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Clovis
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Thu Apr 23, 2009 6:58 pm

GlobalExplorer wrote:Yes that helped.

I noticed the game now runs in Debug Mode. Is this normal?

By the way, I know how to make nsis installers. So if you want to put the installer into one nifty file then I could help. If someone can provide the registry key where Ageod stores the AACW installation path it might even be fully automatic.


Debug: no. I use it to be warned about bugs. You may play without ( fortunatly!).

Thanks for the help. Waiting to have a fully finalized version maybe, to avoid to do twice the same work... ;)
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Nikel
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Thu Apr 23, 2009 7:55 pm

Big Muddy wrote:No they don't appear in SVF, there are no others.



As this is not related with Clovis' mod, look at the nano mods thread


http://www.ageod-forum.com/showpost.php?p=142365&postcount=28

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Clovis
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Thu Apr 23, 2009 8:07 pm

ulysses wrote:First some praise: To a great game Your mod adds more greatness. :)

Second a question: Regarding transport ships there exist two kinds in SVF: "normal" and "merchand". Am I right, that only the "merchand" transports are usefull in the shipping box to get war supplies and/or money? I read Your instructions up and down but was not able to find some clarification...


Thanks. :)

Normal transport in the shipping box will add to the Union naval supply capacity (mainly automatized supply transportation to coastal depots). Merchants will get money and WSU. Separating the 2 functions is IMHO needed to avoid Union player to get a too large naval supply capacity without efforts. So you need both types in the shipping box.

Hope it helps.
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Rafiki
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Thu Apr 23, 2009 8:10 pm

Clovis wrote:Sidenote to Rafili:I posted this info in the main AACW forum. The post has been moved in the mod forum. As you knwo, I highly doubt Pocus has currently the time to check the forum. So this practice, instaured by Gray Lansman, to remove any possibility to psot info where there's a chance the developper will take the time to look is just killing in the end any possibility of modding. Period. I prefer to ask publicly if this is the real AGEOD position on the question.

OK, let's take a step back here before running to any conclusions. What we have here is a misunderstanding, please don't put any more into it than that.

The point Gray is trying to make is that if someone using a mod is experiencing a problem that people aren't seeing in unmodded versions of the game; it's first and foremost something that the author(s) of the mod need to look at.

Now, as things progressed it turned out that the problem at hand also popped up in unmodded versions, making it something that clearly moves it back into AGEOD's area of responsibility. There is no doubt about that. From what I've seen it has been reported and is something that the devs (Pocus or someone else) will look into.

Then somewhere along the way, a whole lot of prestige (for lack of better word) suddenly gets put into the mix, and clovis and Gray clearly have some issues to work out, seeing as the both of you are doing your best to interpret whatever the other is doing in the worst way possible. I know both of you to be better than that, and I'm sorry to see this happen. I'm also sorry to see that whatever issues you two are having are spilling into the forums, making all of us unwilling participants in it :( .

For the record, I know that Gray has been looking into this bug to see if it was something coming from the beta patch in parallell to everything that's been going on here in the forums. Could it have been organized better with which posts go where and how and whatnot? Clearly, and I take the blame for not following up on it better.

What I'd like to do is to return to the matter at hand; getting the newest beta working the way it should so that everyone can use it whatever way they want; modded/un-modded, even garnished with a side-order of broccoli if that's what suits your fancy. Can we do that? Please? :)
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Clovis
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Thu Apr 23, 2009 8:24 pm

Rafiki wrote:OK, let's take a step back here before running to any conclusions. What we have here is a misunderstanding, please don't put any more into it than that.

The point Gray is trying to make is that if someone using a mod is experiencing a problem that people aren't seeing in unmodded versions of the game; it's first and foremost something that the author(s) of the mod need to look at.

Now, as things progressed it turned out that the problem at hand also popped up in unmodded versions, making it something that clearly moves it back into AGEOD's area of responsibility. There is no doubt about that. From what I've seen it has been reported and is something that the devs (Pocus or someone else) will look into.

Then somewhere along the way, a whole lot of prestige (for lack of better word) suddenly gets put into the mix, and clovis and Gray clearly have some issues to work out, seeing as the both of you are doing your best to interpret whatever the other is doing in the worst way possible. I know both of you to be better than that, and I'm sorry to see this happen. I'm also sorry to see that whatever issues you two are having are spilling into the forums, making all of us unwilling participants in it :( .

For the record, I know that Gray has been looking into this bug to see if it was something coming from the beta patch in parallell to everything that's been going on here in the forums. Could it have been organized better with which posts go where and how and whatnot? Clearly, and I take the blame for not following up on it better.

What I'd like to do is to return to the matter at hand; getting the newest beta working the way it should so that everyone can use it whatever way they want; modded/un-modded, even garnished with a side-order of broccoli if that's what suits your fancy. Can we do that? Please? :)


Sorry, I wasn't clear. I posted in the main forum bcause I discovered this bug ( I was incidentally searching the cause in my modding data) was mentionned by Hattrick, playing the normal version. I then posted to have had the same; another post by someone using his own mod was posted. GL removed the post then lokked closely at hattrick message and learned about this bug.

So let's imagine i did nothing: bug unoticed remaining in the final release.

I agree Rafiki with your ideas and proposals. Moreover AACW patching is certainly more a thing of the past than a future, 2 yaers after release. This bug will be cured anayway. And last, I will always have the time to email directly Pocus, in French.

But once again either AGEOD game are moddable, and then any bug affecting modding has to be considered, or only the old Historical MOD, once begun by someone now coordinator, has to be the ONLY one Ageod to care. That's a choice. Under this stupid question of non posting about mod in the main forum, the real question is to know is modding is to be seen like an external activity to AGEOD or a real part of the community effort. There was in this case no reason to remove posts confirming a bug affecting
as much official version than the modded ones.

This forum can't be monitored by Pocus like the main. I clearly understand to need to prevent flooding of posts about mod in the main forum. But for God sake, it would really really be time to stop these unsane new rules. Ageod community is a strongly matured one, poor police action isn't needed here. Even for obscure reason.


Now, discussion is closed on this for my own. I made my points and as I said, I'm too strongly attached to AGEOD to let this destroy my plesure to be here. :)
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Clovis
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Thu Apr 23, 2009 8:41 pm

Back to the mod. A temporary fix could be to play with 1.13d version. I 've yet it. seems to work.

Or try with the last official.

If so, I suggest you to install the patch in another folder than aacw, and then copy the . exe file to the AACW folder. That's all. No need to alter other files.
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Rafiki
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Thu Apr 23, 2009 10:33 pm

Clovis wrote:But once again either AGEOD game are moddable, and then any bug affecting modding has to be considered, or only the old Historical MOD, once begun by someone now coordinator, has to be the ONLY one Ageod to care. That's a choice. Under this stupid question of non posting about mod in the main forum, the real question is to know is modding is to be seen like an external activity to AGEOD or a real part of the community effort. There was in this case no reason to remove posts confirming a bug affecting
as much official version than the modded ones.

It wasn't quite clear underway; ShovelHead even said at the time that he didn't think Pocus would be interested in looking into the problems.

In any case, rest assured that AGEOD has no intention of distancing itself from the modding going on. Even as I'm writing this, I'm working on things that will provide better support for modding, and my work doesn't even compare to the efforts made by others on the team :)
Clovis wrote:This forum can't be monitored by Pocus like the main. I clearly understand to need to prevent flooding of posts about mod in the main forum. But for God sake, it would really really be time to stop these unsane new rules. Ageod community is a strongly matured one, poor police action isn't needed here. Even for obscure reason.

As I said, I think that you might be noticing this a bit more than you might if e.g. I was doing it ;)

I've done similar things more than a few times in the past, but in this case, we got unlucky and stuff got cross-posted and caught up in moves and stuff. I'm taking the blame for this happening here; I advised Gray on how to do it, but I got a couple of things mixed up, and here we are. Posts and information are all over the place, everyone is confused and things are generally FUBAR. Mental Note To Self: do it differently next time.

There aren't any "insane new rules" and there aren't any "police actions" (at least not till AGEOD decides to take on the Korean War ;) ). Wikipedia has a principle about "assuming good faith"; I think that's a good one that can be used other places than Wikipedia too :)
Clovis wrote:Now, discussion is closed on this for my own.

Same here.
Clovis wrote:I made my points and as I said, I'm too strongly attached to AGEOD to let this destroy my plesure to be here. :)

And again; same here :)
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Big Muddy

Fri Apr 24, 2009 12:18 am

Clovis wrote:Back to the mod. A temporary fix could be to play with 1.13d version. I 've yet it. seems to work.

Or try with the last official.

If so, I suggest you to install the patch in another folder than aacw, and then copy the . exe file to the AACW folder. That's all. No need to alter other files.


I just happen to still have SVF 1.13b, so I thought why not swap the .exe file. I've made it to late March without any problems. Until the beta becomes official I will continue with this, if no problems occur. (SVF 1.00eb :D ).

I mentioned earlier about building Bde in Missouri, well I spoke to soon, the very next turn I was unable to do so. The loyality for Missouri is 55%, St. Louis happens to be only 24%. I am going to see if by getting more counties pro Union if I can raise loyality.

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Clovis
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Fri Apr 24, 2009 12:34 am

Big Muddy wrote:I just happen to still have SVF 1.13b, so I thought why not swap the .exe file. I've made it to late March without any problems. Until the beta becomes official I will continue with this, if no problems occur. (SVF 1.00eb :D ).

I mentioned earlier about building Bde in Missouri, well I spoke to soon, the very next turn I was unable to do so. The loyality for Missouri is 55%, St. Louis happens to be only 24%. I am going to see if by getting more counties pro Union if I can raise loyality.


I'm in January 62 and I can build all MO brigades. Could you post a screen.

About loyalties, I will certianly tweak the starting levels for the next updates; Now, between Lexington and Sringfield which are objectives and certainly the effects of Manassas events on morale, it suffices your NM to be lower than the CSA to explain this.

That's not to say your remark isn't just. I've to mitigate effects for this indeed. Thanks. :)
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Big Muddy

Fri Apr 24, 2009 1:24 am

Clovis wrote:I'm in January 62 and I can build all MO brigades. Could you post a screen.

About loyalties, I will certianly tweak the starting levels for the next updates; Now, between Lexington and Sringfield which are objectives and certainly the effects of Manassas events on morale, it suffices your NM to be lower than the CSA to explain this.

That's not to say your remark isn't just. I've to mitigate effects for this indeed. Thanks. :)


I still have Springfield left, so improving counties will waste my time, thanks. As before, I can build everything but Bde.

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Big Muddy

Fri Apr 24, 2009 1:35 am

Nikel wrote:As this is not related with Clovis' mod, look at the nano mods thread


http://www.ageod-forum.com/showpost.php?p=142365&postcount=28


Thank you Nikel, liked the family album :D

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Clovis
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Fri Apr 24, 2009 10:45 am

Big Muddy wrote:I still have Springfield left, so improving counties will waste my time, thanks. As before, I can build everything but Bde.

[ATTACH]7362[/ATTACH]


OK. There were 2 bugs affecting both brigades and tweaks I introduced to Loyalty changes in Missouri. Sorry. Next patch.
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Clovis
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Fri Apr 24, 2009 11:59 am

Nikel wrote:Big Muddy, do they appear in Clovis' mod as individuals?

According to the wikipedia both were part of Quantrill's guerrilla band

http://en.wikipedia.org/wiki/William_Quantrill



Clovis which persons appear in your mod but not in the original game, do you have a list?


Huch, I really don't remember. My leader list is the same than the leader mod. I remember some presents in the official game were removed from the mod, like Asboth but I would be in pain to cite any add made. I will look at the thread.

Edit: got the list. There are some indeed new...
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GlobalExplorer
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Fri Apr 24, 2009 1:13 pm

Clovis wrote:Debug: no. I use it to be warned about bugs. You may play without ( fortunatly!).


How can it be disabled? It is somehow there since I installed SVF.

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Clovis
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Fri Apr 24, 2009 1:16 pm

GlobalExplorer wrote:How can it be disabled? It is somehow there since I installed SVF.


Go to the options screen. Open the system tab. Uncheck the error logging case.
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Big Muddy

Fri Apr 24, 2009 5:16 pm

Beta v1.13e RC5 won't be patched untill the Middle of June, or possibly the end of the year, ouch. Grey will add fixes for the offical v1.13b, better than nothing. Clovis I'm sure you will be updating, will you're updates work with (b)? just asking because that's the version I went back to.

P.S. how's Missouri coming :D

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Clovis
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Fri Apr 24, 2009 5:18 pm

Big Muddy wrote:Beta v1.13e RC5 won't be patched untill the Middle of June, or possibly the end of the year, ouch. Grey will add fixes for the offical v1.13b, better than nothing. Clovis I'm sure you will be updating, will you're updates work with (b)? just asking because that's the version I went back to.

P.S. how's Missouri coming :D


Yes.

Missouri/ I just hope to fix definitly that. ;)
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Big Muddy

Fri Apr 24, 2009 5:35 pm

Clovis wrote:Yes.

Missouri/ I just hope to fix definitly that. ;)


Thanks, I just glad 1.00 works with 1.13b, it work's very well actually :thumbsup: . I prefer to play all my games modded, and SVF is my favorite.

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Nikel
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Sat Apr 25, 2009 12:12 am

Clovis wrote:Huch, I really don't remember. My leader list is the same than the leader mod. I remember some presents in the official game were removed from the mod, like Asboth but I would be in pain to cite any add made. I will look at the thread.

Edit: got the list. There are some indeed new...



I see Quantrill listed, so here is the leader of the guerrilla band. If you dont consider them something more than an anecdote for a game like AACW you can add J James and BB Anderson too :D



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Clovis
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Sat Apr 25, 2009 12:20 am

Nikel wrote:I see Quantrill listed, so here is the leader of the guerrilla band. If you dont consider them something more than an anecdote for a game like AACW you can add J James and BB Anderson too :D



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Thanks. Next patch.

Frankly, J James and BB Anderson deserves just IMHO to have their name in the Colonel list :D . I suppose Big Muddy would like me to add these, but it's a very very low priority ;)

PS : Indeed Bragg was a sort of Quantrill but only for his subordonates ;)
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Nikel
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Sat Apr 25, 2009 12:48 am

Oops. Just noticed that Quantrill's portrait was not needed as the game already includes one :bonk:


It is based on a picture with confederate uniform and without moustache


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Image


So it seems you will have to add JJ and BBA :D

Just kidding of course :)
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Clovis
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Sat Apr 25, 2009 12:58 am

Just a side note: my game against CSA AI is just so much fun :thumbsup: . This is well worth 2 years of work...
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Sat Apr 25, 2009 1:59 am

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oldspec4
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Sat Apr 25, 2009 2:03 am

Clovis wrote:Just a side note: my game against CSA AI is just so much fun :thumbsup: . This is well worth 2 years of work...


Well I'm gettin' ready to start a new game as the CSA against the Union AI under 1.13b. Agree that the mod has increased the fun factor for me :)

cmdrsam
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Sat Apr 25, 2009 6:52 am

Anybody have 13B? I really have been trying to play this mod since I got my new laptop. Just can never get it to work. Going thru the first page with the great graphic of the list of files that should be there I noticed that I had every one but highlights. Currently playing with the newest beta patch I believe which is 13e. After reading Clovis's battle reports this is more in line to what I want to play. Any help would be grealy appreciated.

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Clovis
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Sat Apr 25, 2009 9:25 am

cmdrsam wrote:Anybody have 13B? I really have been trying to play this mod since I got my new laptop. Just can never get it to work. Going thru the first page with the great graphic of the list of files that should be there I noticed that I had every one but highlights. Currently playing with the newest beta patch I believe which is 13e. After reading Clovis's battle reports this is more in line to what I want to play. Any help would be grealy appreciated.


Go the SVF/log folder. Send me the Mainlog file.

1.13b is the last official patch you may download in the main AACW forum.
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Clovis
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Sat Apr 25, 2009 9:59 am

Gray_Lensman wrote:Clovis:

Even though you and I have been somewhat at odds recently, I did promise to come up with something for you to simplify Modpath manipulations for player/gamers when using your MOD. It turned out to be much simpler than even I imagined.

Attached below, you will find 2 additional .bat files:

ACW.bat:



SVF.bat



They work by switching the name of the modpath.ini file between modpath.ini and modpath.sav. Occasionally, if someone runs the same version consequently, they will get an implied error "This system cannot find the file specified, but it won't matter because the modpath.ini/modpath.sav is already in the correct state in that case (unless for some reason they (the player/gamer accidentally deleted it themselves). I prefer to use this renaming command instead of "copy" type commands to ensure that the .bat file itself cannot "lose" the file being renamed. Be sure that they are in the same folder with your modpath.ini

[ATTACH]7392[/ATTACH]

More knowledgeable player/gamers can even set up 2 different desktop shortcuts to point to the 2 different .bat files.


Many thanks. I will add this to the next version.

I'm in peace.

Regards,
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Big Muddy

Sat Apr 25, 2009 2:39 pm

I finally took Springfield, but this had no affect on loyality, in fact it sank to 24% !. Fayetteville is on hold for the time being, I have to either rail in troops or build militia. Although I have to admit it presents an interesting situation, as troops are needed elsewhere. I control Missouri, but at present time it is up for grabs, as CSA is sending in more troops.

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tibo22
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Sat Apr 25, 2009 11:18 pm

Hello,
your mod does seem great! But does it work in french version of the game?
Sic Semper Tyrannis!

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Clovis
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Sat Apr 25, 2009 11:23 pm

tibo22 wrote:Hello,
your mod does seem great! But does it work in french version of the game?


You can't really play it in French, simply because I've not translated the messages displayed by some new events. So you could play it in French, to the exception some messages will not be understandable.

And for a translation, as you're the first to ask for, I didn't by lack of time and interest.
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