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GraniteStater
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Wed Jul 29, 2009 11:58 am

It's around here somewhere...

they gave the CSA side of things a semi-ephemeral, kindasorta, Ocean Transport capacity so as to facilitate Ocean Supply for the UK & France if and when FI fires.

I think...
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster

[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
-General Joseph Wheeler, US Army, serving at Santiago in 1898

RULES
(A) When in doubt, agree with Ace.
(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.


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arsan
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Wed Jul 29, 2009 12:10 pm

Indeed, its in the readme...

"9.) SetNavalPool access for the CSA also. This primarily allows for British shipping to utilize the Shipping Box for supply purposes should Foreign Intervention be triggered."

I wouldn't worry about it until the Brits intervene... unless you plan some massive naval invasion with Lee against NY or something... ;)

oldspec4
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Wed Jul 29, 2009 12:14 pm

richfed wrote:OK - here's a new one:

I have been playing this game since its inception, and ALWAYS the CSA has ZERO ocean transport capability up there in the railroad/riverine/transport supply box. I have never seen it vary.

Just began a new game with 1.14 - HF 1.2.

My rebels had a "3" up there in the ocean transport box --- sitting there at 3/3 for supply phase movement. Over a few turns, it decreased to "1". There is no option in the game where I can invest in this - like there is for rail and river supply transport - so how is this happening ... and why?


I have also been playing the game since the start; and I think I learn a couple of new things everytime I fire it up (w/ help of the forum).

akk70
Conscript
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bug or just odd

Wed Jul 29, 2009 1:13 pm

I am playing with south and started building artillery in KY. Now two arty units are being built in Louisville (Jefferson KY) and I dont control the city. Have been sieging the town for some turns. I send some saves and screenshot.
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Gray_Lensman
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Wed Jul 29, 2009 1:24 pm

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akk70
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Wed Jul 29, 2009 1:29 pm

Gray_Lensman wrote:This bug has been around a long time and I have not seen a solution yet. Generally, it's not advisable to choose to build items in areas that are not under your control. Were there any cities in KY under your control when you initiated the production?


Yes. Other units i have built in KY have come to those cities.

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Gray_Lensman
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Wed Jul 29, 2009 1:32 pm

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akk70
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Wed Jul 29, 2009 1:39 pm

Gray_Lensman wrote:What I'm asking is whether you lost control of all the cities after you ordered the artillery units.


No. I have had the same cities under control for a long time now. I attacked Louisville area with one corps. Have been sieging for many turns. Maybe that caused this.

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Gray_Lensman
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Wed Jul 29, 2009 1:41 pm

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akk70
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Wed Jul 29, 2009 1:46 pm

Gray_Lensman wrote:Ah, you actually control the region and you have the city under siege. The artillery units are placed in the region not the city. In this case it's WAD (working as designed)


Thank you VERY much Gray. Hope you continue the support. Brilliant work.

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mikee64
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Thu Jul 30, 2009 12:02 am

I think I may have found another leader attribute that is not working - the "Seaman 25% move bonus" for naval leaders. I only have seen this with the CSA leaders, but attaching these guys to various fleets seems to make no difference in movement speed. I've tried it moving to offshore boxes, moving along rivers, etc.

One example is that moving from Wilmington to the Atlantic Blockade box takes a Brig 21 days w/ or w/o Semmes. 25% should put a big decrease to that, ~ 6 days, right?

In order to be constructive about this and possible other "broken" attributes, what can we do to help? Document each and provide a save? I want a stable and frozen AACW.exe as much as anyone but am thinking how we can keep Pocus and Ageod work to a minimum. In addition to the list Franciscus posted above there is supposedly a broken "Master Logistics" trait but I have never encountered that.
Mike

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Gray_Lensman
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Thu Jul 30, 2009 12:08 am

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mikee64
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Thu Jul 30, 2009 1:34 am

No need to apologize Gray, and I certainly wasn't expecting anything regarding the .exe to be looked into before Pocus' return. I was just wondering if there was anything we could do prior to that to help him when he did get back.

I sure hope you are right and the broken attributes can be traced back to a single source.
Mike

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Pocus
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Thu Jul 30, 2009 12:11 pm

About the cost reduction, it is impacted on each travel time between 2 regions, so if the cost is 1 or 2 days, a -25% cost can perhaps result, because of rounding, to the same value. And a cost can never be under 1 day anyway.

I'm checking forums and mails but not coding these days. My real vacation will be in the 2nd half of August where I'll disappear completely ;)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

kwhitehead
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Thu Jul 30, 2009 11:45 pm

Pocus wrote:I'm checking forums and mails but not coding these days. My real vacation will be in the 2nd half of August where I'll disappear completely ;)


:cthulhu: Pocus is being abducted by Aliens :eek:

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GraniteStater
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Thu Jul 30, 2009 11:57 pm

,,,and will return as a new and improved Pocus :thumbsup:
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]

-Daniel Webster



[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]

-General Joseph Wheeler, US Army, serving at Santiago in 1898



RULES

(A) When in doubt, agree with Ace.

(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.





Image

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Colonel Dreux
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Fri Jul 31, 2009 5:13 am

Why is 1.14 (with quick fixes) so fast? It goes through each turn a lot faster than before. Great, great work if this was intended.
Oh my God, lay me down!

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Pat "Stonewall" Cleburne
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Sat Aug 01, 2009 5:23 am

Colonel Dreux wrote:Why is 1.14 (with quick fixes) so fast? It goes through each turn a lot faster than before. Great, great work if this was intended.


I noticed this too. Turns are very fast now. I guess people will complain about anything now won't they? :neener:

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bigus
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Sat Aug 01, 2009 5:57 am

Pocus wrote:

62.) AI.LocalInterest scripting command had a bug (fixed)

AGEod and Company


Huh? What was the bug?

seemed to work for me......?

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Gray_Lensman
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bigus
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Sat Aug 01, 2009 7:42 am

Gray_Lensman wrote:Not sure by what Pocus meant when he had that added to the change list, BUT there is a new v1.14 feature that I asked for that you might be quite interested in.

Basically, it's a datadump file created during the mid-turn processing that dumps all the AI values for the AI side. Obviously, if you're playing the Union it will be a data dump of the CSA AI values and vice versa. You have to have the AI turned on for one of these datadump files to be created.

These new files are created in the ...ACW/Logs/AI/... folder and are named either !CSA_DataDump.txt or !USA_DataDump.txt whichever is applicable for the current game. The datedump is listed numerically by Region UID number and the first column called AI_SelfVal is the actual value of AI.LocalInterest applied during the last turn's mid-turn processing. (Pocus stated that he could not give the current turn's values because they are not calculated until the "Next Turn" button is pressed.

Nice information to have if you are playing around with AI.ChangeLocalInterest scripting events. Attached below are sample !CSA_Datadump.txt and !CSA_Datadump.txt files from the start of the 1861 April Campaign game first turn...(I had to start the game twice to get both files.


I've seen the AI files. The commands are there. The question is are the commands working as designed?.

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Gray_Lensman
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bigus
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Sat Aug 01, 2009 7:51 am

Gray_Lensman wrote:Only Pocus could answer that. Sorry.



Pocus? The AI.LocalInterest command? what was the bug?

tagwyn
AGEod Guard of Honor
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Sat Aug 01, 2009 6:20 pm

4th of August!!! HOI3 is available. t

richfed
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More on CSA Ocean Transports

Sat Aug 01, 2009 10:09 pm

richfed wrote:OK - here's a new one:

I have been playing this game since its inception, and ALWAYS the CSA has ZERO ocean transport capability up there in the railroad/riverine/transport supply box. I have never seen it vary.

Just began a new game with 1.14 - HF 1.2.

My rebels had a "3" up there in the ocean transport box --- sitting there at 3/3 for supply phase movement. Over a few turns, it decreased to "1". There is no option in the game where I can invest in this - like there is for rail and river supply transport - so how is this happening ... and why?


OK, despite the reasons stated regarding my initial query on this, I still don't quite get it's purpose at this stage of the game - I am now in September 1861 and the "scoreboard" has the familiar ZERO up there in the transport line. So, simply, why? What advantage did I have when it was up at 3? Why isn't this tied in with FI, if and when it occurs? I am just congfused by this feature.
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

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Gray_Lensman
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Sat Aug 01, 2009 10:15 pm

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enf91
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Sat Aug 01, 2009 10:18 pm

You can't improve it by investing in economics because it's not the same thing. That line you're talking about has to do with the transport capacity of your ships in the transport box. TC of 3 means you had 3 brigs in there transferring 30 tons of GS and ammo. Since the CSA rarely undertakes amphibious ops, it's not that important.

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Gray_Lensman
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interrim v1.13b update patch link

Sat Aug 01, 2009 10:55 pm

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enf91
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Sun Aug 02, 2009 1:03 am

Although you can go back and forth between initial patches and QFs. I found that out in a situation involving a PBEM on 1.14 and a solo game on 1.14 QF2.

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Gray_Lensman
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Sun Aug 02, 2009 2:50 am

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