gbs
Colonel
Posts: 333
Joined: Wed Aug 23, 2006 11:44 am

Fri Feb 29, 2008 1:04 pm

After installing 1.09b I can't finish my current canpaign (turn 70) using this Mod. I just didn't realise that it would be incompatable.

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arsan
Posts: 6244
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Location: Madrid, Spain

Fri Feb 29, 2008 1:18 pm

gbs wrote:After installing 1.09b I can't finish my current canpaign (turn 70) using this Mod. I just didn't realise that it would be incompatable.


Did you play against the AI? on which side?
How was it for you? Did she had a strange behaviour? Did you experienced somethig like what i reported earlier on this thread?
I don't know if i was just unlucky or there is something on this mod setup the AI don't like...
Thanks and Regards!

AndrewKurtz
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Location: Greenville, SC

Fri Feb 29, 2008 1:51 pm

gbs wrote:After installing 1.09b I can't finish my current canpaign (turn 70) using this Mod. I just didn't realise that it would be incompatable.


After you installed 1.09b, did you reinstall the mod?

gbs
Colonel
Posts: 333
Joined: Wed Aug 23, 2006 11:44 am

Fri Feb 29, 2008 4:09 pm

arsan wrote:Did you play against the AI? on which side?
How was it for you? Did she had a strange behaviour? Did you experienced somethig like what i reported earlier on this thread?
I don't know if i was just unlucky or there is something on this mod setup the AI don't like...
Thanks and Regards!


Got a critical error message then a crash to desktop.

gbs
Colonel
Posts: 333
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Fri Feb 29, 2008 4:10 pm

AndrewKurtz wrote:After you installed 1.09b, did you reinstall the mod?


No I did not. I should try that.

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runyan99
Posts: 1420
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Fri Feb 29, 2008 5:38 pm

You cannot apply a patch over anybody's mod and expect it to work. Files get overwritten.

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arsan
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Location: Madrid, Spain

Fri Feb 29, 2008 7:54 pm

gbs wrote:Got a critical error message then a crash to desktop.


Hi Gbs!

I think you misunderstood me :bonk: :niark:
I was asking about how the AI behave on the 70 turns you managed to play.
I'm playing my first CSA campaign with the Leader Mod and the Ai USA is hardly doing anythig (they don't even have a single arm/corps structure after 6 months of play)
I would like to know how it goes in your campaign to see if i´m just unlucky or this is the usual AI performance with the mod.
Regards!

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runyan99
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Sat Mar 08, 2008 7:30 am

Since the next official patch is probably still weeks away, I decided to go ahead and update the mod today. There are a few fixes and tweaks. The models have been edited for Jabberwock's leader portraits which are unofficial at this time. See the first post for details.

The mod should still be applied over the official 1.09, not the beta patches.

mlp071
Conscript
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Joined: Mon Mar 10, 2008 3:51 am

Mon Mar 10, 2008 9:05 pm

runyan99 wrote:Since the next official patch is probably still weeks away, I decided to go ahead and update the mod today. There are a few fixes and tweaks. The models have been edited for Jabberwock's leader portraits which are unofficial at this time. See the first post for details.

The mod should still be applied over the official 1.09, not the beta patches.



Installed it over regular 1.09.After i tried to start game i had critical error and then CTD.

In logs it said something about "UID 992".

After i reinstalled fresh game with patch, same still happened.


EDIT: Nwm, i am blind to read i guess. Forgot to delete 2 folders in GameData
Thank you :bonk:

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runyan99
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Tue Mar 11, 2008 8:37 am

Skim the install instructions at your peril.

Coregonas
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Thu Mar 13, 2008 10:41 pm

I am still playing 1.09 and holding 1.09d after re-reading your mod

2 questions...

Can I upgrade to 1.09d and THEN use the leader mod? I believe NO is the response :p leure:

Seems very interesting to me but Does leader mod adds lots of advantages to the CSA and none to the USA? :niark: I want to play CSA and win without too much help! :innocent:

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runyan99
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Fri Mar 14, 2008 12:25 am

There are pros and cons, but overall I think the leader mod is beneficial to the CSA from a play balance perspective. The automatic corps commanders and the large number of divisions are a plus, but some important full generals are rated slightly lower too.

As for 1.09d, I will update the mod ASAP to incorporate the changes to the units, but now is an inconvenient time. I will try to get this done in a few days.

Coregonas
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Fri Mar 14, 2008 4:41 pm

Ok.. I will try anyway as it is with 109d...and report if some problems arise

Another question...

I ve played a couple quick vanilla games with a small leader random and results were very interesting to me... It added replayability to the game and added flavour :indien: .

Do small Random with your mod could ruin it? :nuts:

Well ... As far as I can see it should not unbalance too much...
I ve seen CSA initial 3* are 2-2-4 and 3-2-3, they could go down to 1-1-3 / 2-1-2 or up to 3-3-5 / 4-3-4 in any case not better than vanilla ones.

beefcake
Corporal
Posts: 52
Joined: Thu Jan 03, 2008 10:03 pm

Fri Mar 14, 2008 5:34 pm

I use the "slight randomization" setting in all my games now. It should not impact the game too much for you. You will see the most variations with the generals at the lower end of the spectrum. It also gives you the option to promote some generals as soon as they appear in the game, because of randomized seniority stats.

Coregonas
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Fri Mar 14, 2008 6:30 pm

beefcake wrote:I use the "slight randomization" setting in all my games now. It should not impact the game too much for you. You will see the most variations with the generals at the lower end of the spectrum. It also gives you the option to promote some generals as soon as they appear in the game, because of randomized seniority stats.


Leaders seniority can be upgraded also?

Well i ll see it.

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runyan99
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Tue Mar 18, 2008 6:11 am

Mod updated today with the 1.09e files, so the men/horses/guns data should display correctly.

Ian Coote
Major
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Tue Mar 18, 2008 3:39 pm

Thanks Runyan,just can't play the game without it.I've been spoilt.

beefcake
Corporal
Posts: 52
Joined: Thu Jan 03, 2008 10:03 pm

Tue Mar 18, 2008 4:56 pm

Coregonas wrote:Leaders seniority can be upgraded also?

Well i ll see it.


The randomization will change the seniority levels for some of your generals--some up, some down. On average I see maybe six generals who spawn with enough seniority to be promoted to the 2* status. I'd say 90% of the time, the generals are way down on the seniority scale. So promoting them would cause VP and NM hits. But it is nice to get a few extra Corps commanders in the game.

Coregonas
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Tue Mar 18, 2008 5:06 pm

Played a few turns with this mod.

The war has somewhat been slowed with your mod... And seems to me more realistic. Initial 2* / 3* Leaders are few and with low strat value... So inactive most of the time...

In July 61, with vanilla it was "easy" to have a Corps stack power nearly 2000 with stonewall leading it. Now... It is nearly impossible before september to have one power 1000.

The cause is USA has little army/corps (but some divisions) and CSA has not even divisions to use.

Also.. Kentucky is also a little hard to fight, as USA Railroads dont cross the river... Also adds some reality to the game while adding some uncertainty about "who will start the shooting here?"...

Add all those extra 1* leaders, skills and new Jabber faces... This good game has even improved a lot more. Good work!

***
The randomization will change the seniority levels for some of your generals--some up, some down. On average I see maybe six generals who spawn with enough seniority to be promoted to the 2* status. I'd say 90% of the time, the generals are way down on the seniority scale. So promoting them would cause VP and NM hits. But it is nice to get a few extra Corps commanders in the game.
***
Yes... I ve seen 1 of them in my current CSA game, but locked in ANV a few turns until able to promote. Anyway.. playing vanilla a lot more 2* are available in the early turns (Bonham / Holmes / Stonewall)... so a few extra 2* seems does not unbalance too much...

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Carnium
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Location: Slovenia

Tue Mar 18, 2008 8:49 pm

It seems that there is a critical error in your latest version.
My game crashed with the critical error message when I started a new 1861 full campaign as the Union and went to Ledger and Reinforcements.
Using clean install, 1.09e patch and both your zip files.

Looking at the log the critical error are:

20:42:40 [Error ] TDoubleList.AddEltFromString Invalid string LDR_USA_SCHOFFIELD|1 602 John Schofield
20:42:40 [Error ] TDoubleList.AddEltFromString Invalid string LDR_USA_WHIPPLE2|1 855 A. Whipple
20:42:40 [Error ] TDoubleList.AddEltFromString Invalid string LDR_USA_ROUSSEAU2|1 859 L. Rousseau

20:42:40 [Error ] TUnitDef.GetFirstModel 602 John Schofield has no models registered, check if alias parsing was done correctly for the models of this unit.
20:42:40 [Critical ] TGameSim.ExportLedger1 - Units Game A Exception caught Violation d'acces a l'adresse 004B7C76 dans le module 'AACW.exe'. Lecture de l'adresse 000000CC ExportStep: 0

Find my log attached to this post
Attachments

[The extension txt has been deactivated and can no longer be displayed.]


tagwyn
AGEod Guard of Honor
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Tue Mar 18, 2008 10:20 pm

Is it possible for this mode to put into a downloadable format for those of us who are not computer programers? Is Pocus/Phil OK with the interaction phases of the Mod? T

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runyan99
Posts: 1420
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Wed Mar 19, 2008 6:29 am

Carnium wrote:It seems that there is a critical error in your latest version.
My game crashed with the critical error message when I started a new 1861 full campaign as the Union and went to Ledger and Reinforcements.
Using clean install, 1.09e patch and both your zip files.


It's possible I made a mistake somewhere, but I cannot reproduce your crash.

Did you delete the original units and models folders? Are you referring to the April campaign?

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Carnium
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Location: Slovenia

Wed Mar 19, 2008 8:02 am

runyan99 wrote:Did you delete the original units and models folders? Are you referring to the April campaign?


Darn, forgot to delete these :tournepas
Yeah that was in april full campaign. Will try it again tonight.
Sorry for missing some instructions :bonk:

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runyan99
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Tue Apr 15, 2008 7:37 am

Bump to put this above the 1.06 thread.

Also, there will be an update when the next patch is released.

Coregonas
AGEod Guard of Honor
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Tue Apr 15, 2008 4:59 pm

I am playing pbem your mod as CSA...

No bugs have been detected especially.

Just I believe the Division creation for CSA should be allowed 1 or 2 turns before.

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runyan99
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Tue Apr 15, 2008 5:12 pm

Coregonas wrote:
Just I believe the Division creation for CSA should be allowed 1 or 2 turns before.


Support that statement with historical data.

tagwyn
AGEod Guard of Honor
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Tue Apr 15, 2008 8:15 pm

Runyon: Please put this into a downloadable file which will work without having a person be a compter expert to use!!!!!!!!! Thanks. T

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runyan99
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Tue Apr 15, 2008 10:47 pm

Sorry Larry, the mod is for computer experts only.

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Gray_Lensman
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Location: Who is John Galt?

Wed Apr 16, 2008 12:22 am

deleted

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runyan99
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Wed Apr 16, 2008 12:33 am

I've replaced some of the blank placeholder models with new leaders, so a simple over-copy is still going to produce duplicate model numbers and a crash.

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