Gray-Lensman
Civilian
Posts: 4
Joined: Sun Aug 07, 2011 11:31 am

Sat Feb 04, 2012 7:29 am

GraniteStater wrote:122 MB, LL. Four times. I don't think it's missing bits.

I'll try it again & post, go or nogo. FYI, I use jzip - 'cuz it's free. I really don't want to pay for a utility that used to be free (WinZip). I don't think I've had an issue with jzip before.

Thx,
GS


Try WinRar... You can find free trial versions by searching the web. Due to file extension associations, you'll probably have to start WinRar first then guide it to wherever your zipped patch file is located, but WinRar should be able to extract it... (At least the older versions of WinRar were capable of properly extracting .zip files).

Incidentally, when WinRar extracts anything it will create a subfolder for the extraction (if you're not familiar with WinRar, this can sometimes confuse new users). Your patch executable will be located within that subfolder.

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Stauffenberg
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Location: Montreal
Contact: Website

Sat Feb 04, 2012 5:53 pm

Captain_Orso wrote:It get's 1 hit point per turn repaired. I watched this for several turns and then moved the Naval Engineers into New York and watched for several turns. There was not change to the repairing; still one hit point per turn.

I don't know if Naval Engineers still help build ships faster as I've read in the forum, but they certainly don't help nor does it appear that having your damaged ship in the largest US harbor in the game helps either.


I just wanted to note that in a pbem I have going with rc10 the CSA seems to be suffering minimal loss of cohesion with its ships at sea well into the winter of 61-62; as well, by February there seems to be a faster rate of loss for steam powered boats as opposed to straight sail.

Also, I'd like to hear what naval engineers can do exactly at this point--speed up ironclad or frigate production, by what factor?

Finally, has anyone been able to collate or post the really useful notes once put up by that achromatic adept, absconder of ACW addenda? (Sorry his name escapes me, but it would be a good thing to have all of that available again.)

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Jim-NC
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Location: Near Region 209, North Carolina

Sat Feb 04, 2012 6:27 pm

Stauffenberg wrote:Finally, has anyone been able to collate or post the really useful notes once put up by that achromatic adept, absconder of ACW addenda? (Sorry his name escapes me, but it would be a good thing to have all of that available again.)


Very nice alliteration. :D
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Philippe
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Location: New York

Sat Feb 04, 2012 8:24 pm

I'd be more inclined to call it assonance, but what would I know ?

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Sun Feb 05, 2012 3:33 am

I used my test scenario which damages the USS New Ironsides down to one hit point remaining from 20 per event in patch release 1.15 and all the hit points were repaired in one turn with a naval engineer in NY City with no other ships in harbor.

I then also ran a fleet (2x armored frigates, 8x steam frigates, 2x frigate squadrons and 2x transports) around until they took about 1/4 Wear-N-Tear™ hits (one steam frigate was down to 12 HP) and sent them in to NY City harbor where a naval engineer stood waiting for work. After one turn they were all completely repaired.

Although that seems to me to be a pretty extreme amount of repairs for such a large fleet for one turn, the 1.16 rate is the exact opposite in extremes.

I'm not even sure if naval engineers do help in building new ships. It may well be an Urban Legend™. I'm actually more concerned with the repairs issue.

As far as gunboats taking a lot of hits in winter, that is something that I've always seen, whether in coastal regions or rivers. If you check the weather in such regions it's almost always shallow, muddy, snowy, wintery etc which has always been bad for river boats.

Sailing ships can handle the wintery weather much better in general, as long as there are no storms. Spring and Autumn are the bad times for sailing ships, because those are the stormy seasons.

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Longshanks
AGEod Grognard
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Location: Fairfax Virginia

Sun Feb 05, 2012 3:14 pm

Captain_Orso wrote:
Wear-N-Tear™

Urban Legend™


See Cap'n Orso's web page: funwiththetmsign.com :mdr:

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Sun Feb 05, 2012 3:35 pm

At Fun-With-The-TM-Sign™ we have.. well you know :D

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Danlo
Civilian
Posts: 3
Joined: Wed Jan 14, 2009 1:41 pm

Mon Feb 13, 2012 5:04 am

lodilefty wrote:........and devs need to sell things to feed their families! :)


Speaking of which. any updates on a sequel? :thumbsup:

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Stauffenberg
General
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Location: Montreal
Contact: Website

CSA Kentucky Builds

Mon Feb 13, 2012 6:33 pm

If there is a compiled post on present Kentucky effects in rc10a I may have missed it. Can someone clarify what locations are needed for the CSA to enlist 10 & 20 lber artillery units? Previous versions had them appearing almost anywhere; in the present, even the occupation of Bowling Green, Paducah, and Columbus won't get you them. Is it Louisville only then?

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Mon Feb 13, 2012 7:59 pm

You need a town producing at least 1 WS within Kentucky. It's listed in the update.rtf file.

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Fri Feb 17, 2012 10:56 pm

One minor thing I've been seeing for a while now but never thought about reporting, when a leader is combined with a regiment or brigade the stack takes on the name of the regiment or brigade and not the leader. Also when you hover over the stack with the pointer the 'stack display' to the upper left of the Unit Display window has the regiment or brigade on the left and the leader on the right. Seems they think they're British :D

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lodilefty
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Location: Finger Lakes, NY GMT -5 US Eastern

Mon Feb 27, 2012 3:34 pm

New version:

http://www.ageod-forum.com/showpost.php?p=229701&postcount=1

Thank you for your inputs! :coeurs: :thumbsup: :w00t:

Thread closed!
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