iceboy
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Mon Feb 11, 2008 12:30 am

4. Copy and paste the mdl_alias.ini ,uni_alias.ini, Abi_alias.ini, aeras.ini and MetaAreas_aliases.ini files into the Struggle for a vast future mod /ACW/Aliases folder.

Copy and paste the Localstring file and the aera.ini file to the Struggle for a vast future mod /settings folder

I think the problem that myself and others are having is that there is no aeras.ini nor aera.ini file available.

Are these both the areas.ini file?

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Clovis
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Mon Feb 11, 2008 10:31 pm

iceboy wrote:4. Copy and paste the mdl_alias.ini ,uni_alias.ini, Abi_alias.ini, aeras.ini and MetaAreas_aliases.ini files into the Struggle for a vast future mod /ACW/Aliases folder.

Copy and paste the Localstring file and the aera.ini file to the Struggle for a vast future mod /settings folder

I think the problem that myself and others are having is that there is no aeras.ini nor aera.ini file available.

Are these both the areas.ini file?


Strange, as the aeras.ini file and the Metaaeras.ini files are in the first zip folder. You can download again the mod to solve the problem.
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Clovis
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Mon Feb 11, 2008 11:52 pm

June 61: the CSA AI takes the offensive against Harper's Ferry and wins against a mostly militia US force:

Image


US losses are mainly made of the surrender of 2 units...
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Clovis
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Tue Feb 12, 2008 12:30 am

The presence of the Potomac Gunboats forces CSA to avoid crossing at Alexandria when targeting Washington...

Image

The entrenchment level is subject to changes during the game :

Image

It simulates both the even larger use of field fortifications during the war and the difficulty to convert Generals to their use...
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runyan99
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Tue Feb 12, 2008 1:00 am

That entrenchment notification is pretty slick. I think the basic game should probably incorporate something like that.

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High Krausen
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all mod files in post #2

Tue Feb 12, 2008 1:41 pm

Just to verify; are all files needed for this mod found in the two zips in post #2???

if not, where are others?

Thanks in advance

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Clovis
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Tue Feb 12, 2008 1:52 pm

High Krausen wrote:Just to verify; are all files needed for this mod found in the two zips in post #2???

if not, where are others?

Thanks in advance


yes.
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ltm6942
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Tue Feb 12, 2008 10:22 pm

have you thought of using " 7-zip " for compress your mod.

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Clovis
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Tue Feb 12, 2008 10:28 pm

ltm6942 wrote:have you thought of using " 7-zip " for compress your mod.


Yes but I prefer winrar. I tried Winzip better compression scheme in order to keep the mod in one zip files but unfortunatly, that can't be inflated by other programs.

The current version can be unzipped with 7-zip.

Thanks
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Wed Feb 13, 2008 12:22 am

In this other game, Kentucky had seceded early July 61 thanks to the high foreign intervention level:

Image

The high CSA loyalty level in Kentucky is really annoying for the North...

On the Eastern front, Johnston is attacking Baltimore when McDowell wins a small victory against Beauregard at Manassas

Image


Image

Both sides were moving to attack each other
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Big Muddy

Sun Feb 17, 2008 5:06 pm

" I reduced the number of sharpshooter units, and raised their cost in manpower ( reflecting not the real number of men but the trouble to find elite riflemen in quantity). It should force the player to avoid recruit in mass sharpshooters but let him possibility to do so. The number will increase with years"

I'm in early '62, (North), and I can't recruit sharpshooters any more. Is this by design, if so when are they available again.

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Clovis
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Sun Feb 17, 2008 5:13 pm

A new version of the mod can be downloaded here ( 2 parts):

Struggle for a vast future part 1: http://www.savefile.com/files/1386007

Struggle for a vast future part 2: http://www.savefile.com/files/1386021

What's new? essentially integration of the last railroads mod changes and the fix of a few bugs.

you have to download too the variousevents file below, unzip and place into the events folder of the mod:
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Big Muddy

Sun Feb 17, 2008 5:43 pm

Clovis wrote:A new version of the mod can be downloaded here ( 2 parts):

Struggle for a vast future part 1: http://www.savefile.com/files/1386007

Struggle for a vast future part 2: http://www.savefile.com/files/1386021

What's new? essentially integration of the last railroads mod changes and the fix of a few bugs.



Thanks Clovis, I'll do that now, I'll let you know how it goes.
Is this updated on page one, can't DL, because of advertisement.

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Clovis
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Sun Feb 17, 2008 6:05 pm

a fix to the sharpshooter problem:

download the file, unzip and place into the events folder of the mod
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Big Muddy

Sun Feb 17, 2008 6:38 pm

Clovis wrote:a fix to the sharpshooter problem:
download the file, unzip and place into the events folder of the mod



That didn't work, I'll start over and see how see how it goes.

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Clovis
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Sun Feb 17, 2008 6:40 pm

Big Muddy wrote:That didn't work, I'll start over and see how see how it goes.


First new units should appear in August 1862
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AndrewKurtz
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Wed Feb 20, 2008 11:19 pm

Clovis,

Just a quick thank you. I'm playing your MOD solitaire and having a blast! It has really added some new dimensions to the game.

Great job.

Andrew

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Clovis
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Thu Feb 21, 2008 10:30 am

Big Muddy wrote:Thanks Clovis, I'll do that now, I'll let you know how it goes.
Is this updated on page one, can't DL, because of advertisement.


I just tried to download and it worked. Unfortunatly, I'm on trip and can't do much for now about that.
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Thu Feb 21, 2008 12:23 pm

AndrewKurtz wrote:Clovis,

Just a quick thank you. I'm playing your MOD solitaire and having a blast! It has really added some new dimensions to the game.

Great job.

Andrew


Thanks. I'm having the same feeling :niark: when I play it; I'm really proud of my Kentucky overhaul . This part should be integrated in the vanilla version :cwboy:

My mod is now almost complete for features. I've yet to add strings for events I created, to work about units coming by events to get closer to actual ones, to find some ways to add some covert operations and to achieve leader's changes I've begun.

I've added a new way to represent political generals too. Considering some were totally helpless in military affairs but so strongly backed they kept military functions until the end of the war ( Butler, Banks...) I reduced their off/def values to 0, created new "abilities" which give them Combat "malus" but too created random events which will lower their seniority values.

So they will be useless even under a good leader command ( a real incentive to put them in command of small forces or to give them very good subordinates if commanding an army) but very difficult to remove from the first senoiority places.

Maybe I will do the contrary with non " West Pointers" leaders who had to overcome hostility of the army corps, Jefferson Davies about civilians without any military formation.

Last, I introduced an event about Cleburne whose career was affected by his proposal in 1864 to arm slaves to fight for the Confederacy. This random event, which will fire if NM is low, will cost him a huge loss in seniority.
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Big Muddy

Fri Feb 22, 2008 1:03 am

Clovis, will you up date to be compatible with AACW Public Beta Patch 1.09a, or wait to 109a final.

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Fri Feb 22, 2008 10:55 am

Big Muddy wrote:Clovis, will you up date to be compatible with AACW Public Beta Patch 1.09a, or wait to 109a final.



I should upload an update today for the 1.09a. The good news is mod size will be agin much smaller as I don't need to join the region gfx now integrated in this patch.
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Struggle for a vast future compatible with 1.09 a version

Fri Feb 22, 2008 12:08 pm

here the files. Apart integration of the 1.09a, the primary change is the creation of 4 abilities for Northern political generals dimunushing combat values of the group they belong: Banks, Sigel, Butler and Fremont
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Tue Feb 26, 2008 12:38 am

The next iteration of the mod will test new cohesion losses on march and speed for land units. There's an interesting discussion on realistic attrition losses which pointed out current values are certainly a slighty too harsh compared to real figures.
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Clovis
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Tue Feb 26, 2008 10:55 pm

Implemented tonigh both cavalry and artillery brigades Jagger created in its own mod ( loving the idea).

Pursuing too the tinkering of leaders: as Hood, Lyon will have several random values at 2 and 3 stars levels. pillow and Floyd get the same combat malus than the four political Us generals.

I created too new abilities: difficult subordinate which lower CP of a stack by 2 ( Polk, Darius Couch), drunk which will give combat malus when the leader is unactive. I restrained too the slow move trait for Rosecrans to the unactive status.
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Clovis
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Sun Mar 02, 2008 9:47 pm

Gray_Lensman wrote:Clovis

In regard to your "Kentucky revamp"

I am curious, what the approx percentage odds are that Kentucky will join the USA side if neither side enters Kentucky borders?

It seems in the vanilla scenarios, without any outside action by either the CSA or USA forces that Kentucy secedes 100% of the time, which does not sound right to me, therefore your revamp has me interested in a possible fix for them.


First, both players can "buy" an unit triggering invasion by their side of the Kentucky.

Secondly, a small chance exists USA AI will invade Kentucky between April and October 61.

CSA AI will have more and more chances to invade Kentucky before October 1861 ( 3 events with higher probability each time).

There's too a chance Kentucky will secede to CSA if Foreign iIntervention level is too high ( that's the only variable at my disposal, the current event system cannot store a sum created by several events)

If none of these events fire, an event will give Kentucky to USA after October 1861. I added a probability condition to slighty differ the date each time.

My tests concludes CSA will generally invade Kentucky ( and so suffer loyalty loss in Kentucky), sometimes Kentucky will secede. If not, By January 1862 at worst, Kentucky should be in Union side.

Of course, neither side can enter Kentucky until one of these events has fired ( except Louisville , garrisonned by Union, to prevent some gamey tactics with river movement for an human player with the CSA invading Kentucky and seizing by fluvial move this town).

The available version of my mod has some bugs for Kentucky I fixed yesterday.
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Clovis
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Sun Mar 02, 2008 9:55 pm

Gray_Lensman wrote:This certainly sounds better than the current way the vanilla scenarios are working. Is the fixed version available yet?


No.

I've undertaken several changes on my mod I want to test ( like raising the movement allowance of units) before releasing it.

But the Kentucky system is really working great :niark:
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