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Jabberwock
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Sun Mar 02, 2008 10:10 pm

Clovis wrote:that's the only variable at my disposal, the current event system cannot store a sum created by several events


It could be done, but it would be a lot of work; probably more work than it is worth.

Event1 fires. (no description or effects necessary, just a tracking event)
Event2 may fire if Event1 has already fired.
Event3 may fire if Event2 has already fired.

You can have as many of these as you need.

The conditional event that has effects would look to see where you were in the progression.

It could be made more sophisticated, and add in events for a reverse progression, but that's the basic premise.
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Clovis
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Sun Mar 02, 2008 10:20 pm

Gray_Lensman wrote:Is this in the Various Events.sct file? and is there a chance I could get just that file pretty quickly here. Shortly, I'm going to be limited in my ability to work with internet capability for the next 48 hours maybe, and was hoping to take a few projects with me to work on with the laptop.


No, it's the Kentucky events file plus some unit and model files and several modifications of the April 61 scenario file ( for Kentucky units appearance).
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Clovis
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Sun Mar 02, 2008 10:22 pm

Jabberwock wrote:It could be done, but it would be a lot of work; probably more work than it is worth.

Event1 fires. (no description or effects necessary, just a tracking event)
Event2 may fire if Event1 has already fired.
Event3 may fire if Event2 has already fired.

You can have as many of these as you need.

The conditional event that has effects would look to see where you were in the progression.

It could be made more sophisticated, and add in events for a reverse progression, but that's the basic premise.


It wouldn't work here as I added some random events modifying by several values the Foreign intervention level to reflect evolution of opinion in Kentucky...So the number of events would be exponential... :bonk:
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Clovis
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Sun Mar 02, 2008 10:25 pm

Here's the Kentucky early August 1861 in my current test game: yet neutral.

Image

To be complete, I let the several militia units of the vanilla version in some cities, yet again to avoid gamey tactics. The CSA will have to fight for Bowling Green and Paducah, the USA for Columbus. This should suffice to avoid a complete overtaking by one side of all the State in one turn.
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Big Muddy

Sun Mar 02, 2008 11:40 pm

Clovis wrote:No, it's the Kentucky events file plus some unit and model files and several modifications of the April 61 scenario file ( for Kentucky units appearance).



Is this file just for testing.

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Clovis
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Mon Mar 03, 2008 11:26 am

Big Muddy wrote:Is this file just for testing.


You may try them. Just place in the evnts folder both Kentucky events and April 61 events file. Don't care for the others as they are yet in the mod with the same characteristics.
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Clovis
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Mon Mar 03, 2008 11:26 am

just to get 600 posts :tournepas
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satisfaction
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Tue Mar 04, 2008 5:39 pm

Clovis wrote: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


So I downloaded those, but.....

Instructions say
10. Put the files in the Gamedataregions folder into the Struggle for a vast future mod/ACW/GameData/Regions folder

11. Put the files in the regions folder ( .bmp) into the Struggle for a vast future mod/ACW/Graphics/Regions folder

In the download I can find neither of these folders. What am I missing? Sorry to be a bother.

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Clovis
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Tue Mar 04, 2008 6:44 pm

satisfaction wrote:So I downloaded those, but.....

Instructions say
10. Put the files in the Gamedataregions folder into the Struggle for a vast future mod/ACW/GameData/Regions folder

11. Put the files in the regions folder ( .bmp) into the Struggle for a vast future mod/ACW/Graphics/Regions folder

In the download I can find neither of these folders. What am I missing? Sorry to be a bother.


If you're using the 1.09 AACW version you don't need them anymore.
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satisfaction
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Tue Mar 04, 2008 11:05 pm

Clovis wrote:If you're using the 1.09 AACW version you don't need them anymore.


Yep 1.09a, so off I go to have some fun. Love your work, your ideas are very much in line with where I thought the game needed improvement.

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Clovis
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Wed Mar 05, 2008 10:19 am

satisfaction wrote:Yep 1.09a, so off I go to have some fun. Love your work, your ideas are very much in line with where I thought the game needed improvement.


Thanks.

next version should be ready in the 2 next weeks. Some bugs fixed, a major rework of movement allowances, 3 sort of 3 stars Jackson, a few abilities using the new possibility to retrain effects on active or unactive status, a distinction between horse artillery and 3 inch Ordnance, overhaul of modded events display messages will be among the new features.
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satisfaction
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Wed Mar 05, 2008 1:51 pm

Clovis wrote:Thanks.

next version should be ready in the 2 next weeks. Some bugs fixed, a major rework of movement allowances, 3 sort of 3 stars Jackson, a few abilities using the new possibility to retrain effects on active or unactive status, a distinction between horse artillery and 3 inch Ordnance, overhaul of modded events display messages will be among the new features.


More great fixes! I have one more question, now that I've got everything up and going. My Kentucky is not neutral to start...it seems just the same as before (CSA has entered, USA can enter...no events fired to trigger). I look at you pics posted here and mine look like vanilla. I do have the Kentucky "units" that I can buy to trigger events...so something is working. Any thoughts on this would be great if you have time. Hate bothering with this stuff as it may slow down your modding!

Oh also my City Point does not have a harbor.....related problem?

Thanks again.

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Clovis
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Wed Mar 05, 2008 2:05 pm

satisfaction wrote:More great fixes! I have one more question, now that I've got everything up and going. My Kentucky is not neutral to start...it seems just the same as before (CSA has entered, USA can enter...no events fired to trigger). I look at you pics posted here and mine look like vanilla. I do have the Kentucky "units" that I can buy to trigger events...so something is working. Any thoughts on this would be great if you have time. Hate bothering with this stuff as it may slow down your modding!

Oh also my City Point does not have a harbor.....related problem?

Thanks again.


When you start the game, do you see on the splash screen in the left upper side "Struggle for a vast future mod"?

If so, do you played the April 61 scenario ( as it's the only scenario compatible with my mod until now) ?
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satisfaction
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Wed Mar 05, 2008 4:50 pm

Got it figured out. You made me think about the .scn file, so I repasted that in and now works great. Thanks for the help.

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Wed Mar 05, 2008 5:05 pm

satisfaction wrote:Got it figured out. You made me think about the .scn file, so I repasted that in and now works great. Thanks for the help.


When I will have achieved the mod I will do the same for other scenarios. I'm pretty confident the next version should have almost I wanted to implement. Of course, challenges and gameplays problems will certainly need fixes, but this can be done rather quickly.

What I miss most is feedback so don't hesitate to post here your dislikes.
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satisfaction
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Wed Mar 05, 2008 6:17 pm

Clovis wrote:When I will have achieved the mod I will do the same for other scenarios. I'm pretty confident the next version should have almost I wanted to implement. Of course, challenges and gameplays problems will certainly need fixes, but this can be done rather quickly.

What I miss most is feedback so don't hesitate to post here your dislikes.


First bit of feedback, actually might be a bug. It is early Aug 1861 and I (USA) have lost Mannassas, but still hold Alexandria. I am doing my recruitment and I see that I am able to recruit VA infantry brigades (18 of them at 153 strength). Would love to have them, but don't think they should be there.

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Wed Mar 05, 2008 7:37 pm

satisfaction wrote:First bit of feedback, actually might be a bug. It is early Aug 1861 and I (USA) have lost Mannassas, but still hold Alexandria. I am doing my recruitment and I see that I am able to recruit VA infantry brigades (18 of them at 153 strength). Would love to have them, but don't think they should be there.



old bug now fixed. Just don't buy them.
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satisfaction
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Wed Mar 05, 2008 7:41 pm

runyan99 wrote:That entrenchment notification is pretty slick. I think the basic game should probably incorporate something like that.


Some more feeback. Would it be possible to tie the entrenchment level to what is shown graphically? When I look at your screen shots, and my game, I see units with the WWI level entrenchment graphic (the cannon between the wooden wall). I think the reduction in entrenching ability is one of the best things you have done, I have posted about my problems with the in game system (the Somme along the Potomoc effect).

Edit: Actually looking at my units closely I see that they are actually entrenched that far. It is 1861 and some units are up to 4....should this be happening?

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Clovis
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Wed Mar 05, 2008 11:02 pm

satisfaction wrote:Some more feeback. Would it be possible to tie the entrenchment level to what is shown graphically? When I look at your screen shots, and my game, I see units with the WWI level entrenchment graphic (the cannon between the wooden wall). I think the reduction in entrenching ability is one of the best things you have done, I have posted about my problems with the in game system (the Somme along the Potomoc effect).

Edit: Actually looking at my units closely I see that they are actually entrenched that far. It is 1861 and some units are up to 4....should this be happening?


Yes entrenchment in 1861 goes beyond 3 to 5, 4 being the most probable level.
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satisfaction
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Thu Mar 06, 2008 12:03 am

I looked in manual but could not find what max fortification is. Anyone know? I actually thought it was 4 (given the 4 different graphics for fortification). I'll save me comments until I know what that number is.

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Clovis
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Thu Mar 06, 2008 12:11 am

satisfaction wrote:I looked in manual but could not find what max fortification is. Anyone know? I actually thought it was 4 (given the 4 different graphics for fortification). I'll save me comments until I know what that number is.


8 is max fortification level
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Thu Mar 06, 2008 3:49 am

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Big Muddy

Thu Mar 06, 2008 4:15 am

Clovis wrote:Thanks.

next version should be ready in the 2 next weeks. Some bugs fixed, a major rework of movement allowances, 3 sort of 3 stars Jackson, a few abilities using the new possibility to retrain effects on active or unactive status, a distinction between horse artillery and 3 inch Ordnance, overhaul of modded events display messages will be among the new features.



Will you include the updated Generals Graphics Mod, I have attempted three times, and have had to re-install Struggle each time. If it's compatable, how do I DL.

satisfaction
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Thu Mar 06, 2008 2:38 pm

Gray_Lensman wrote:Currently, it's 4 if no artillery is present, 8 if artillery is present.

However, in the future, 8 will not be the max until late 1863. It is currently being adjusted/tested to account for the early years of the war having relatively less emphasis on Petersburg styled entrenchment which Level 8 represents.


Great to hear, as this is my biggest issue. Being a bit of a Civil War historian the massive fortifications early in the war really tweaked the flow and "reality" of the game. Especially reading of numerous cases in the first half of the war where generals wouldn't dig in because the thought it was unmilitary and would hurt morale. Even Lee at Fredericksburg (great defesive victory) relied much more on terrain (I'm saying the stone wall was terrain, they did not build it) than digging in. Seems it really wasn't until the 40 days that entrenchments really begin to swing battles. I would be in favor of having this value be almost 0 in 1861, maybe 1 (double these for artillery present) in 1862 and first half of 1863 then fall 1863-summer 1864 make it 3 and 4 from then on. Is there a discussion area for this? Will this be in a future official patch or is it being modded? Can't wait.

Big Muddy

Sat Mar 08, 2008 10:52 am

I've been wondering why my ships hardly attack, they don't have cannons, anyone else have this problem.

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lodilefty
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Sat Mar 08, 2008 12:41 pm

Big Muddy wrote:I've been wondering why my ships hardly attack, they don't have cannons, anyone else have this problem.


Attack what?
They attack other ships and bombard forts when fired upon.
They won't attack ground units by themselves, only to support ground attack. Be sure to click the 'bombard' button to do this.
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Big Muddy

Sat Mar 08, 2008 1:25 pm

lodilefty wrote:Attack what?
They attack other ships and bombard forts when fired upon.
They won't attack ground units by themselves, only to support ground attack. Be sure to click the 'bombard' button to do this.


I checked vanilla and ships have 10/10 cannons etc, mine show 0/0.

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Clovis
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Sat Mar 08, 2008 1:38 pm

Big Muddy wrote:I checked vanilla and ships have 10/10 cannons etc, mine show 0/0.


These numbers are purely cosmetic and not combat values. I've yet to put this input as I've done for land units.
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satisfaction
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Sat Mar 08, 2008 3:51 pm

Potential bug? Just started a PBEM, I am host and both using 1.09a and your latest download. We are using winrar for turns. When I got his orders back and executed I got a few error messages (looks like they are related to weather). I just hit "non" a few times and turn went fine. Here are the errors from the log:

9:29:23 AM (Reporting) Starting CalcWeatherPatterns
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1511 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1512 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1513 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1514 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1515 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1516 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1517 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1518 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1519 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1520 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1521 has not weather set.
9:29:23 AM [Warning ] TWeather.CalcWeathers Erroneous logic, region: 1522 has not weather set.
9:29:23 AM (Reporting) Ending CalcWeatherPatterns

I'll let you know if this persists with second turn. Hope this helps, but maybe it's just me.

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Sat Mar 08, 2008 5:55 pm

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