satisfaction wrote: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.
satisfaction wrote: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.
sabbot wrote:Started a PBEM with the Clovis mod under 1.09b. Eventhough the game is executing the unit orders in the map fine, it is not executing any ledger commands for the non-host player (me). That is, no reinforcement, replacements, drafts, bonds, etc. Any suggestion how to solve this?
Sabbot
sabbot wrote:Started a PBEM with the Clovis mod under 1.09b. Eventhough the game is executing the unit orders in the map fine, it is not executing any ledger commands for the non-host player (me). That is, no reinforcement, replacements, drafts, bonds, etc. Any suggestion how to solve this?
Sabbot
Clovis wrote:What say the hostlog file in the logs folder ( in the Struggle mod folder)?
I will try to simplify the install process. I haven't the prog skill necessary for create an automatic install but at last I will reorganize modded files...
satisfaction wrote:I'm BACK...actually I am the host of this game (gee imagine that). Looking through the host log I do not see any of these events named. For me USA they work (for my events, i do not recall for his as I don't know exactly when he did them), just do not show up in list for my opponent to see. I'll be happy to send you my log if you want it.
Also on my entrenchment discussion I've got an idea! Seems to me in the early war (1861-1862) there are 2 great fortifiers....and they both moved incredibly slow. Halleck and Mac...both of which do (know Mac does, Halleck should) have the Slow Mover trait. There is a strong correlation between these two slow movers and why they were moving slow.....they dug in every few miles. Halleck in the Corinth campaign and Mac in the Peninsula. So maybe you allow slow movers to entrench at a higher level than would otherwise be available at that time early in the war. Thoughts?
Clovis wrote:Send me the log. i've really no clue about this problem as I never pbemed with my mod.
The number of abilities by leader is free. moreover, abilities are divided in classes with various effects. So it's impossible to have one ability affecting both movement and entrenchment.
About giving both abilities to halleck and McClellan, I fwill look into that.
satisfaction wrote:Question on forts and naval blockade. If I control the forts do I control the adjacent sea lane for blockade purposes? Seems to me it should be as forts were placed in chokepoints on critical sealanes. Also to account for the fact forts were on these strategic points it seems they should not interdict sealanes that were not part of these. For instance the forts outside Charleston. If they are controlled Charleston should be blockaded (Charles River), but if they are not USA ships should still sail past in Charleston Bay. Was not hard to sail outside the range of guns at this time. I see a few changes that would needed to be made, a la the RR Mod. Like Savannah, Ft Pulaski would need to be made adjacent to Savannah Mouth and blockade that. Have you looked at these for your mod? If not I would love to try my limited skills at helping (or making a mod that is compatible with yours), would begin to do do for the Navy what you have done for the land war. Anyone else have thoughts....sorry to post this in your mod thread but thought you might have/plan to address.
Big Muddy wrote:How's the new version and 1.09c working together.
JB Hood wrote:playing as csa, i can´t drag my brig´s into any blockade box at sea.
message " can´t reach destination"
why?
Big Muddy wrote:When will new version be ready?
JB Hood wrote:did a fresh install, now it works
i think i mixed up some files
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