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Clovis
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Experimental mod for AACW

Sat Aug 04, 2007 1:00 pm

[ATTACH]801[/ATTACH]Instructions on Installing this Mod

To use the files, do the following:

1. Backup your current game files in the aliases, events, models, and units folder.

2. Copy and paste the USA Leaders, CSA Leaders, April 1861 Campaign, and Various Events files into the ACW/Events Folder. Answer yes to overwrite files (once you have made your backup)

3. Copy and paste the mdl_alias and uni_alias files into the ACW/Aliases folder.

4. Go to the ACW/GameData folder and delete your current Structures, Models and Units folders (after backing up elsewhere first of course). Then copy the Models and Units folders from the Mod into the ACW/GameData folder

5. Copy and paste the Combats.opt and Command and Leaders.opt files into the ACW/Settings Folder. Answer yes to overwrite the files (once you have made your backup)

6. Launch AACW and enjoy the mod!!!



Primary modifications:

1) In 1861 both sides experienced abysmal failure in Command and Control. AACW is giving too much organizational abilities in the first months. Consequently, creation of divisions is delayed until october 1861 and the existing divisions at satrt have been dismantled.

2) I've tried to experiment some changes in artillery according to the guidelines given on the forum. Basically, "Napoleons" have reduced range and better stat for assault phase, Parrot keeping greater range and horse artillery sharing the same characteristic than 10 lb Parrot.

3) I've introduced a few changes in strategic cities list: Manassas, Charlottesville, Harrissonburg and Graftonhave now a VP value whereas Winchester and the region north to Fort Pickens have lost their VP value. It should help CSA AI to be less obnoxious about Harper's Ferry and Fort Pickens.

4) East Tenessee regions have now a strong US influence at start, when Southern Illinois ( "Little Egypt") has a small CSA sympathy at start.

5) The mod is using the current leaders mod made by Winfield S Hancock.


This mod isn't in any case achieved or balanced. It's just an experience about some floating ideas on the Ageod forum I wanted to try.

CSA AI should be set to minimal agressiveness and small FOG advantage. I've not yet played against USA AI.

lpremus
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adding the weather patterns mod

Sat Aug 04, 2007 9:56 pm

There is a weather patterns mod that is good and I recommend it for adding to the experiment mod. the weather patterns mod can be found by searching the forum. Also there is a General Graphics mod that Jabberwock created and is work in progress for Pocus which might be in a future patch. I recommend looking at that too. I have the leader mod opt 1.6 and it is good.

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Clovis
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Mon Aug 06, 2007 10:25 pm

Some screenshots...

1) Some strategic towns modifications, in order to give more importance first to Manassas , 2 for the West Virginia

Image

Image

lpremus
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Mon Aug 06, 2007 10:34 pm

Should strategic towns be greater than or equal to 2?

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Clovis
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Mon Aug 06, 2007 10:40 pm

2) several modifications have been applied to units.

Artillery : horse artillery is now representing the 3 inch ordnance which was roughly equivalent to the 10 Parrot, but more reliable ; 12 lb "Napoleon has a reduced range but enhanced firepower in assault phase; refled parrot (10 and 20) are on contrary better at long range ( use of canister was more suited for smoothbores than rifled guns)

Cavalry: CSA cavalry is a little better than USA at start; from midgame, USA cavalry will perform slighty better than CSA ones.

Brigades: the 6 pounder was used by USA almost exclusively in the West until 1862. Eastern brigades have now 12 lb smoothbores at start and from mid 1862, 6 lb pounder will be replaced for the Western units

Image

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Clovis
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Mon Aug 06, 2007 10:54 pm

3) Division formation is postponed until october 1861.

Why? USA indeed created divisions from the start. Unfortunatly, divisions in Game Terms are far more efficient than were thes in the first months of 1861. Any account of the Firts Bull Run points out how badly organized was the Union side ( and the CSA one which incidently didn't have formed division, staying at brigade level). Division staffs were inexperienced, and I've yet to find proof of real division influence during the battle for the USA, all accounts bieng focused on Brigade employment ans stereesing the unability for McDowelle to engage more than 2 brigades of the reserve.

In game terms, divisions gives a tremendous advantage in organization which was inexistent in reality. Most of the missed opportunities in the first months can be be explained by this total lack of organization.

By delaying division creation, Players can't organize too soon. Moves and battles will be made by armed mobs or small but efficient forces.

ImageImage

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Clovis
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Mon Aug 06, 2007 11:02 pm

How the Missouri battles develop?

Being unable to form a division, Lyon force must remain small and has yet a light penalty, reflecting IMHO both the impossibility to form overnight an efficient force with scattered and various forces led by a leader without any experience in the leading of large unit

Image

But as the enemy has the same problem, Lyon is able to win battles:

Image

Results are showing unit modifications doesn' give anormalous results...

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Clovis
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Mon Aug 06, 2007 11:09 pm

And now the Bull Run....

The batlle lasted 2 days...at first, an small USA success then the second day, due certainly to loss of cohesion, a large failure

Image


Image

The only point is the losses far more important than in reality ( USA lost around 2,000) but CSA weren't as entrenched than in the game and I suppose all US units were committed in the battle ( it wasn't the case )...

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Clovis
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Mon Aug 06, 2007 11:10 pm

lpremus wrote:Should strategic towns be greater than or equal to 2?



I guess all Strategic town have the same VP Value....

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McNaughton
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Tue Aug 07, 2007 1:52 am

How do you find the AI behaves to the new VP locations?

lpremus
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Tue Aug 07, 2007 3:26 am

also does your AI make divisions even though your limited until Oct 61.

Reason I am asking is that your McDowell battle has an orange drum and PGT has a blue one which makes me wonder if he has division or all his brigades have an attached leader.

Also have you ever noticed when playing that you can win a battle but then your stack is changed to the passive stance and retreats? Pyrrhic Victory?

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Clovis
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Tue Aug 07, 2007 7:32 am

McNaughton wrote:How do you find the AI behaves to the new VP locations?



USA AI: not tried for now...Lack of time...

CSA AI: I use the combo minimal aggresive setting and light FOW enhancment for now. I will try one day with normal aggressiveness and no FOW advantage.

Of my few tries, CSA AI isn' really interested by WV, has oncemoved Johston Shenendoah force to Harper's Ferry when captured. In another game, Johnston corps came back to Fredericsburg. Beauregard's army is holding Manassas.

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Clovis
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Tue Aug 07, 2007 7:34 am

lpremus wrote:also does your AI make divisions even though your limited until Oct 61.

Reason I am asking is that your McDowell battle has an orange drum and PGT has a blue one which makes me wonder if he has division or all his brigades have an attached leader.

Also have you ever noticed when playing that you can win a battle but then your stack is changed to the passive stance and retreats? Pyrrhic Victory?


AI will do divisions after october 1861. I guess CSA army is just in a slighty better shape.

Yes there are some pyrrhic victories.

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Clovis
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Tue Aug 07, 2007 10:04 am

Two other strategic regions created

Image

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Clovis
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Tue Aug 07, 2007 10:09 am

I've created a new ability:


For now, only Fremont and Burnside ( at corps and army level) got this penalty.

Why? I feel choice between Fremont and Halleck isn't balanced. halleck rating are very on par with Fremont's ones, Fremont being a little easier to activate, and I feel Hallck abilities aren't so necessary to justify by themselves Fremont removal.

Now with this new ability, Fremont is really less desirable as army commander

Image

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Clovis
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Tue Aug 07, 2007 12:12 pm

Situation in the Eastern theater:

Attempted with a hastily assembled force under Banks command to trap the Johnston corps occupying Harper's Ferry. Abysmal failure as Johnston counterattacked:

Image

CSA AI has made Johnston's force a corps of the Bauregard's army. I didn't the same with Banks considering it wouldn' give me great advantage...

I'm using the leader modification mod with some slighty changes so the two star genrals needed to form corps are very rare until 1862. Another limit put to organization in the first months needed to prohibit quick build up in both camps.

here's the situation with Beauregard staying at Manassas when the badly desorganized McDowell army is refitting at Alexandria.

Image

lpremus
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Tue Aug 07, 2007 2:18 pm

Clovis wrote:I've created a new ability:


For now, only Fremont and Burnside ( at corps and army level) got this penalty.

Why? I feel choice between Fremont and Halleck isn't balanced. halleck rating are very on par with Fremont's ones, Fremont being a little easier to activate, and I feel Hallck abilities aren't so necessary to justify by themselves Fremont removal.

Now with this new ability, Fremont is really less desirable as army commander

Image


Can you show the minus sign one rather than the plus one?

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Clovis
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Tue Aug 07, 2007 2:43 pm

Yes. It will challenge my graphist skill :nuts:

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McNaughton
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Tue Aug 07, 2007 3:07 pm

I am wondering about adding Grafton as an objective and drawing Confederate and Union forces to fight around it when there is little in the way of supply or other shelter.

In my first game ever playing AACW the Confederates managed to capture Grafton, and I was besieging them and unaware that winter was hitting soon. I lost a few brigades of troops durng that seige due to weather. It is a very isolated city, and I think that maybe it could draw forces to fight there that would not have the ability to survive long (the Confederate force there was practically trapped when things thawed out).

IMO VP areas should be along the viable campaign routes. I really like the other VP changes done to the cities around the Eastern and Western campaigns and am pleased at the positive Confederate troop deployment.

Just a technical note, instead of 'Bad administration' you could use 'Poor administrator'.

lpremus
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Tue Aug 07, 2007 4:00 pm

Yeah poor admin was what I was thinking of in my previous message but just couldn't get it out. :bonk:

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Clovis
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Tue Aug 07, 2007 5:40 pm

McNaughton wrote:I am wondering about adding Grafton as an objective and drawing Confederate and Union forces to fight around it when there is little in the way of supply or other shelter.

In my first game ever playing AACW the Confederates managed to capture Grafton, and I was besieging them and unaware that winter was hitting soon. I lost a few brigades of troops durng that seige due to weather. It is a very isolated city, and I think that maybe it could draw forces to fight there that would not have the ability to survive long (the Confederate force there was practically trapped when things thawed out).



Just a technical note, instead of 'Bad administration' you could use 'Poor administrator'.


CSA AI doesn't seem really interested in Grafton. From time totime, AI plans a move of one or 2 units to the region, but seems to give up as no units are moving.

Poor administrator sounds really good. Thanks.

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Clovis
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Tue Aug 07, 2007 11:41 pm

CSA is concentrating around Columbus under Polk But Pickens Fort remains under attack

The AI seems to be unaware of how assault a fort...too few artillery

Image

Image

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Clovis
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Tue Aug 07, 2007 11:43 pm

Even with the low agressiveness setting, AI is raiding deep

Image

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Clovis
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Tue Aug 07, 2007 11:45 pm

And trying to seize Springfield with a small force, Lyon is surrounded by a larger and unexpected CSA force


Image

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runyan99
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Wed Aug 08, 2007 4:03 am

Some interesting things here. I particularly like delaying formal divisions until October.

Not sure if I agree with Grafton though. Being on the other side of the mountains, it's all but lost to the CSA as soon as the game begins. I think I'd rather see the objective remain at Winchester instead.

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Clovis
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Wed Aug 08, 2007 6:51 am

runyan99 wrote:Some interesting things here. I particularly like delaying formal divisions until October.

Not sure if I agree with Grafton though. Being on the other side of the mountains, it's all but lost to the CSA as soon as the game begins. I think I'd rather see the objective remain at Winchester instead.



IMHO the AI in the 1.6 is maybe a little too reckless at normal level. I saw it landing as CSA a cavalry unit in the New York aera....which is completely insane as the unit will be lost...

I prefer for now using the low agressiveness with CSA AI. It doesn't suppress all offensive mod but reduce hazardous moves to almost nil; and I give AI a small advantage in Fog of war.

tony luke
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Trying your Mod - Installation Instructions

Wed Aug 08, 2007 10:17 am

Good Evening Clovis,

I followed your installation instructions and noted two issues:

Firstly in serial 4. I assume we need to copy models, units AND structures, and
secondly I assume that the file 1861 April Campaign.scn needs to be copied and pasted over the original? Many thanks, I will let you know how it goes, i will try it from the CSA side.

Tony

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Clovis
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Wed Aug 08, 2007 10:42 am

tony luke wrote:Good Evening Clovis,

I followed your installation instructions and noted two issues:

Firstly in serial 4. I assume we need to copy models, units AND structures, and
secondly I assume that the file 1861 April Campaign.scn needs to be copied and pasted over the original? Many thanks, I will let you know how it goes, i will try it from the CSA side.

Tony


yes for both.

Thanks.

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Clovis
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Wed Aug 08, 2007 11:02 am

Just discovered how to use a mod folder :bonk:

The mod can be installed without any change to the vanilla version:

Instructions on Installing this Mod

To use the files, do the following:

1. put modpath.ini file and "experimental mod" folder into the AGEod's American Civil War folder

2) Copy the ACW folder located n the AGEod's American Civil War folder into the experimental mod folder

2. Copy and paste the USA Leaders, CSA Leaders, April 1861 Campaign, and Various Events files into the experimental mod / ACW/Events Folder. Answer yes to overwrite files (once you have made your backup)

3. Copy and paste the mdl_alias ,uni_alias and Abi_alias files into the experimental mod /ACW/Aliases folder.

4. Go to the experimental mod /ACW/GameData folder and delete your current Structures, Models and Units folders . Then copy the Structure, Models and Units folders from the Mod into the experimental mod /ACW/GameData folder

5. Copy and paste the Combats.opt and Command and Leaders.opt files into the experimental mod /ACW/Settings Folder. Answer yes to overwrite the files (once you have made your backup)

6. Copy and paste the 48HQ command.abi file into the Abilities folder in the experimental mod /ACW Game data folder

7. Copy and paste the Localstring file to the experimental mod /settings folder

7. Launch AACW and enjoy the mod!!!

TO REVERT TO NORMAL PLAY, just move the modpath.ini out from the AGEod's American Civil War folder.

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Clovis
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Fri Aug 10, 2007 9:07 am

Seniority for USA leaders in feb. 1862:

Image

In order to avoid a too quick promotion for Grant, I lowered its seniority rank.

In the game, Grant crushed the last turn a stack lead by Polk and was given a promotion to 3 stars rank.

Now, if I want to give him immediatly an army, I will have to bypass all political genral and Halleck and Buell who were in reality more capped than Grant.

Hard choice....

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