch) or a 1.13e unofficial patch. You must install either SVF2for1.13b or SVFfor1.13e to get a fully working version.

1) SVF AND THE OFFICIAL VERSION of AACW



SVF doesn't modify any normal game file. It just install itself in a new folder and places in the Ageod American Civil War folder a file named modpath.ini which forces AACW to load the game.

If you remove this file from the folder, you will revert to normal version. As simple as that. I place mine in the doc subfolder when I need to switch to the normal version.
SVF being thenfully independant of the official to the exception of the AACW.exe file, you can revert back from a beta version to the official one and let SVF untouched and play it ( It suffices to move the SVF folder and the modpath.ini before deleting AACW and replace it in the AACW after the new install). No need to reinstall SVF.

Uncompatibilities: as SVF doesn't modify anything, there's none I can remember when switching for the normal version.

On the contrary, having placed another mod in the normal folder will create troubles in SVF gameplay (and only it it)if you install SVF from this modified verson, as SVF folder copies to it all the normal file I let unmodded. So files modified by other mods would be copied in SVF folder and create bugs in SVF. Any graphical mod howewer may be applied to the official game without damage for SVF. Gfx will just appear or not, that's all.

The pain is then just to manually switch the modpath.ini file. If I had more programming skill, I would create a batch file. I can't for now.

So there is the solution consisting to create 2 folders. BUT that implies to apply the official patches to both folders as some contents of the official patches aren't integrated in SVF install files because the SVF install process will create them in the SVF folder.

So in the end, keeping SVF in the same folder is certainly better to avoid any troubles when playing SVF.

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For those having installed another mod:

a) move your AACW/ACW folder in other place
b) reinstall AACW official version
c) install SVF
d) move back your ACW folder to its original place

You will get both your mod and SVF fully working




2) I suggest to delete first your Struggle for a vast future folder before installing the mod.
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3) If you installed AACW with a different path than the defaut one


Beware: the default path for the self extracting files ( SVF0, SVF1 ,SVF2 and SVF3) is beginning by C:\Program Files\AGEod's American Civil War\Struggle for a vast future mod. If your AACW install is located with a different path, you have to enter these following paths manually to get a complete install:

For SVF1: your harddisk letter :\name of your Program Files folder\AGEod's American Civil War\Struggle

For SVF2: your harddisk letter :\name of your Program Files folder\AGEod's American Civil War\Struggle\GameData
For SVF3: your harddisk letter :\name of your Program Files folder\AGEod's American Civil War\Struggle\Graphics




[size=134]4) SVF Install process
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To use the files, do the following:

A) Unzip the four zip files to the "AGEod's American Civil War" folder and not the ACW subfolder of the AACW one). The "AGEod's American Civil War" should look like this:
Image

B). Double-click Struggle.bat into the "Ageod's Civil war folder"


C)During the install process, 3 dialog boxes like this should appear. Click on the left button (Installer)

D). Launch AACW and enjoy the mod!!! or grumble...

[size=134]5
) TO REVERT TO NORMAL PLAY[/size]
just move the modpath.ini out from the AGEod's American Civil War folder. And replace it to play again the mod



[size=134] 6) In case of troubles


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1) Installation problem with Microsoft Vista : You should deactivate UAC in Vista . Instructions are here:

http://www.ageod-forum.com/showthre...&highlight=uac


2) If something goes wrong open the log folder in the Struggle for a vast future mod folder and send me the !Main log.txt to [email="ozark@wanadoo.fr"]ozark@wanadoo.fr[/email].

3) If you 're unable to uild depots, just download SVF21.13b or SVF1.13e ( corresponding to the version of AACW.exe you have ( in case of doubt, open the credit windows to learn the version you're using) and install it .




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Clovis
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Mon Apr 20, 2009 1:52 pm

[CENTER]CONTENTS[/CENTER]
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[CENTER]Introduction: [/CENTER]




First, let's me say AACW is really the best wargame ( computer or boardgame ) I ever played. If I'm here and there modestly modifying points in order to get a better game, I keep this feeling AGEOD has done it right. A subtle blend of strategical and operational decisions to take, covered by a clever design using both simplifications when needed and very detailed rules on crucial points, offered with great graphics and constantly patched... a real miracle. I firmy believe a good bardgame or computer one has to be accuratly focused. Player has to be able to identify his place in the command chain. let's say there's always in a great wargame a touch of roleplaying distinguishing it from a good product.

AACW has this. Of course, you're moving armies, thinking operationnally on the way to capture Nashville, or you plan a raid like Stuart did. For gameplay reasons thta's unavoidable. but in the end, you'e really acting most of the time like Lincoln or Davis: choosing Generals, finding money, looking at public opinion, foreign powers friendness or hostility. I believe that's the real reason of the AACW special interest over other AGEOD products. WW1 could have this in some months. That's where Ph. Thibaut design is so unique; let's say he has an design instinct to create this roleplaying touch as naturally as Grant to force ennemy to surrender. Pocus has the unique ability to adapt, modify, craft, enlighten and add yet more to the computer...

The result for me has been costly buys of books about the Civil War which in turn gave always more desire to mod.

From the start, I chose to keep as closely than possible on the same design model than Ageod: the simplest way to get historical flavor with a working AI.

About balance.... I don't know. Maybe it will be, certainly not. As usual, only time will give the necessary insight about. I just hope you will get a greater historical flavor, a harder game against AI or an human opponent... and any suggestions to work out this mod.
Struggle is designed to be : - more historical. - more difficult against AI


PLAYING SVF


SVF may be played:

1) Against AI

- against CSA AI
- against Union AI


Both AI are built to be less prone to long deep raids. Events are allowing some variations in aggressivity and objectives choices. AI should be better to select the right objectives and protect itself of large losses.
AI should be yet more versatile than in normal game. Some actions could be taken by it or not, with varying agressivty levels, introducing some unpredictibility.

Recommanded AI settings:
- +1 bonus for initiative level. Critical for Union AI , useful for CSA AI - +1 or +2 bonus for Fog of War. +2 seems to me to be better. - extended reflexion time for AI




[size=100]2) by PBEM:[/size] Both players must of course have the same SVF version. The procedure is the same than for the official version.


3) 2 scenarios are available. Both being the April 61 campaign. The scenario with no leader random removal just disables the random losses of 2 star and 3 star Generals Introduced by SVF.

4) SVF may only be played in English. SVF doesn't support foreign language, as I didn't translated the new events texts ( not even in French but I would like my compatriots to be a little more used to consider total lack of English skill as a real challenge...)

[font=Tahoma, sans-serif][size=134]DESIGN NOTES
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1) First, I rejected too idiocy rules.


It's always difficult to draw the lines between more realism and « idiocy rules » forcing player to do the same errors made during a war.

By example, USA didn't formed more than 6 cavalry regiment until August 1861, considering useless to form more as the war would be very short and terrain was considered being very adverse to the cavalry.

USA cavalry was yet plagued by poor tactics, primarily lack of grouped use, in the first year.

Player is taking the place of Lincoln or Davis for the essential, relying on chosen general to execute strategic plans ( even if the game let players elaborate too part of operational implementation of these strategic moves, even if success or failure is partially the result of the General ratings).

Consequently, I ' ve sorted modifications by this criterium: nothing should delay the possibility for the North to create immediately more cavalry brigades, but the tactical problems being out of the scrutiny of the high Command, I've lowered a bit some US cavalry stat for the first mid-game.

The same way about events. I will avoid any event which would have for effect to force player to act historically whatever the context. By example, I don't want to have events for a human player (Not AI) putting McClellan in charge of Army of the Potomac, but I prefer to set a leaders situation where McClellan choice is an interesting one ( by his training and organizational abilities).

2) Secondly, I brought small changes to units.

a) until now, I haven't noticed sufficiently strange battle results to undermine my belief into the unit ratings ( even if from time to time a strange result may occur, no proof such an occurrence comes from erroneous unit sats)

b) battle combat procedure, albeit complex, remains an abstraction. Introducing greatly modified stats, even if more realist in theory, could result in wrong results, simply by being made to a system which doesn't is a realistic portrayal of battle but a simulation destined to give accurate outcomes.

So I have made rather light changes with regards to these 2 considerations.

These changes are coming from interesting posts from McNAUGHTON

In short:

- I reduced the number of sharpshooter units, and raised their cost in manpower ( reflecting not the real number of men but the trouble to find elite riflemen in quantity). It should force the player to avoid recruit in mass sharpshooters but let him possibility to do so. The number will increase with years ( see Shock troops of the Confederacy by Fred L. RAY for more details).

- I reworked US cavalry to give CSA a real edge at start. The end of the war will be marked by the contrary. CSA units will cost more at the end of war, to show the lack of horses this side suffered then.

- I modified artillery. Basically, I enforced differences between smoothbores and rifle guns.

Smoothbores have short range, rather low attack accuracy, high defense accuracy and reinforced assault values, in order to stress their defensive use in the game system limits. The 6 pdr is cheap but weak, the 12pdr is much better and really versatile gun.
Rifled guns on the contrary have greater range and are more accurate than smoothbore in attack , less in defense, making them useful for attack. The 20 parrot is delivering more punch at higher range than the 10.


But...never forget most battles are beginning at range 4 or less ( the range of smoothbores)...Lee stated the 12 pdr « Napoleon » to be the best gun not without reasons. The theorical advantage of rifled guns are so challenged .

Last, Horse artillery is now representing the 3 inch, rifled gun having the same values than the 10 parrot but with greater accuracy and better reliability ( Parrot hits number being reduced by one). Price is higher too...

So, with 5 types having special functions and limits, field artillery is now without « must have « model. 6Pdr is inexpensive but of marginal value, 3 inch is the best rifled gun but is the most difficult to buy, the 20 parrot delivers on attack greatest puch, but is costly and its range isn't that useful, the 10 parrot remaining so interesting because of its lower cost.



3) Then comes the problem of Divisions.

In the current system, 1861 divisions get the same advantages than 1863 ones.

It's highly unrealistic.

What plagued both sides at start was the lack of skilled officers and the absence of HQ staff doctrine. If the first problem was somewhat solved with time, second remained much more pregnant until 1865. Some progress was made but slowly.

For these 2 reasons, corps weren't used until the first half of 1862 and I'm seriously questioning the eistence of functional divisional HQ in the first months of the war.

In game terms, it signifies, as corps can't be prohibited, to delay the appearance of 2 and 3 stars generals, and to postpone divisions formation until the end of 1861.

So divisions can't be formed before october 1861.

The divisions in the 2 Eastern armies appearing in may 1861 have been disbanded too.

Now your leaders will move and fight with penalties. The strategic plans will so be slower to start and the first battle in Virginia ( first Bull Run) a real challenge.

It will too hinder gamey tactics, like forming a cavalry division to raid into enemy land. You will be yet able to group several cavalry units under a leader in 1861 but you will get out of command penalties...

Then winter should postpone your raid projects until the spring of 1862...


4) The cohesion value of units was reworked.

I've reduced too the cohesion value of all units. First, because I think it will made units more prone to rout and so will reduce the number of destroyed regiments, a little too high. Secondly, as cohesion improves with experience, it should enforce the need for players to take attention to experienced units, peculiarly for the Union player, whose replacement penalty could be giving headaches in the last years of the war...Last, the 1861 battles should be shorter and plagued by routing units....as in reality.

So all cohesion levels have been reduced by 10.

Not only it will give real edge to experienced units, whose cohesion is raised, it will emphazize a bit more National Morale influence.

You will need both yet more.

Battles will be less costly, shorter, peculiarly in the first months, with troops routing quicker than stubbornly renewing deadly assaults.

5) On the economical front, Draft and Money Policies from the vanilla version are definitly too lenient. Players can too quickly get astronomical amount of men, money and War supply to build unhistorically huge armies.

In reality, both sides had huge problems with conscription laws and their enforcement, and printing money in the game hadn't penalties sufficient to prohibit its use each turn.

So I raised both NM and VP losses for conscription options and limited the money printing to one turn by month.

Draft isn't possible until 1862. USA side gets more volunteers ( if Sufficient funds are at disposal) and less draftees. CSA will have to rely more on draft.

Global numbers of buildable troops will remain roughly the same than in the official version but this difference should create interesting dilemnas, the South being forced to get back the NM lost when USA will have to find money for volunteers and accept to lose 8 or 10 NM for a number of conscripts much lower than before...

Printing money will at last give much less money in the first months, and will raise with Victory Point total. So long for some gamey tactics at start to use printing money for building a very large army...

Last, the numbers of War supply production has been reduced for both sides. Now you will have a real interest for industrialization of blockade runners ( or raising transport fleet for USA).

6) I've introduced a few changes in strategic cities list: among others, Springfield, Manassas,Hampton Roads, Norfolk, Fort Donelson, Columbus, Lexington and Grafton have now a VP value whereas Winchester, and the region north to Fort Pickens have lost their VP value. It should help CSA AI to be less obnoxious about Harper's Ferry and Fort Pickens.
Missouri situation at start explains why I've made Springfield an objective at a period where there were no command events for AI; it was then only by such a way I could influence AI.

But I kept that because it forces:

- Union to go South...
- South to go North...

in a State heavily partaged between both sides. So in its own way, Springfield ( and Lexington ) forces players to get some victories in Missouri rather than remain too much of the defense,which could have encouraged the enemy side in Missourian population.

7) East Tennessee regions have now a strong US influence at start, when Southern Illinois ( "Little Egypt") has a small CSA sympathy at start.

8) The mod is using the current leaders mod made by Winfield S Hancock and Ruynan99. There are more and more slight changes here and there. I guess some will be controversial ( J.E. Johnston by example)but I'm ready to create tailored files for those wanting to get other values ;- )


Some examples:
-Mc Dowell decreased to 2-2-1. Mc Dowell attacked at First Bull Run because of presidential order. At second Bull run, his performance
was poor as he lost too much time to play a real role in the battle. I know, he was a scapegoat too... But it was less than stellar anyway.

-Forrest increased to 6-6-4. Forrest direted some really competent defensive operations.

McClellan strategic rating increased to 2. McClellan after all led 2 offensives ( Western Virginia, Peninsula) and attacked at Antietiam. Of course, so cautiously and so slowly but even considered the pression by Lincoln over his shoulders, McClellan wasn't totally unactive...


9) Reworked a bit Coastal/naval stuff. Land artillery is now divided into:

fort artillery: medium guns used againts land units.
Coastal artillery: can only fire on naval targets; represents the most curretn type of Columbiad and Dalghren guns
Columbiad and Rodman: the " big babies "; there are the most large guns for both sides. very lethal on defense, very costly, may fire against both land and naval units.
Brooke guns: Confederate Naval rifled guns and some English types. May fire only against naval units.

Columbiad, Rodman and Brooke has no movement ability when used by AI ( AI is usually placing Columbiad in infantry division...). Players gets units with very slow movement.

If CSA captures Norfolk on the first turn, he will get some Columbid units, representing guns at the Gosport Arsenal. Some will appear at atlanta 2 ( simulating the CSA capture of Federal arsenals in other States).

For CSA AI, some costal fort will randomly become level 7 fortresses from 1862. This will help AI to simulate the construction of earthern Fortifications like Ft Fisher.


10) This mod is using a slighty modified version of the cavalry mod by Jabberwock. The only difference is the new ability is only given to INDEPENDANT Cavalry units ( not embedded into an infantry brigade).

12) Brigades reworked for both sides. Most Federal brigades are made of 3 infantry regiments ( and cavalry or artillery assets sometimes). CSA brigades are larger. New Brigades model will appear for both sides in 1862 with only Infantry units

13) I'm using GRAY LANSMAN fantastic work on historical accuracy and railroads. A very nice job and an huge task to create a more historical transportation network.

14) Creation of the Potomac gunboats units, one of the reason explaining why CSA didn't crossed the Potomac to attack Washington...

15) some flavour events added like the corruption ones ( small losses in War supplies). There are other, like lab explosions now not only limited to the Richmond one in 1863

16) most 2 and 3 stars Generals have a slight risk to be removed each turn and another to get back... Simulating illness, death or any sort of retirement, these events are yet a very rough way to compensate the lack of death rules for 3 stars leaders in AGE engine... with the side effect to disband the army commanded by the leader...hence the very low probability of this sort of removal. But at least Grant or Lee aren't anymore immortal..
IMPORTANT: If a removed leader was in command of a division or an Army, current AGE engine will left a shadow of him, ie a unit having its name. To remove this oddity, you have too: - dissolve the Division or Army - reform it under a new leader without integrating first the unit having the name of the removed leader - add this unit after.

17) creation of the volunteer units, ie infantry regiments with very low stats. They're representing the really bad units created at the start of the war , poorly led, totally undisciplined. They are subjecting to improve.

18) the upgrade of units has been slowed ( too easy made in normal version)

19) I modified too the march to the guns parameters. Basically, the march to the gun will be more dependant of the strategic value of leaders.

20) AI will get for free some forts in Richmond,Petersburg, Washington....Permanent forts may now be built at level 8 maximum

21) The end of the term for the 3 years engagment for US troops in 1864 is now simulated by losses of XP and cohesion...The USA will lose too 200 conscript points. It should help CSA to resist longer.

22) Raised the death probability for one and two stars leaders.

23) raised the value of inactive status to 40%

24) NewLeader abilities: poor administrator, giving malus in cohesion for some notorious unpar generals ( Burnside, Fremont, VAn Dorn). Poor Cavalryman, poor tactician

Some political generals ( like Butler, Pillow, Sigel) will get special malus in battle and random events...raising their seniority levels....

25) Removed elite status for most brigades created by events.

26) New scripting of Kentucky events in 1861

a) At start, Kentucky can't be entered by any side ( blockstate set to 1)
b) Kentucky will secede if foreign intervention level raises to 30;
c) Kentucky will secede if Union troops decides to enter Kentucky
d) on the contrary, Kentucky will join Union if attacked by Confederates;
e) if Kentucky hasn't seceded on 1st of October 1861, it will join the Union

To choose to invade Kentucky, each side will have to buy an unit ( from turn 2, support category) ( named Invades Kentucky) whose presence will be checked each turn. This unit will enable an event removing the blockstate status of Kentucky...

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.

27) added Petersburg mod by Gray_Lansman

28) added for A. S Johnston Hood some randomness for their 3 stars stats...Now, each can get better or worse stats than the vanilla ones when commanding an army.

29) implemented the autogarrison feature for AI

30) moddded OOBs for both sides in Missouri and Eastern Theater.

31) added Potomac gunboats

32) added some fluvial garrisons on the Tennessee for Union at start.

33) Move in some montaneous terrain ( Ozark, West Virginia) is now harder.

34) Genius attribute added to some leaders: Lee, Jackson, Forrest.

35) in the first months, Manassas is a primary objectives for both sides.Then its value will come back to 0. Beyond the "Forward to Richmond " issue, I feel Southern opinion would have been upset by the loss of the town when anayone was believing only one battle would suffice to end the war.
Union will have conquer Manassas before late August 61 or will lose 8 NM. If Federals take Manassas, they will have to place an army in the vicinity of Richmond before the late October 61 turn.

36) Ironclad and Monitor have now a random turn of entry, simulating for both sides either the technical difficulties or the lack of interest into armored navy in the first months. CSA ironclads have a very slow construction rate.

37) Introduced some new potential CSA 3 star Generals ( currently only CHEATHAM, mre to come). These Generals may be better or worse...Hood and Lyon has variable 3 star ratings too

38) US units have higher ammo and general supply levels of stockage and consommation. Union will need more supplies but will stock more.

39) If CSA seizes Harper's Ferry by turn 1, it will add to the Richmond industrial level

40) Created the Great Train Raid event, Jackson's raid in 1861 on the B&O

41) Reworked cavalry. I strongly disagree with the last changes in official version for CSA cavalry. Confederate lacked good horses after 1863and on the whole CSA cavalry quality lowered a bit from 1864. On the contrary, Northern Horsemen were on the rise after mid-1862 and got from 1863 more and more repeating and breechloading carbines which gave them a real firepower advantage at close range. On the contrary, CSA kept for a part of units muzzleloading rifles giving an advantage in range. So values of cavalry are really different from the officila game...


42) added for UNION mounted infantry from 1863. a few units can be recruited in Illinois and Indiana. Very expensive too as the cost in horses was really big and even USA were unable to raise more than an handful.... In 2 words, infantry values with higher speed. 43) from 1862, USA infantry brigades will only be made of Infantry regiments, with the exception of 2 ,one in the East, the other in the West.


43) Supply depot construction needs 8 supply elements, ie 2 supply units. Less would give a tremendous advantage to Union and reduce so to nil the trouble caused by raiding CSA parties.

46) The 1st Bull Run events have been modified: If North doesn't control Manassas at the end of August 61, McDowell will be demoted to 2 stars rank and McClellan promoted to 3 stars one.

47) added some events for CSA human player invading Kentucky:

a) The sooner he will invade the bigger loss od support in Kentucky population he will get.
b) 10 events having different probabilities to fire will give or retranch VP for CSA side after he has invaded Kentucky. The negative ones may fire from April 61 to October 61, the positive will fire mostly only after July 61.

So why CSA should invade Kentucky? Above military reasons, I've given back to Kentucky its status of rather industrialized State in 1861. So Confederates could get some WSU so much needed....with a price...

48) integrated Nickel's gfx about Columbiad and Rodman. Many thanks for his help

49) AI should be more cautious during Winter ( from October to February). But it could too keep from time to time an offensive attitude.

50) Introduced a new series of events replacing those forcing US player to keep a force around Washington in 1862. I was never easy with that as AI wasn't really understanding the event and the strategical situation could be really different from the historical one. Last, why 1862 only?

So I reversed the problem. Now, If CSA place some forces around in the regions neighbouring Washington ( Not Alexandria) or Baltimore, US player will lose each trun 3 or 5 NM... This rule doesn't apply against Union AI.

51) Marines and Sailors have no more pontooner ability. New bridging units added to both sides.


52) and more...
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Clovis
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Mon Apr 20, 2009 1:54 pm

SPECIAL THANKS to Capon, Marecone, Big Muddy, Evren, Brett Schultze, Nikel, Franciscus, Rafiki, Gchristie, Gray_Lansman, oldspec4, Aphrodite May, Spharv2,for the help or their encouragments
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Clovis
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Mon Apr 20, 2009 1:54 pm

[font=Tahoma, sans-serif][size=134]PRAISE FOR SVF[/size][/font]

Overall a commendable product. My only complaint is that SVF confederate sharpshooters couldn't hit an elephant at this distance…”
General John Sedgwick, Spotsylvania

In great deeds Struggle for a Vast Future abides.”
Joshua Lawrence Chamberlain, 20th Maine

"If I could save the Union without patching up to SVF, I would do it; if I could save it by downloading SVF, I would do it; and if I could save it by playing the Public beta patch 1.13e (RC5d), I would also do that . . . My paramount object in the struggle is to save the Union…"
Abraham Lincoln, Letter to Horace Greeley, August 22, 1862

“The trouble with being educated is that it takes a long time; it uses up the better part of your life and when you are finished what you know is that you would have benefited more by going into banking, or like Clovis becoming a fabulously successful modder of AGEOD’s American Civil War.”

Philip K. Dick


Athena
, Silicium City, Artificial Intelligence: " I never felt myself so smart as in SVF"

G.McClellan, Ohio, Army Commander: " SVF is really the only mod where I feel I could make an attack, maybe."

Van Dorn, Arkansas, Cavalry Leader: " I can't play SVF anymore. I just can't resign myself to be forced to think about my supply lines"

Nathan B. Forrest, Tennessee, autodidact: " It's a bloody damn mod and I like that"

Robert E Lee, Virginia, Icon of a Nation : "With SVF, I may strike these people a blow, even with Ewell and Anderson"

Ulysses S Grant, Illinois, meatgrinder : "I've unconditionnally surrendered myself to the charms of SVF mod"
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Mon Apr 20, 2009 1:57 pm

Update previsional calendar:

Unless some serious bugs, SVF shouldn't get an update before the 15th May 2009. Updates should now come on a monthly basis and for the essential be compatable with savegames.
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Mon Apr 20, 2009 2:12 pm

[CENTER]Bibliography


[/CENTER]

A History of Ironclads: The Power of Iron over Wood
By: John V. Quarstein (Author)

The Darkest Days of the War: The Battles of Iuka and Corinth (Civil War America)
By: Peter Cozzens (Author)


Ersatz in the Confederacy: Shortages and Substitutes on the Southern Homefront (Southern Classics Series)
By: Mary Elizabeth Massey (Author)

Now for the Contest: Coastal and Oceanic Naval Operations in the Civil War (Great Campaigns of the Civil War)
By: William H. Roberts (Author)


The Wilmington Campaign: Last Departing Rays of Hope
By: Chris E., Jr. Fonvielle (Author)

Success Is All That Was Expected: The South Atlantic Blockading Squadron During
By: Robert M. Browning (Author)

Landscape Turned Red: The Battle of Antietam
By: Stephen W. Sears (Author)


To The Gates of Richmond: The Peninsula Campaign
By: Stephen W. Sears (Author)

The Battles For Spotsylvania Court House And The Road To Yellow Tavern, May 7-12, 1864
By: Gordon C. Rhea (Author)


To the North Anna River: Grant and Lee, May 13-25, 1864
By: Gordon C. Rhea (Author)

The Battle Of The Wilderness, May 5-6, 1864
By: Gordon C. Rhea (Author)

Confederates and Federals at War
By: H. C. B. Rogers (Author)

The War Within the Union High Command: Politics and Generalship During the Civil War (Modern War Studies)
By: Thomas Joseph Goss (Author)


Retreat from Gettysburg: Lee, Logistics, and the Pennsylvania Campaign (Civil War America)
By: Kent Masterson Brown (Author)

Taken at the Flood: Robert E. Lee and Confederate Strategy in the Maryland Campaign of 1862
By: Joseph L. Harsh (Author)


Confederate Tide Rising: Robert E. Lee and the Making of Southern Strategy, 1861-1862
By: Joseph L. Harsh (Author)

review :http://www.brettschulte.net/CWBlog/2...e-tide-rising/

Sounding the Shallows: A Confederate Companion for the Maryland Campaign of 1862
By: Joseph L. Harsh (Author)

Shenandoah 1862: Stonewall Jackson's Valley Campaign (Civil War America)
By: Peter Cozzens

Battle: The Nature and Consequences of Civil War Combat
By: Kent Gramm (Author)

The Rifle Musket in Civil War Combat: Reality and Myth (Modern War Studies)
By: Earl J. Hess (Author)

ONE CONTINUOUS FIGHT: The Retreat from Gettysburg and the Pursuit of Lee's Army of Northern Virginia, July 4-14, 1863
By: Eric J. Wittenberg (Author), et al

The Civil War in Kentucky
By: Kent Masterton Brown (Author), Kent Masterson edited by Brown (Author)

Confederate Struggle For Command: General James Longstreet and the First Corps in the West (Texas A&M University Military History Series)
By: Alexander Mendoza (Author)

Robert E. Lee and the Fall of the Confederacy, 1863-1865 (The American Crisis Series Books on the Civil War Era)
By: Ethan Rafuse (Author)

President Lincoln: The Duty of a Statesman
By: William Lee Miller (Author)

The Stonewall Brigade in the Civil War (Spearhead)
By: Steve Smith (Author)


Bitterly Divided: The South's Inner Civil War
By: David Williams (Author)

Abraham Lincoln and the Second American Revolution
By: James M. McPherson (Author)

Like Men of War
By: Noah Andre Trudeau (Author)

General Sterling Price and the Civil War in the West
By: Albert Castel (Author)

Kirby Smith's Confederacy: The TransMississippi South, 1863-1865
By: Robert Kerby (Author)


Chronology of the American Revolution: Military and Political Actions Day by Day
By: Bud Hannings (Author)

Fort Donelson's Legacy: War and Society in Kentucky and Tennessee, 1862-1863
By: Benjamin Franklin Cooling (Author)

From Cape Charles to Cape Fear: The North Atlantic Blockading Squadron during the Civil War
By: Jr, Robert M. Browning (Author)


Grant's Lieutenants: From Chattanooga to Appomattox (Modern War Studies)
By: Steven E. Woodworth (Editor)


America's Civil War: The Operational Battlefield, 1861-1863
By: Brian Holden Reid (Author)

Tried by War: Abraham Lincoln as Commander in Chief
By: James McPherson (Author)

review on TOCWOC here: http://www.brettschulte.net/CWBlog/2...nder-in-chief/

Decision in the West: The Atlanta Campaign of 1864 by Castel, Albert E.
By: Albert E. Castel (Author)


A Single Grand Victory: The First Campaign and Battle of Manassas (The American Crisis Series, Book 7)
By: Ethan S. Rafuse (Author)

The American Civil War and the Origins of Modern Warfare: Ideas, Organization...
By: Edward Hagerman (Author)

Gettysburg
By: Stephen W. Sears (Author)

Stonewall in the Valley: Thomas J. Stonewall Jackson's Shenandoah Valley Campaign, Spring 1862
By: Robert G. Tanner (Author)

Counter-Thrust: From the Peninsula to the Antietam (Great Campaigns of the Civil War)
By: Benjamin Franklin Cooling (Author)

The Chronological Tracking of the American Civil War Per the Official Records of the War of the Rebellion
By: Ronald A. Mosocco (Author)


One Damn Blunder from Beginning to End: The Red River Campaign of 1864 (American Crisis Series)
By: Gary Dillard Joiner (Author)

Lee's Cavalrymen: A History of the Mounted Forces of the Army of Northern...
By: Edward G. Longacre (Author)

The Confederate Order of Battle: The Army of Northern Virginia
By: F. Ray Sibley (Author)


McClellan's War: The Failure of Moderation in the Struggle for the Union
By: Ethan Sepp Rafuse (Author)

Training, Tactics and Leadership in the Confederate Army of Tennessee: Seeds of
By: Andrew Haughton (Author)


Northern Naval Superiority and the Economics of the American Civil War by...
By: David G. Surdam (Author)

Lincoln's Cavalrymen: A History of the Mounted Forces of the Army of the Potomac, 1861-1865
By: Edward G. Longacre (Author)

The Confederate War by Gallagher, Gary W.
By: Gary W. Gallagher (Author)

Chancellorsville
By: Stephen W. Sears (Author)

Davis and Lee at War (Modern War Studies)
By: Steven E. Woodworth (Author)


Decision in the Heartland: The Civil War in the West (Reflections on the Civil War Era)
By: Steven E. Woodworth (Author)


Why the Confederacy Lost (Gettysburg Civil War Instutute Books)
By: Gabor S. Boritt (Editor)

Six Years of Hell: Harpers Ferry During the Civil War
By: Chester G. Hearn (Author)

Trial by Fire: Science Technology and the Civil War
By: Charles D. Ross (Author)


Command and Communication Frictions in the Gettysburg Campaign
By: Philip, M. Cole (Author)

Embattled Courage: The Experience of Combat in the American Civil War
By: Gerald Linderman (Author)


Ironclads and Big Guns of the Confederacy : The Journal and Letters of John M. Brooke (Studies in Maritime History)
By: George M. Brooke Jr. (Editor)

The Union Soldier in Battle: Enduring the Ordeal of Combat
By: Earl J. Hess (Author)

Champion Hill: Decisive Battle for Vicksburg
By: Timothy B. Smith (Author)

CAPITAL NAVY: The Men, Ships, and Operations of the James River Squadron
By: John Coski (Author)


Lincoln's Navy: The Ships, Men and Organization, 1861-65
By: Donald L. Canney (Author)

Ships Versus Shore: Civil War Engagements Along Southern Shores and Rivers
By: Dave Page (Author)


Campaign for Corinth: Blood in Mississippi (Civil War Campaigns and Commanders Series)
By: Steven Nathaniel Dossman (Author)

General Lee's Army: From Victory to Collapse
By: Joseph Glatthaar (Author)

nd Keep Moving On: The Virginia Campaign, May-June 1864 (Great Campaigns of the Civil War)
By: Mark Grimsley (Author)

: Grant's Lieutenants: From Cairo to Vicksburg (Modern War Studies)
By: Steven E. Woodworth (Editor)

The Uncivil War: Irregular Warfare In The Upper South, 1861-1865 (Campaigns and Commanders)
By: Robert R. Mackey (Author)

Generals in Blue: Lives of the Union Commanders

Pea Ridge: Civil War Campaign in the West
By: William L. Shea (Author), Earl J. Hess (Author)

All for the Regiment: The Army of the Ohio, 1861-1862 (Civil War America)
By: Gerald J. Prokopowicz (Author)

: Stonewall of the West: Patrick Cleburne and the Civil War (Modern War Studies)
By: Craig L. Symonds (Author)

Atlanta Will Fall: Sherman, Joe Johnston, and the Yankee Heavy Battalions (American Crisis Series, No. 3)
By: Stephen Davis


Ploughshares into Swords: Josiah Gorgas and Confederate Ordnance (Texas a & M University Military History Series, No 36)
By: Frank E. Vandiver

Guns for Cotton: England Arms the Confederacy
By: Thomas Boaz

Glory Enough for All: Sheridan's Second Raid and the Battle of Trevilian Station
By: Eric J. Wittenberg

Tariffs, Blockades, and Inflation: The Economics of the Civil War (The American Crisis:Books on the Civil War Era, 15)
By: Robert B. Ekelund Jr.

The Chessboard of War: Sherman and Hood in the Autumn Campaigns of 1864 (Great Campaigns of the Civil War)
By: Anne J. Bailey


Lost for the Cause: The Confederate Army in 1864
By: Steven H. Newton


Lifeline of the Confederacy: Blockade Running During the Civil War (Studies in Maritime History Series)
By: Stephen R. Wise

Cannon Blasts: Civil War Artillery in the Eastern Armies
By: L. Vanloan Naisawald


The Civil War Source Book
By: Philip R. N. Katcher


A Revolution in Arms: A History of the First Repeating Rifles (Weapons in History)
By: Joseph G. Bilby


Cannoneers in Gray: The Field Artillery of the Army of Tennessee
By: Larry J. Daniel


Brigades of Gettysburg: The Union and Confederate Brigades at the Battle of Gettysburg
By: Bradley M. Gottfried

More Damning than Slaughter: Desertion in the Confederate Army
By: Mark A. Weitz


Arms and Equipment of the Civil War
By: Jack Coggins


Field Armies and Fortifications in the Civil War: The Eastern Campaigns, 1861-1864 (Civil War America)
By: Earl J. Hess


Shock Troops of the Confederacy
By: Fred L. Ray

review: http://www.brettschulte.net/CWBlog/2...y-by-fred-ray/

Trench Warfare under Grant and Lee: Field Fortifications in the Overland Campaign (Civil War America)
By: Earl J. Hess


The Union Cavalry in the Civil War: The War in the West, 1861-1865 (Jules and Frances Landry Award)
By: Stephen Z. Starr


The Union Cavalry in the Civil War: From Fort Sumter to Gettysburg, 1861-1863 (Jules and Frances Landry Award)
By: Stephen Z. Starr


The Union Cavalry in the Civil War: The War in the East from Gettysburg to Appomattox, 1863-1865 (Jules and Frances Landry Award)
By: Stephen Z. Starr

Cannons: An Introduction to Civil War Artillery
By: Dean S. Thomas



Naval Strategies of the Civil War: Confederate Innovations and Federal Opportunism
By: Jay W. Simson


Jefferson Davis and His Generals: The Failure of Confederate Command in the West (Modern War Studies)
By: Steven E. Woodworth


The Bloody Crucible of Courage: Fighting Methods and Combat Experience of the Civil War
By: Brent Nosworthy

The Antietam Campaign (Military Campaigns of the Civil War)
By: Gary W. Gallagher

Six Armies in Tennessee: The Chickamauga and Chattanooga Campaigns (Great Campaigns of the Civil War)
By: Steven E. Woodworth

Generals in Gray: Lives of the Confederate Commanders
By: Ezra J. Warner


The Civil War Day by Day: An Almanac, 1861-1865 (Da Capo Paperback)
By: E. B. Long (Author), Barbara Long (Author)


The Business of Civil War: Military Mobilization and the State, 1861--1865 (Johns Hopkins Studies in the History of Technology)
By: Mark R. Wilson

Civil War Artillery At Gettysburg
By: Philip , M. Cole


Shiloh and the Western Campaign of 1862
By: Edward Cunningham (Editor), Gary D. Joiner and Timothy B. Smith (Editor)


Nathan Bedford Forrest: In Search of the Enigma
By: Eddy W. Davison (Author)


The Maps of Gettysburg: The Gettysburg Campaign, June 3 - July 13, 1863
By: Bradley Gottfried

Cavalry Raids of the Civil War (Stackpole Military History Series)
By: Robert W. Black


How the North Won: A MILITARY HISTORY OF THE CIVIL WAR
By: Herman Hattaway (Author), Archer Jones (Author)


Shades of Blue and Gray: An Introductory Military History of the Civil War
By: Herman Hattaway



Sharpshooters of the American Civil War 1861-65 (Warrior)
By: Philip Katcher (Author), Steve Walsh (Illustrator)


The Northern Railroads in the Civil War, 1861-1865
By: Thomas Weber

Why the North Won the Civil War
By: David Herbert Donald

Field Artillery Weapons of the Civil War, revised edition
By: James C. Hazlett

Nothing but Victory: The Army of the Tennessee, 1861-1865
By: Steven E. Woodworth

Encyclopedia of the American Civil War: A Political, Social, and Military History
By: David Stephen Heidler


Civil War High Commands
By: John Eicher (Author), David Eicher


Commanding the Army of the Potomac (Modern War Studies)
By: Stephen R. Taaffe


Two Great Rebel Armies: An Essay in Confederate Military History
By: Richard M. McMurry


Lee and His Army in Confederate History (Civil War America)
By: Gary W. Gallagher
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User avatar
arsan
Posts: 6244
Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Mon Apr 20, 2009 2:24 pm

Congratulations for the 1.0 version! :thumbsup:
I must find some free time to finally try your mod! :bonk:
As an AI only player, your work on the AI is really appreciated :coeurs: :coeurs:
And judging by your "against the AI" AAR reports she looks really improved! :thumbsup:
Regards
PS: loved the "Praise" section :mdr:

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Rafiki
Posts: 5811
Joined: Thu Aug 24, 2006 9:19 am
Location: Oslo, Norway

Mon Apr 20, 2009 2:26 pm

Congratulations on reaching this milestone, Clovis :)
[CENTER]Latest patches: AACW :: NCP :: WIA :: ROP :: RUS :: PON :: AJE
Visit AGEWiki - your increasingly comprehensive source for information about AGE games
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oldspec4
Lieutenant Colonel
Posts: 251
Joined: Sat Nov 11, 2006 1:14 pm

Mon Apr 20, 2009 3:56 pm

Clovis...you da man ;)

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Clovis
Posts: 3222
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Mon Apr 20, 2009 4:17 pm

oldspec4 wrote:Clovis...you da man ;)


Next time I will do yet better, I will upload the right version first. Sorry for the unconveniance but I uploaded a wrong one with 2 bugs. New files are available in the first post of the thread.
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Spharv2
Posts: 1540
Joined: Sat Feb 25, 2006 5:39 am
Location: Tallahassee, FL

Mon Apr 20, 2009 4:21 pm

Clovis wrote:46) The 1st Bull Run events have been modified: If North doesn't control Manassas at the end of August 61, McDowell will be demoted to 2 stars rank and McDowell promoted to 3 stars one.


Might want to fix that for any new players who actually read the whole book. :)
Official Queen's Ambassador to the South
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Clovis
Posts: 3222
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Mon Apr 20, 2009 4:41 pm

Spharv2 wrote:Might want to fix that for any new players who actually read the whole book. :)


There was some confusion in Union High Command at start ;) Thanks.
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stegosarus_army
Sergeant
Posts: 97
Joined: Mon Aug 18, 2008 7:13 am
Location: Tucson, Az

Mon Apr 20, 2009 4:41 pm

would you recommend using the latest beta patch 1.13e RC5 or 1.13d?

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Clovis
Posts: 3222
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Mon Apr 20, 2009 4:45 pm

stegosarus_army wrote:would you recommend using the latest beta patch 1.13e RC5 or 1.13d?


I myself use the 1.13eRC5. I didn't tested with the 1.13d...The new generalized promotion system present in SVF and coming from the 1.13e RC5 shouldn't create problems as I presume it's a part of the new features of the AGE engine switched on/offin the aacw.exe. But I can't assure it.
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Franciscus
Posts: 4571
Joined: Fri Apr 20, 2007 8:31 pm
Location: Portugal

Mon Apr 20, 2009 5:00 pm

Congratulations Clovis on your fantastic work.

Now I must find time to play... :wacko:

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gchristie
Brigadier General
Posts: 482
Joined: Wed Jan 23, 2008 5:31 pm
Location: On the way to the forum

Mon Apr 20, 2009 5:30 pm

[SIZE="7"]Vive la Clovis![/size]

Big Muddy

Mon Apr 20, 2009 7:12 pm

Great way to start the week :thumbsup: , I'm very early, but so far no deep raids, personally I don't mind an occasional one, I enjoy the element of surprise.

Two things I notice early is (1), improvement in shipping lanes, mo money and WS, split transports between commerical/transports, I was hoping you would do it this way. And (2) I notice a new icon for CSA supply, nice.

Great job as usual Clovis

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Clovis
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Mon Apr 20, 2009 7:17 pm

Big Muddy wrote:Great way to start the week :thumbsup: , I'm very early, but so far no deep raids, personally I don't mind an occasional one, I enjoy the element of surprise.

Two things I notice early is (1), improvement in shipping lanes, mo money and WS, split transports between commerical/transports, I was hoping you would do it this way. And (2) I notice a new icon for CSA supply, nice.

Great job as usual Clovis



Thanks but what CSA supply icon? I only introduced a pontoon unit with icon made by Nikel
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Big Muddy

Mon Apr 20, 2009 7:21 pm

Great way to start the week :thumbsup: , I'm very early, but so far no deep raids, personally I don't mind an occasional one, I enjoy the element of surprise.

Two things I notice early is (1), improvement in shipping lanes, mo money and WS, split transports between commerical/transports, I was hoping you would do it this way. And (2) I notice a new icon for CSA supply, nice.

Great job as usual Clovis

Big Muddy

Mon Apr 20, 2009 7:34 pm

Clovis wrote:Thanks but what CSA supply icon? I only introduced a pontoon unit with icon made by Nikel


I don't recall having seen this.

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Attachments
AACW 2009-04-20 12-37-13-75.jpg

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Clovis
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Mon Apr 20, 2009 7:40 pm

Big Muddy wrote:I don't recall having seen this.

[ATTACH]7256[/ATTACH]



Pontoon unit...CSA AI gets one
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Nikel
Posts: 2890
Joined: Sun Apr 20, 2008 8:38 pm

Mon Apr 20, 2009 8:08 pm

Big Muddy wrote:I don't recall having seen this.

[ATTACH]7256[/ATTACH]



It is a bug :wacko:

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Eugene Carr
Colonel
Posts: 387
Joined: Wed Jun 20, 2007 6:58 pm
Location: Dundee, Scotland

Mon Apr 20, 2009 8:09 pm

Congrats Clovis outstanding.

S! EC

Just 1 thing looking at the model files the CSA infantry flavour names end at the 15th Arkansas
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Nikel
Posts: 2890
Joined: Sun Apr 20, 2008 8:38 pm

Mon Apr 20, 2009 8:11 pm

Clovis wrote:Pontoon unit...CSA AI gets one



Clovis, congratulations.

And thanks for the thanks and for including the pontoon graphics :hat: :)


So then, have you more or less "finished" with AACCW?

Are you working on VGN now? ;)

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Clovis
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Mon Apr 20, 2009 8:24 pm

Eugene Carr wrote:Congrats Clovis outstanding.

S! EC

Just 1 thing looking at the model files the CSA infantry flavour names end at the 15th Arkansas


Yes, some glitches remain in text here and there. Thanks for the info. Next patch
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Clovis
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Mon Apr 20, 2009 8:27 pm

Nikel wrote:Clovis, congratulations.

And thanks for the thanks and for including the pontoon graphics :hat: :)


So then, have you more or less "finished" with AACCW?

Are you working on VGN now? ;)


AACW: yes and no. Yes to the sense I've done what I planned 2 years ago: more historical feelings, better AI, PBEM availability.

Now, I've yet some ideas here and there and possible bugs or glitches to fix. Then I will have to adapt SVF to the next AACW updates. Last, AI may always be tweaked, and will certainly need to, especially after 1863.

But indeed, I'm switching to VGN more and more.
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Big Muddy

Tue Apr 21, 2009 3:21 am

Playing with leader option, it takes me 2 units of dupply to build a depot, is this by design. Loyality in Missouri is 55%, happy to report that I'm able to build Bde's :D . Haven't had to many battles in the shipping boxes, but more hits are taking place.

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Clovis
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Tue Apr 21, 2009 7:39 am

Big Muddy wrote:Playing with leader option, it takes me 2 units of dupply to build a depot, is this by design. Loyality in Missouri is 55%, happy to report that I'm able to build Bde's :D . Haven't had to many battles in the shipping boxes, but more hits are taking place.



Supply is wad. I consider too much depots will help Union. If you build depots anywhere as Union, CSA raids on railways or depots become useless as supply flow will just be slowed not stopped
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marecone
Posts: 1530
Joined: Tue Jan 02, 2007 11:44 am
Location: Zagreb, Croatia

Tue Apr 21, 2009 9:36 am

Congrats Clovis!!!
I have started more then a dozen of games with svf mod and I assure everyone that didn't try it to do so. Why? AI looking better then ever. Much better. Many new units like commercial transport and normal one. VP of cities change as game progresses wich adds a lot to flavor and planing. New leaders traits and stats. Better and more realistic battle results. New events and many more goods.
I have been on beta team from start and this game looked great from begining but with this mod it is absolutely fantastic! Ai suprises, its reactions and "thinking". All of it!

Clovis thanks to your new instalation guide my game will finally work. I missed the part where I have to install files in games data and because of that I had to take some files from original version.

Once again, congrats!
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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Tue Apr 21, 2009 10:07 am

SVF fast progresses in the last months are mainly due to feedback provided, which has saved a lot of time. So, to get a better 1.1 version, you know what you have to do ;)

Thanks to all again.
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