domlin
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Thu Jan 07, 2010 7:58 pm

Fair enough sir :)

Thanks for looking it over.

richfed
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Comments on SVF Mod for AACW version 1.15

Sun Jan 10, 2010 5:23 pm

Finally got around to installing this MOD and toying with it a bit.

First of all, great job Clovis on the MOD. I particularly like the way W. Virginia, Kentucky, Missouri & Arkansas are handled. The placements of militia and other units, as well as leaders, is also superior to the the vanilla game. The reinforcement pool is much improved and I like the added burden of less war supplies - at least for the Confederacy [that is what I am playing as]. Union AI so far seems good, though it is early in my game. Excellent job overall and I look forward to further improvements!

A couple of suggestions: Now that Windows 7 is upon us, UAC is probably here to stay. XP is old and the longer we go, the more folks who will no longer be using it. Installation without turning off UAC would be very nice. The only other thing that strikes me obviously, is the text messages. I would try to blend them a bit more seamlessly into the game ... i.e. irregular capitalization, evt_nam stuff, and the like. Oh, and horse artillery graphic is better in the vanilla game, yes???

All in all, lovin' it! Thanks!
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Clovis
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Sun Jan 10, 2010 6:18 pm

richfed wrote:Finally got around to installing this MOD and toying with it a bit.

First of all, great job Clovis on the MOD. I particularly like the way W. Virginia, Kentucky, Missouri & Arkansas are handled. The placements of militia and other units, as well as leaders, is also superior to the the vanilla game. The reinforcement pool is much improved and I like the added burden of less war supplies - at least for the Confederacy [that is what I am playing as]. Union AI so far seems good, though it is early in my game. Excellent job overall and I look forward to further improvements!

A couple of suggestions: Now that Windows 7 is upon us, UAC is probably here to stay. XP is old and the longer we go, the more folks who will no longer be using it. Installation without turning off UAC would be very nice. The only other thing that strikes me obviously, is the text messages. I would try to blend them a bit more seamlessly into the game ... i.e. irregular capitalization, evt_nam stuff, and the like. Oh, and horse artillery graphic is better in the vanilla game, yes???

All in all, lovin' it! Thanks!


Thanks.

Some points: I haven't yet modified the Union AI for the 1.15. Union Ai is the same than for the 1.13. It seems Northern AI to be better than the Confederates one in the 1.15 vanilla, and some results were encouraging under 1.13. But there's certainly room for improvments. and never forget AI has certainly common patterns but is too subject to variations from game to game. The same for Kentucky: even if the end of neutral status is likely to be the same than historically, the chance for alternative outcome remains.

I modified and tested through 1861 CSA AI. I'm satisfied with the result for now ( only one long range attack, in IA by a small force, Some limited efforts in WV and some sense of opportunity in Missouri and Atlantic theaters).

UAC: sorry but I can't do anything for. the install process was offered to me by Capon and I simply don't know how to turn off UAC for installation.

Event messages: I'm slowly upgrading them...
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Clovis
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Sun Jan 10, 2010 6:22 pm

New version, fixing 2 nasty bugs in events. Some modifications for Union leaders.
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StatboyVT
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Sun Jan 10, 2010 7:18 pm

You sir, are a miracle worker. Thanks!

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willgamer
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Tue Jan 12, 2010 8:48 pm

Just a minor suggestion to remove a benign error in struggle.bat:

"// The two lines copy the users setting over to the mod folder"

should be:

":: These two lines copy the users setting over to the mod folder"

:: is the correct syntax for a remark.

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Clovis
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Tue Jan 12, 2010 9:11 pm

willgamer wrote:Just a minor suggestion to remove a benign error in struggle.bat:

"// The two lines copy the users setting over to the mod folder"

should be:

":: These two lines copy the users setting over to the mod folder"

:: is the correct syntax for a remark.



Fixed. Not among the most difficult fixes I've done.

Thanks!
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TheDoctorKing
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Wed Jan 13, 2010 7:42 am

Minor point: in early June, 1861, the 3rd US Cavalry in Gibson, IT disappears for lack of supply. They haven't yet been unlocked at that point. They need a larger starting stockpile.
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Depends on how you define victory.

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richfed
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Multiple Commerce Raiders

Fri Jan 15, 2010 12:54 pm

I notice, Clovis, that the CSA receives duplicate brigs during the course of the first year +. Advance, Robert E. Lee, Venus --- these ships appear in duplicate.
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gchristie
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Fri Jan 15, 2010 8:32 pm

Hello Clovis, it is good to have you back.

With the introduction of the pontooner unit, what is the value of the marine or sailor units in SVF?

Has anything in the following changed for marines or sailors?

"Marines are stronger than sailors in battle. The sailors use line infantry replacements, while marines use elite infantry. You can combine the sailor with a single-element line infantry unit (zouave) and you can combine a marine with an elite unit."

Cheers.
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Clovis
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Fri Jan 15, 2010 10:37 pm

TheDoctorKing wrote:Minor point: in early June, 1861, the 3rd US Cavalry in Gibson, IT disappears for lack of supply. They haven't yet been unlocked at that point. They need a larger starting stockpile.


OK. Will do. thanks
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Clovis
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Fri Jan 15, 2010 10:38 pm

richfed wrote:I notice, Clovis, that the CSA receives duplicate brigs during the course of the first year +. Advance, Robert E. Lee, Venus --- these ships appear in duplicate.


CSA AI recives some free and random raiders by events. I will try to give more variety to ship names. thanks
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Clovis
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Fri Jan 15, 2010 10:42 pm

gchristie wrote:Hello Clovis, it is good to have you back.

With the introduction of the pontooner unit, what is the value of the marine or sailor units in SVF?

Has anything in the following changed for marines or sailors?

"Marines are stronger than sailors in battle. The sailors use line infantry replacements, while marines use elite infantry. You can combine the sailor with a single-element line infantry unit (zouave) and you can combine a marine with an elite unit."

Cheers.


I removed the pontooner units in 1.15 as Ai was uanble to use them. I've given the pontooner ability to engineers. sailors and Marines are just infantry units in SVF. Marines weren't today Marines corps during the Civil War; To the exception of a few participation to land battles, Marines were guarding naval facilities and ships.
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Paul Roberts
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Tue Jan 19, 2010 8:45 pm

It's great to see that this excellent mod is back!

Am I right in understanding that the files in post #183 are the latest and greatest version for 1.15? (The first post in the thread still refers to 1.13.)

Thank you again for the great work!

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Clovis
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Thu Jan 21, 2010 10:04 pm

Paul Roberts wrote:It's great to see that this excellent mod is back!

Am I right in understanding that the files in post #183 are the latest and greatest version for 1.15? (The first post in the thread still refers to 1.13.)

Thank you again for the great work!


Thanks.

The last version is here: some more work on CSA AI, light changes to OOB, and several fixes. Yet a provisional version for 1.15.
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Paul Roberts
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Thu Jan 21, 2010 10:35 pm

Excellent! Thanks again.

Question: what is the Fremont item available for purchase next to the Kentucky items on the Union reinforcement page? How do all of those purchases affect KY secession?

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TheDoctorKing
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CSA AI aggressiveness

Sun Jan 31, 2010 6:28 am

In the late fall of 1861, playing the USA, I have CSA divisions besieging Trenton, NJ, Pittsburgh PA, Grafton WV, and somewhere in western Indiana on the Ohio river. They will all die, of course, for lack of supply pretty soon, dealing a harsh blow to the CSA. I'm using normal aggressiveness, should I be using low aggressiveness?
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Clovis
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Sun Jan 31, 2010 10:39 am

TheDoctorKing wrote:In the late fall of 1861, playing the USA, I have CSA divisions besieging Trenton, NJ, Pittsburgh PA, Grafton WV, and somewhere in western Indiana on the Ohio river. They will all die, of course, for lack of supply pretty soon, dealing a harsh blow to the CSA. I'm using normal aggressiveness, should I be using low aggressiveness?


IMHO, no. The next version will fix the NJ attraction. For the rest, The Ai often retreats. Grafton and Pittsburgh will remain possible objectives for CSA AI. The same for Western Indiana (Morgan 's raid).

Ai is built to be be very variable. There are games where Ai doesn't care at all about Western Virginia, or Fort Monroe, and other where it sends some divisional expeditions. But once again, generally AI si coming back shortly to resupply. Low aggro settings would let Ai in a passive behaviour, freeing Union to keep garrison.

To cure the NJ problem (after the first 1862 turn) in your game, unzip this file in the SVF/events directory
Attachments
CSA Events.zip
(16.88 KiB) Downloaded 293 times
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Clovis
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Sun Jan 31, 2010 10:45 am

Paul Roberts wrote:Excellent! Thanks again.

Question: what is the Fremont item available for purchase next to the Kentucky items on the Union reinforcement page? How do all of those purchases affect KY secession?



Thanks

Fremont will lower a bit the foreign entry level and give 50 vp to US. On the contrary, US will lose 8 NM and KY loyalty will shift toward CSA
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Clovis
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Sun Jan 31, 2010 11:08 am

Next provisional version.

What's new?

- lowered NJ, PA, and NY attraction for CSA AI, which should undertake less raids here.
- lowered to 2 artillery requirements to build a fort. Remember forts may be enhanced to level 8 to represent the permanent defense works around Washington, Richmond, and a few other
- Columbus, KY will get a fort level 3 if CSA AI invades KY. The fort is the best way to represent the cliffs controlling the fluvial traffic.
- fixed some events
- reworked a bit loyalties in NC and East Tennessee which were strong unionist regions.

I should begin soon to work on Union AI.
As a side note, I've implemented the new leader mortality rule. working good, Lyon is dead in August 61 ;-). I've not delivered this in the present version, as I wait the ROP release to do so.
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gchristie
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Sun Jan 31, 2010 1:17 pm

Hello Pocus,

Does one need to start with a fresh install of AACW and then the v1.15 patch before installing these newest updated files for SVF? I had been playing with your previously modded SVF files for v1.15 and just tried installing your most recent files. After I initiated the .bat file everything was going well until I got the following error message:

"La creation de certains fichiers a echoue" It occurred at this point in the installation:

"Extraction des units/1381USAPartisans.uni"

I pressed "OK" and the installation completed. I'm able to load my previous saved game. Will it run OK or will I need to reinstall?

Cheers,
"Now, back to Rome for a quick wedding - and some slow executions!"- Miles Gloriosus

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Gray_Lensman
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Sun Jan 31, 2010 2:05 pm

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Clovis
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Sun Jan 31, 2010 2:42 pm

gchristie wrote:Hello Pocus,

Does one need to start with a fresh install of AACW and then the v1.15 patch before installing these newest updated files for SVF? I had been playing with your previously modded SVF files for v1.15 and just tried installing your most recent files. After I initiated the .bat file everything was going well until I got the following error message:

"La creation de certains fichiers a echoue" It occurred at this point in the installation:

"Extraction des units/1381USAPartisans.uni"

I pressed "OK" and the installation completed. I'm able to load my previous saved game. Will it run OK or will I need to reinstall?

Cheers,


Go to the svf/gamedata/units directry and look at this file: if here, no need to reinstall.
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gchristie
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Sun Jan 31, 2010 4:41 pm

Gray_Lensman wrote:FYI and clarity:

Pocus does not have anything to do with the SVF Mod, nor for that matter any of the Mods, just the "official" game design itself.

Instead, Clovis, is the designer of the SVF Mod and is responsible for its upkeep. :)


Oops, of course. My mistake. Meant to address it to Clovis, at least i posted in the right place. Guess I wasn't quite awake yet.

Sorry Clovis, and yes that file is in the directory.
"Now, back to Rome for a quick wedding - and some slow executions!"- Miles Gloriosus

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Clovis
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Sun Jan 31, 2010 4:51 pm

gchristie wrote:Oops, of course. My mistake. Meant to address it to Clovis, at least i posted in the right place. Guess I wasn't quite awake yet.

Sorry Clovis, and yes that file is in the directory.


So it should be working flawessly. I've run the installer without problem, so I guess it's just another strage occurence in Windows OS
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Paul Roberts
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Tue Feb 02, 2010 6:05 pm

Just something very small I noticed: In the "state" filter map view, two or three provinces of Maryland appear to be colored as part of Pennsylvania (although the labels still say MD). I don't recall seeing this in vanilla AACW--is it something from SVF, or have I just missed it before?

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Clovis
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Fri Feb 05, 2010 9:20 pm

Current game against CSA AI. December 61:


Virginia situation

Image

The AI hasn't launched small raids. Last Beauregard's move was to attack Banks at Winchester. Another good sized force is assieging Ft Monroe.

In western Virginia, one raid was made in september by Jackson but who came back to the Shenandoah aera.
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Clovis
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Fri Feb 05, 2010 9:26 pm

Kentucky situation:

In this game, CSA AI invaded Kentucky at the end of July ( a very rare occurence as the kentucky events in SVF favour a CSA invasion in September).

Union has concentrated forces around Louisville and Cincinnati ( in a precedent game, CSA seized a badly garrisonned Louisville) and has built a depot at Louisville.

Image



Grant is concentrating too at Cairo. CSA is keeping some notable forces in the aera. Some Columbiad are strenghening Island 10. Missouri is plagued by guerilla bands.



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Clovis
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Fri Feb 05, 2010 9:29 pm

Last, Missouri. Polk tried to size Saint Louis, Union barely repulsed him.You may notice lexington is an objective CSA has retaken during the Autumn.


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Clovis
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Fri Feb 05, 2010 9:32 pm

Overall situation:

Northern losses are a bit higher than for the Confederates. VP balance is negative and forces Union to take offensive in the next months.NM are too in favour of CSA, reflecting the satisfying results of the Rebellion, occupying much of the Kentucky and Missouri soils.

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