empusas
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Army passing bonuses to Corps still?

Mon Aug 09, 2010 5:45 pm

I checked the wiki which lists the bonuses to strategic rating given for strategic rating of 4, 3, and 2 Army Generals.

I am wondering if the bonuses have been changed in the beta, or removed, and if there is a place I could check out what they are (I tried searching). I'm not sure why the wiki only lists the chances for those stats and not for leaders with 5 or 6 strategic rating generals, but ive played through a couple turns with Beauregard (4 2 4) not giving any adjustment to Jackson's (5 4 4).

One last question... is there a list of all the changes to date on the beta I could bookmark?

Thanks!!

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Gray_Lensman
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Mon Aug 09, 2010 7:20 pm

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richfed
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Mon Aug 09, 2010 11:10 pm

mikee64 wrote:This is not new to this beta. I'm still using the latest 1.15 due to some ongoing pbems and its the same way in that patch - if you want to travel along the NC sounds and not get the huge travel time/cancelled plot behavior you must plot the path manually.


That is strange. I never experiened that before ... ever. I've sent gunboats and ironclads up and down that coast. I'm perplexed.
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gchristie
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Price is not right?

Tue Aug 10, 2010 1:05 pm

Hello all,

Back after a brief hiatus from this great game. Playing by email, using the most recent beta patch and on early June 1861 turn the Missouri Massacre fired and Gen Lyon appeared in St. Louis. My opponent did not see the event fire, even looked in his change log, nor does Price show up on his roster. Is the event working properly? Attached are the save files.

Regards.
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1861 April RV vs GC.zip
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Gray_Lensman
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gchristie
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Tue Aug 10, 2010 3:02 pm

Thanks for checking this out, Gray. Forgot to mention we are also using your Kentucky add on.

Remind me please where questions like this should be posted.
"Now, back to Rome for a quick wedding - and some slow executions!"- Miles Gloriosus

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Gray_Lensman
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gchristie
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Tue Aug 10, 2010 9:12 pm

I think these are it. Kind of hard to tell among the various backup 1, backup 2, etc. folders. Is backup 1 the same as the current game files and therefore backup 2 is the previous turn and so forth? By the dates created it would seem so.

Regards.
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Gray_Lensman
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gchristie
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Tue Aug 10, 2010 10:03 pm

Quick on the draw, as always Gray.

The sequencing of the events makes perfect sense, wouldn't change it even if I knew how.

Glad this wasn't a problem with the game and I appreciate your figuring it out.

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

empusas
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Still showing 4 turns left to draft/finances then 0 next turn

Wed Aug 11, 2010 5:42 pm

Hey I saw "The Traveller" post (6 days ago) a few items but on was about this and I am experiencing the same thing.

There is a normal count down to the number of turns remaining before you can ask for any of the financial or recruit options. (ie drafting, bonds, etc), but when it gets to "you must wait 4 more turns" .. you hit the next turn button to end your turn and it is at "you must wait 0 turns" the very next turn. It does this every time it gets to 4 turns remaining... I think the actual number of turns is correct, maybe its just starting at too high a number??

I'll give a shot at attaching my last game save.

Thanks!
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1861 April Campaign~CSA.rar
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patryn8
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Wed Aug 11, 2010 7:46 pm

Maybe it is just me, but has anyone noticed the generals with the supriser trait never use it? I've noticed in the last few games I've played that there never seems to be a percentage in that box on the battle report.

empusas
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Wed Aug 11, 2010 7:58 pm

Yes, I've never seen anything in that box either, but ...

I am thinking that might be for when you ambush someone (looks like the ambush icon you click) so might show up when you ambush which ive never done it successfully. If that is the case, then it would just be during the battle you get 1st attack regardless of range...

I am just guessing of course but that might help ... and I figure its better to have a theory on why something happens at least, hah

I'm sure we will find out when the real brains behind he operation show up.
Not sure why I can't quote when i try quick reply.. it keeps saying my token has expired.. otherwise i'd have quoted your question...

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wsatterwhite
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Wed Aug 11, 2010 8:05 pm

empusas wrote:Hey I saw "The Traveller" post (6 days ago) a few items but on was about this and I am experiencing the same thing.

There is a normal count down to the number of turns remaining before you can ask for any of the financial or recruit options. (ie drafting, bonds, etc), but when it gets to "you must wait 4 more turns" .. you hit the next turn button to end your turn and it is at "you must wait 0 turns" the very next turn. It does this every time it gets to 4 turns remaining... I think the actual number of turns is correct, maybe its just starting at too high a number??

I'll give a shot at attaching my last game save.

Thanks!


Those options all reset on certain turns (late June and late December) regardless of when you actually used them last. I think (not sure though) the turn countdowns are off because the options are set to take a certain number of turns before becoming available again but the reset always comes quicker.

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Pocus
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Thu Aug 12, 2010 10:24 am

Yes, this is because the options are done with 'code generation I' but now the options we use are much more powerful and can be multi choices also.

Tragically, it is mostly a problem of interface edit and creation which is so costly in time and money that it can't be done like that for AACW now, baring a kind of gold version :)
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W.Barksdale
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oh your god!

Fri Aug 13, 2010 9:56 am

:w00t:
Pocus wrote:<snip>
AACW ... gold version :)


Is this some sort of hint? :wacko:
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Ebbingford
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Sat Aug 14, 2010 10:24 pm

I saw it mentioned earlier in this thread about units building quickly and can't find any response to it.
Is it now WAD that units are ready the turn after selecting them to be built? Some even quicker! French's brigade in New York, a 5 element unit, is now meant to be ready 8 days after selecting it according to the tooltip. Sigel's, a 3 element unit in Saint Louis, is only going to take a day. Both will apparantly be ready for action 2 turns after selecting them to be built, they are only taking 1 turn to build.
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Captain_Orso
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Sun Aug 15, 2010 11:30 am

in 1.16b6 I haven't noticed any difference to 1.15. Depending on you economic situation your troops will build quicker or slower. As the US in late '63 after not having built any ships in many months I ordered a about 8 oceanic transports and they all arrived completely built on the next turn. Earlier in the war they still needed another turn to complete.

But even at this late date, units with canons still need a turn to be completed, though the tool-tip usually says that they only still need about 2-4 day. But brigades with two infantry regiments and one cavalry regiment are now building in one turn, where IIRC at the beginning of the war they also needed two.

richfed
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Sun Aug 15, 2010 1:31 pm

I think that units most definitely build more quickly in 1.16. I am not sure of the new formula ...

In fact, I 'm not too sure about much in this beta patch. Having a hard time understanding the reason behind some of the changes ...

Still loving it though ...
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Gray_Lensman
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Sun Aug 15, 2010 10:22 pm

So units are really building quicker? I just write down when I build them, and then the next turn where they are, if not finished, and when they will be finished. If back in 1.15 they took longer ... wait a minute and I'll check my journal ... nope, it looks like they take just as long.

Of course, I don't note how many days longer a unit needs to be built, only that it will be ready in the next turn, or that it was ready the turn after being ordered. So if now it says in-game that the unit will be ready in 3 days and previously in 10, I don't have that noted in my journal.

wsatterwhite
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Sun Aug 15, 2010 11:54 pm

Captain_Orso wrote:So units are really building quicker? I just write down when I build them, and then the next turn where they are, if not finished, and when they will be finished. If back in 1.15 they took longer ... wait a minute and I'll check my journal ... nope, it looks like they take just as long.

Of course, I don't note how many days longer a unit needs to be built, only that it will be ready in the next turn, or that it was ready the turn after being ordered. So if now it says in-game that the unit will be ready in 3 days and previously in 10, I don't have that noted in my journal.


Yes, I think it's not so much the number of turns as it is the total number of days, while a unit in 1.15 might take around 20 days to be built (thus almost always carrying over a few days into the next turn), the same units in the beta seem to always be built within a single turn, in 15-16 days (even if the unit isn't technically ready after that single turn, it's basically done).

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Captain_Orso
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Mon Aug 16, 2010 3:13 pm

I've got to start making notes in my journal about which patch level them game is at :confused:

I went back to a game running at patch level 1.15 (Full Campaign 61 Apr w/ Kentucky, turn: 63 Late November), and ordered 2 brigades inf-inf-art and 2 inf-inf-cav. The inf-inf-cav bde came up about 9 days short of being built and the inf-inf-art about 20 days. In both cases they take about two weeks less to build than in 1.16b6.

Admittedly I had to scratch the bottom of the barrel of my conscripts to build them, but I don't think I've ever noticed that influencing how long they take to build. Either they get built or, if due to an unforeseeable decline in conscript raising, they don't appear on the board. I can't remember ever seeing conscripts trickle into units being built.

So the well fed gentlemen in varying shades of gray to white are absolutely correct :thumbsup: :blink: ;)

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Gray_Lensman
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PhilThib
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Mon Aug 16, 2010 4:45 pm

Old Pocus habit :mdr: ... you'll note that one is Models_ ... this small underscore at the end makes the difference, i.e. in theory it is not read or taken into account by the game... this helps Pocus keep track of the previous version...

Personnaly I just plainly erase those folders (store them elsewhere)...just in case...and it does not make any harm to the game :cool:
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Oldparatrooper
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Generals Locking

Mon Aug 16, 2010 5:13 pm

I've noticed with ver 1.16 beta 5 and 6, that after some battles generals and their whole stack will lock up for a turn or 2. Playing as the confederates, haven't noticed it for the Yanks. Generals not even involved in the battle so i would assume they aren't wounded. Is that WAD or has anyone else noticed?

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Gray_Lensman
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fusileer2002
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Wed Aug 18, 2010 5:36 pm

richfed wrote:That is strange. I never experiened that before ... ever. I've sent gunboats and ironclads up and down that coast. I'm perplexed.


I have just seen this in my current game (also in previous ones). I'm not sure its a bug exactly. When I drag the rebel fleet containing both shallow and deep draught vessels (theres a frigate i think that starts in the Richmond squadron) from Norfolk down to the NC coast you briefly see it appear as 3000 days before it cancels out. I believe the route is being mapped through an area where one of the types of vessel cant usually travel - ie through those sounds around the forts that stick out to sea (sorry cant recall names - Clark and Fisher?). If I manually drag the fleet zone by zone down to Wilmington or somewhere it works fine. I might still have the save files but its pretty easy to replicate as I've had it on a few games.

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