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Clovis
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Tue Feb 05, 2008 8:28 am

here's the file, but you have to put it in the gamedata folder
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Trueknight
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Tue Feb 05, 2008 10:28 am

Clovis wrote:Unfortunatly, Petersburg mod should be incompatible with current games. I made the choice to integrate it asap to solve definitly this problem...


So I'm afraid I should do without Petersburg mod until the next game...

What about new abilites and new leaders?, Will they appear in my current game? Or i will mess up the savegame if install the new version now?

BTW Yesterday i noticed in my game against AI, started before applying the fixes, that the turn after I (CSA) invaded kentucky buying the corrispondent unit I was able to recruit KY troops (militia and brigades) which had both CSA (in limited numbers) "classic" graphic and NATO symbols, and a lot more of that had USA graphic and blue NATO symbols...

Again, I'm not sure if this is an issue or it's a wanted feature...

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Clovis
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Tue Feb 05, 2008 12:06 pm

Trueknight wrote:So I'm afraid I should do without Petersburg mod until the next game...

What about new abilites and new leaders?, Will they appear in my current game? Or i will mess up the savegame if install the new version now?

BTW Yesterday i noticed in my game against AI, started before applying the fixes, that the turn after I (CSA) invaded kentucky buying the corrispondent unit I was able to recruit KY troops (militia and brigades) which had both CSA (in limited numbers) "classic" graphic and NATO symbols, and a lot more of that had USA graphic and blue NATO symbols...

Again, I'm not sure if this is an issue or it's a wanted feature...


abilities and leaders: you can't install them without the rest of the mod.

Kentucky pictures: unwanted pictures. Thanks for reporting.
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Trueknight
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Tue Feb 05, 2008 12:41 pm

Oh...sorry, my post wasn't much clear...I meant, if I install the mod will the abilities and leaders be in my old game even though the Petersburg mod will be out, or this will screw up the savegame?

And regarding Kentucky...so this is a graphic only problem, right? those units were meant to be recruitable by the CSA? I'm not exploiting a bug if i take them?

Thanks again.

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Clovis
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Tue Feb 05, 2008 10:42 pm

Trueknight wrote:Oh...sorry, my post wasn't much clear...I meant, if I install the mod will the abilities and leaders be in my old game even though the Petersburg mod will be out, or this will screw up the savegame?

And regarding Kentucky...so this is a graphic only problem, right? those units were meant to be recruitable by the CSA? I'm not exploiting a bug if i take them?

Thanks again.


your savegame will be screwed. Sorry for the inconvenience.

Investigating the other problem. If units in the brigade or regiment are named with Confederate names, it should only be a graphical problem.
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Gray_Lensman
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Tue Feb 05, 2008 11:31 pm

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Clovis
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Wed Feb 06, 2008 1:10 am

City point harbour added.

I'm now reviewing all events file and fixing event names.
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Big Muddy

Wed Feb 06, 2008 2:19 am

I am having some problems, 8. Copy and paste the Localstring file and the aera.ini file to the Struggle for a vast future mod /settings folder. When I do this I have two Localstring in said folder! also, when I start up this is the message I receive " ULocalize, load local strings, file not found, I have two Localstring files in setting folder. Area.ini goes in this folder?

I am asked for my serial number, and can't exit, I have to reboot. I have two Struggle for a vast future folders, one contains logs&saves, the other everything else, is this right?

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Clovis
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Wed Feb 06, 2008 9:17 pm

Big Muddy wrote:I am having some problems, 8. Copy and paste the Localstring file and the aera.ini file to the Struggle for a vast future mod /settings folder. When I do this I have two Localstring in said folder! also, when I start up this is the message I receive " ULocalize, load local strings, file not found, I have two Localstring files in setting folder. Area.ini goes in this folder?

I am asked for my serial number, and can't exit, I have to reboot. I have two Struggle for a vast future folders, one contains logs&saves, the other everything else, is this right?



Ooph... I would suggest you:

1) download again the mod (I made some changes)

2) delete your Struggle folders

3) reinstall the mod.

The aeras.ini file must be placed in the struggle.../gamedata folder ( it was an error in the install file).

The setting files contains 2 localstring files, one named ACW and the second Age. I can load game with mine without problem...

Hope it will work. Mine is flawessly working with the 1.09 patch. If the problem remains, send me the main log file in the log folder at ozark@wanadoo.fr
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Clovis
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Wed Feb 06, 2008 11:14 pm

Both sides get at start much lower War supply ressources. This modification, like many others is destined to slow the pace of the first game year as players must feel how much difficulties paved the way to an efficient and huge army force.

This drastic diminution gives secondly much more interest to foreign trade in order to get the war supply: naval transport and blockade runners are much more useful in this version, like in reality ( North and Southhad to buy the majority of their rigled firearms in Great Britain, Belgium, Austria in the first 2 years)

Image

Draft had been reworked too. Basically, conscription isn't possible until 1862. South recruitment will be more largely based on conscription than for North where volunteers will remain the primary source. Recruitment will then cost money for the North and National Morale points for Confederates, player keeping a large control over these 2 sources of recruit to balance effects

Image

During the first turns some random events will change more or less slighty the foreign level to add uncertainty to Kentucky political evolution:

Image
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Big Muddy

Wed Feb 06, 2008 11:40 pm

Clovis wrote:Ooph... I would suggest you:

1) download again the mod (I made some changes)

2) delete your Struggle folders

3) reinstall the mod.

The aeras.ini file must be placed in the struggle.../gamedata folder ( it was an error in the install file).

The setting files contains 2 localstring files, one named ACW and the second Age. I can load game with mine without problem...

Hope it will work. Mine is flawessly working with the 1.09 patch. If the problem remains, send me the main log file in the log folder at ozark@wanadoo.fr



Didn't work again, ULocalize.load LocalStrings, file not found: C:\documents and settings\windosxp\desktop\newdolder\struggleforavastfuturemod\settings\LocalStrings*,csv.

At startup I'm asked for serial #, this time I enter it to see what happens, result "the system cannot find the path specified.

Main Log
:25:28 PM (Reporting) User: WINDOWS XP Computer: NONE-1BAA300B5F IP: 24.12.118.169
4:25:28 PM (Reporting) Loading general settings
4:25:28 PM (Reporting) USettings.LoadSettings 0 settings loaded, out of 0 settings files.
4:25:28 PM (Reporting) Loading Localized Strings
4:28:32 PM [Critical ] ULocalize.LoadLocalStrings, file not C:\Documents and Settings\WINDOWS XP\Desktop\New Folder (2)\Struggle for a vast future mod\Settings\LocalStrings*.csv
4:28:32 PM (Reporting) ULocalize.LoadLocalStrings: System local strings loaded from
4:28:32 PM (Reporting) USettings.LoadSettings 0 settings loaded, out of 0 settings files.
4:28:37 PM (Reporting) USettings.LoadSettings 0 settings loaded, out of 0 settings files.
4:28:40 PM (Reporting) USettings.LoadSettings 0 settings loaded, out of 0 settings files.
:p leure:

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Clovis
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Wed Feb 06, 2008 11:47 pm

How the AI is dealing with poorer ressources at start?

Here some screenshots taken from CSA AI side on turn 6

Image

AI is able to get rather abundant conscript points. Financial options used are 6% bond, graduated taxes and of course printing money option which in the mod is available once each 2 months.

Part of the few War Supply ressources goes to industrialization:

Image

Units construction queue is shorter but balanced:

Image

As in vanilla version, much of the recruitment in the first turns is obtained by events.

The North Carolina infantry brigade is one of the larger CSA unit the mod introduces:


Image
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Clovis
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Wed Feb 06, 2008 11:58 pm

Big Muddy wrote:Didn't work again, ULocalize.load LocalStrings, file not found: C:\documents and settings\windosxp\desktop\newdolder\struggleforavastfuturemod\settings\LocalStrings*,csv.

4:28:32 PM [Critical ] ULocalize.LoadLocalStrings, file not C:\Documents and Settings\WINDOWS XP\Desktop\New Folder (2)\Struggle for a vast future mod\Settings\LocalStrings*.csv

:p leure:


For any reason, your install is unable to fing both Localstring files ( ACW and AGE). As I didn't made any change to the localstrings AGE file, I suppose now it's not my mod to cause your problem.

Did you used the "Struggle for a vast future" empty folder I included in the .zip file? Or did you created this folder and named it yourself "Struggle for a vast future mod"? If so you should delete mod or check again the name tou gave to the folder as it does match exactly the string in the modpath.ini file ( .ini files can be opened with any text editor).
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Gray_Lensman
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Thu Feb 07, 2008 12:13 am

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Big Muddy

Thu Feb 07, 2008 12:13 am

Clovis wrote:For any reason, your install is unable to fing both Localstring files ( ACW and AGE). As I didn't made any change to the localstrings AGE file, I suppose now it's not my mod to cause your problem.

Did you used the "Struggle for a vast future" empty folder I included in the .zip file? Or did you created this folder and named it yourself "Struggle for a vast future mod"? If so you should delete mod or check again the name tou gave to the folder as it does match exactly the string in the modpath.ini file ( .ini files can be opened with any text editor).



I used the Struggle empty floder. When I apply mod the folder is "new folder", but then I chamged name, is it possible this is the cause. If so I will change name of destination folder be forehand.

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Clovis
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Thu Feb 07, 2008 12:18 am

Big Muddy wrote:I used the Struggle empty floder. When I apply mod the folder is "new folder", but then I chamged name, is it possible this is the cause. If so I will change name of destination folder be forehand.


The fact when launching the game you're creating a second folder with log file is certainly the consequence of a change in folder name.

You should unzip first only the Struggle empty folder, copy the ACW folder contents in then unzipping the rest of the mod by drag and drop to avoid any difficulty.

I will work in the next weeks on a more automated install process but unfortunatly I'm a " know-nothing" at programmation language any installer uses... :siffle:
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Big Muddy

Thu Feb 07, 2008 12:22 am

Gray_Lensman wrote:Also, check the file name spelling.

The correct name for the file is LocalStrings_ACW.csv, any other spelling will result in the game engine reporting that it can't find it. There is no space between Local and Strings, there is only one underscore between Strings and ACW, and there is nothing between ACW and csv except a (.) period.


The file is named LocalStrings_ACW, I change it w/csv added and see what happens.

Thanks

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Clovis
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Thu Feb 07, 2008 12:27 am

Big Muddy wrote:The file is named LocalStrings_ACW, I change it w/csv added and see what happens.

Thanks


Maybe your system options are masking the file type ( .csv). The Localstring file in the zip file downloable is a .csv file, so I guess your problem isn't tied with this.
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Big Muddy

Thu Feb 07, 2008 12:28 am

Clovis wrote:The fact when launching the game you're creating a second folder with log file is certainly the consequence of a change in folder name.

You should unzip first only the Struggle empty folder, copy the ACW folder contents in then unzipping the rest of the mod by drag and drop to avoid any difficulty.

I will work in the next week on a more automated install process but unfortunatly I'm a " know-nothing" at programmation language any installer uses... :siffle:


I named my copy, and will attempt again, drag & drop.

Big Muddy

Thu Feb 07, 2008 1:20 am

Clovis wrote:I will work in the next week on a more automated install process but unfortunatly I'm a " know-nothing" at programmation language any installer uses... :siffle:



I don't know what's wrong, I have never had a problem such as this before. I will check back later and see how the automated install is coming along.
Good luck with the auto install, I need it :niark:

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Clovis
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Thu Feb 07, 2008 11:37 pm

In order to add uncertainty in gameplay, a random event may fire for the AI side resulting in an invasion of Kentucky.

In this game, this event fired in early July 61 for the CSA AI:

Image

Allegiance level is of course altered, in this case in favour of North.
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beefcake
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Fri Feb 08, 2008 7:29 am

I downloaded and installed the Coming Fury mod on 2/7. I also ran into the error at startup when the application couldn't find the .csv file. I figured out that the folder provided is called "Struggle for a Vast Future," but the modpath.ini file calls for "Struggle for a Vast Future mod." When I renamed the folder to match the entry in the modpath.ini file, it worked great.

My question has to do with the Kentucky events. I have simulated three campaigns, just to see what happens in regards to Kentucky's neutrality. In the first campaign, the random event triggered that caused Kentucky to join the CSA. However, the state borders were still closed to Union forces. In the second campaign, I went to January '62. Kentucky never left the Union, but it wasn't possible to move troops into the state. Same thing with the 3rd simulation, except I went to March '62.

Did I neglect to copy one of the files into the Struggle folder? Please let me know what suggestions I should attempt to correct this. Thanks.

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Clovis
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Fri Feb 08, 2008 9:10 am

beefcake wrote:I downloaded and installed the Coming Fury mod on 2/7. I also ran into the error at startup when the application couldn't find the .csv file. I figured out that the folder provided is called "Struggle for a Vast Future," but the modpath.ini file calls for "Struggle for a Vast Future mod." When I renamed the folder to match the entry in the modpath.ini file, it worked great.

My question has to do with the Kentucky events. I have simulated three campaigns, just to see what happens in regards to Kentucky's neutrality. In the first campaign, the random event triggered that caused Kentucky to join the CSA. However, the state borders were still closed to Union forces. In the second campaign, I went to January '62. Kentucky never left the Union, but it wasn't possible to move troops into the state. Same thing with the 3rd simulation, except I went to March '62.

Did I neglect to copy one of the files into the Struggle folder? Please let me know what suggestions I should attempt to correct this. Thanks.


Fixed modpath.ini glitch

Kentucky: another glitch ( a recent one...grr) which hindered this event to fire. Fixed too.

Thanks for the report.

New files can be downloaded at the first page of this thread.
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Big Muddy

Fri Feb 08, 2008 1:33 pm

Clovis wrote:Fixed modpath.ini glitch

Kentucky: another glitch ( a recent one...grr) which hindered this event to fire. Fixed too.

Thanks for the report.

New files can be downloaded at the first page of this thread.



Downloaded new files, but still had problem, changed folder name, as beefcake said and it works.

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Clovis
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Fri Feb 08, 2008 11:52 pm

Big Muddy wrote:Downloaded new files, but still had problem, changed folder name, as beefcake said and it works.


Good to read you find the solution :cwboy:
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Big Muddy

Sat Feb 09, 2008 2:57 am

Clovis wrote:Good to read you find the solution :cwboy:


I was getting worried, thanks to beefcake for the solution. I've noticed a couple of Generals not in action, one I believe from St. Louis (name?) the other Schurz, will they appear later, I just reached October.

So far I am really having a great time with the new version, would Custer work with Struggle?

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Clovis
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Sat Feb 09, 2008 3:59 am

Big Muddy wrote:I was getting worried, thanks to beefcake for the solution. I've noticed a couple of Generals not in action, one I believe from St. Louis (name?) the other Schurz, will they appear later, I just reached October.

So far I am really having a great time with the new version, would Custer work with Struggle?


Schurz arrival is delayed until january 1862.

Custer will work.
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Big Muddy

Sat Feb 09, 2008 7:44 am

Clovis wrote:Schurz arrival is delayed until january 1862.

Custer will work.



If I play Custer will the USAleaders.sct have any negitive effect, or is it the same for both Fury/Struggle. I'm guessing no but thought I better ask, I don't want any side effects in Struggle.

Thanks again.

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Clovis
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Sun Feb 10, 2008 10:18 pm

Big Muddy wrote:If I play Custer will the USAleaders.sct have any negitive effect, or is it the same for both Fury/Struggle. I'm guessing no but thought I better ask, I don't want any side effects in Struggle.

Thanks again.


NO negative effect. This change can be applied without needing to restart the game.
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Clovis
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Sun Feb 10, 2008 10:20 pm

Here the compatible files made by Jabberwock recently for some 1862 US leaders. The install procedure is the same than in the original Jabberwock mod.

Change is applied in the whole mod download at the forst page of this thread.


Compatible with saved games.
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