enf91 wrote:Well, I did that. And the game crashed. For some reason, SVF doesn't like my computer. Would attaching the msinfo.nfo or dxdiag.txt files help?
I'm fully unable to read such files. send me the main log file in the SVF/Logs directry.
enf91 wrote:Well, I did that. And the game crashed. For some reason, SVF doesn't like my computer. Would attaching the msinfo.nfo or dxdiag.txt files help?
enf91 wrote:OK. Here you go.
Pelok wrote:Hi Clovis!
In the 1.1 version can you make a message when an enemy general die? We can get message now only about our generals fate.
Thanks:
Pelok
Pelok wrote:I see.
What's the the difference between the last version of your mod and the 1.1? Or is it a top secret?
10:00:58 PM (Reporting) User: Robert Computer: BDP
10:00:58 PM (Reporting) Loading general settings
10:00:59 PM (Reporting) USettings.LoadSettings 277 settings loaded, out of 10 settings files.
10:00:59 PM (Reporting) Loading Localized Strings
10:00:59 PM [Warning ] ULocalize.LoadLocalStrings: Alias too short at line 994 need at least 3 chars (ignored): 3 Cavalry in file: D:\Games\AGEod's American Civil War\Struggle for a vast future mod\Settings\LocalStrings_ACW.csv Can be a key parsed in alias itself! ($Cavalry = Cavalerie would be 3 = Cavalerie ...
10:00:59 PM [Warning ] ULocalize.LoadLocalStrings: Alias too short at line 1115 need at least 3 chars (ignored): 1 Rebels in file: D:\Games\AGEod's American Civil War\Struggle for a vast future mod\Settings\LocalStrings_ACW.csv Can be a key parsed in alias itself! ($Cavalry = Cavalerie would be 3 = Cavalerie ...
10:00:59 PM [Warning ] ULocalize.LoadLocalStrings: Alias too short at line 1185 need at least 3 chars (ignored): 3 Cavalry in file: D:\Games\AGEod's American Civil War\Struggle for a vast future mod\Settings\LocalStrings_ACW.csv Can be a key parsed in alias itself! ($Cavalry = Cavalerie would be 3 = Cavalerie ...
10:01:06 PM (Reporting) System local strings loaded from D:\Games\AGEod's American Civil War\Struggle for a vast future mod\Settings\LocalStrings__AGE.csv
10:01:06 PM (Reporting) Loading Display Options
10:01:06 PM (Reporting) Entering DirectX Initializations
10:01:06 PM (Reporting) LocalStrings & Settings 7660 ms
10:01:06 PM (Reporting) Cursors 0 ms
10:03:41 PM (Reporting) DirectX Initializations 686 ms
10:03:41 PM (Reporting) Fonts 0 ms
10:03:41 PM (Reporting) TTerrainDefs.Create 38 Terrains definitions loaded, out of 38 terrains files.
10:03:41 PM (Reporting) Terrains Definitions 1107 ms
10:03:41 PM [Error ] TAreas.Create File not found: D:\Games\AGEod's American Civil War\Struggle for a vast future mod\GameData\AreasExtInfos.ini
10:03:41 PM (Reporting) Areas & Theaters 1365 ms
10:03:41 PM (Reporting) Particles I 0 ms
10:03:41 PM (Reporting) TAbiDefs.Create 103 Abilities loaded, out of 103 abilities files.
10:03:41 PM (Reporting) Units Abilities 530 ms
10:03:41 PM (Reporting) TListModels.Create 1042 models loaded, out of 1042 models files in 19037 ms
10:03:41 PM (Reporting) Models 19044 ms
10:03:41 PM (Reporting) TListUnitDefs.Create 1390 UnitDef loaded, out of 1390 UnitDef files in 5752 ms
10:03:41 PM (Reporting) Units 5758 ms
10:03:41 PM (Reporting) TStrucDefs.LoadFromFile 5 StrucDef loaded, out of 5 StrucDef files.
10:03:41 PM (Reporting) Structures 60 ms
10:03:41 PM (Reporting) TFactionDefs.LoadFromFile 0 FactionDef loaded, out of 0 FactionDef files.
10:03:41 PM (Reporting) Factions 2 ms
10:03:41 PM (Reporting) Application.Initialize OK
10:03:41 PM (Reporting) TSplash.Create OK
10:03:41 PM (Reporting) TSplash.Show OK
10:03:41 PM (Reporting) TSplash.Repaint OK
10:03:41 PM (Reporting) Starting Media Librarian
10:03:41 PM (Reporting) Max Texture size: 8192 x 8192
10:03:41 PM (Reporting) TAgeAudio Initializing Audio Engine
10:03:41 PM [Critical ] TMediaLibrarian.InitializeSounds Failed to find ini file for sounds
10:03:41 PM [Critical ] TMediaLibrarian.InitializeMusics Failed to find ini file for musics
10:03:41 PM [Error ] TAgeAudio.PlayMusic Error while playing music Violation d'accès à l'adresse 004DD2D0 dans le module 'AACW.exe'. Lecture de l'adresse 00000008
10:03:41 PM (Reporting) TMediaLibrarian.Create Finished loading images in 0.016 seconds Memory usage: 49736 kb
10:03:41 PM (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: splash.png
10:03:41 PM (Reporting) Media Librarian 5575 ms
10:03:41 PM (Reporting) TParticlesDef.Create 0 particles definitions loaded, out of 0 particles files.
10:03:41 PM (Reporting) Particles II 2 ms
10:03:41 PM (Reporting) TDoodadDefs.Create 0 doodads definitions loaded, out of 0 files.
10:03:41 PM (Reporting) Doodads 2 ms
10:03:41 PM [Critical ] TDoodadDefs.Fetch DoodadDef UID 1 not found
10:03:41 PM [Critical ] TDoodadDefs.Fetch DoodadDef UID 1 not found
10:03:41 PM [Critical ] TDoodadDefs.Fetch DoodadDef UID 1 not found
10:03:41 PM (Reporting) TListRegionDefs.Create 1527 Regions definitions loaded.
TheDoctorKing wrote:With the new patch, ships with "shallow" movement can't enter deep water. This means that in quite a few places where Union gunboats, river ironclads, and riverine transports could be built they will be trapped for the entire game. Or so it appears. Is there any way around this?
In a game I'm playing right now, using the SVF mod, I have a river ironclad in Philly, one in Ashtabula OH and a transport in Sandusky. It is quite frustrating. Either those units shouldn't be able to be built there or they should be allowed to enter the adjacent areas.
I think it is unreasonable to bar these sorts of units from coastal waters anyway. There were plenty of occasions when river ships would make short trips in deeper water. Certainly the Chesapeake Bay and Delaware River and lower Mississippi should be open to riverine boats.
TheDoctorKing wrote:
I think it is unreasonable to bar these sorts of units from coastal waters anyway. There were plenty of occasions when river ships would make short trips in deeper water. Certainly the Chesapeake Bay and Delaware River and lower Mississippi should be open to riverine boats.
enf91 wrote:Here you go. By the way, the files between ACW and SVF are all empty. And many of the files in the SVF folder are straight from the vanilla folder, and others I overwrote with the SVF#.exe files. You can see by the time stamps.
Clovis wrote:You're right, but I made it for AI sake. Before 1.15 , CSA was often crossing Cheasapeake Bay and any gunboats was leaving rivers for ocean...
TheDoctorKing wrote:The CSA crossing the Chesapeake Bay is not a problem. After all, the Delmarva peninsula contained sure-enough CSA territory: those two southern tip counties are Virginia. And Eastern Shore Maryland was plantation country and the whites there generally supported secession. Delaware was a slave state though there were only a few thousand slaves in 1861. But it would have been reasonable for the CSA to consider invading the eastern shore if they could do it. The way to stop them is to have a Union fleet in the Chesapeake. As the Union player I routinely put a brig unit in pretty much every inlet from the Potomac south.
Gunboats shouldn't go to sea but they could and were moved through coastal waters. Maybe you could figure out some sort of accident risk formula - or would that require changes to the game code? Remember, the Monitor was lost at sea off Cape Hatteras while being towed to some southern blockade.
As a modder, do you have control over where units are produced? Because one way to handle this is just to keep riverine units from being produced in Delaware River or Great Lakes ports. I remember in vanilla some time ago there was a problem with CSA oceanic units being produced in Mussel Shoals and they just redefined that unit so it was only produced in ports on the Gulf Coast.
Clovis wrote:Looked at your file.
SVF installation first copies all files of the game in the SVF directory then unzip the SVF files. In your case, for some reasons, the fist step isn't done. I suspect Vista is prohibiting copy.
Posible solution:
1) erase your SVF directory
2) unzip SVF0
3) Do a copy of AACW directory into SVF one
4) Don't run the batch files. Run SVF1, SVF2 and SVF3 directly, click on "installer" .
Degataga wrote:No luck I'm afraid. I'd send you the new log but it's identical to the original.
Has anyone gotten SVF to work on Vista? If so that might give me some hints as to what the stumbling block here is.
enf91 wrote:It automatically restarts.
Clovis wrote:Confederates never had the ressources to launch an amphibious invasion. The AGE engine is just too lenient with water crossing, especially for this aera. Moreover, Age engine forces Union to place naval units in each region when the simple presence of one Union squadron in the region would have prevented any Confederate crossing.
Gunboats moving on coastal waters gave regularly under AI rule deserted rivers. Here too, historicity has to be discarded to cretae a much better realistic AI.
I've yet made the mod necessary to avoid naval unit appearence in these aeras. For the next version!
Thanks.![]()
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