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Clovis
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Sat Mar 29, 2008 10:01 am

Big Muddy wrote:I'm still using v109a, holding off "e" for now until problems are solved. When mod is finished would 109d be good choice.


normally yes.
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Clovis
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Sat Mar 29, 2008 10:02 am

Evren wrote:Wow Clovis,

You seem like you are proud of seeing your kid doing the right stuff after all the efforts you've made and all the difficulties you faced in raising it . You must be (or will be) a great father :niark: .

I'm impressed by the way. I feel respect for your hard work.

Regards,

Evren


Many thanks. :coeurs: Long months of work...and yet so much to do...
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Big Muddy

Sat Mar 29, 2008 10:57 am

Will it be ready this weekend.

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Franciscus
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Sat Mar 29, 2008 11:17 am

I think I am sold out. :coeurs:
Now, stop playing and finish the mod :king:

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Clovis
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Sat Mar 29, 2008 1:32 pm

September 61 : AI is getting A S Johnston with a free HQ

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Clovis
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Sat Mar 29, 2008 1:33 pm

Franciscus wrote:I think I am sold out. :coeurs:
Now, stop playing and finish the mod :king:


I don't play... I'm testing :niark:
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Franciscus
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Sat Mar 29, 2008 2:13 pm

Now, seriously, Clovis, I am really impressed with your work and can not wait to try your latest version with army HQ distributed to the 3 stars. :coeurs:

Any chance you need a hand with testing a "beta" version of your mod ? :innocent:

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Clovis
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Sat Mar 29, 2008 7:05 pm

Lyon tries a second assault against Sibley...similar results...

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Big Muddy

Sat Mar 29, 2008 7:13 pm

Quit teasing me will ya

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Clovis
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Sat Mar 29, 2008 7:40 pm

OK I will upload shortly the current version. There are certainly many fixes to make yet and I've only shortly tested against CSA AI, so yours games will possibly be unworkable.

Big Muddy: I hope the final version to be finished around between the 20th and the 30th of April.
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Big Muddy

Sat Mar 29, 2008 9:52 pm

Clovis wrote:OK I will upload shortly the current version. There are certainly many fixes to make yet and I've only shortly tested against CSA AI, so yours games will possibly be unworkable.

Big Muddy: I hope the final version to be finished around between the 20th and the 30th of April.



You don't have to upload it, I remember reading awhile ago that it would be released in two weeks, I just thought it was near completion.

I can wait till next month, sorry, I don't mean to rush you, take your time. This will give me a chance to try 1.09d. Thanks for the update.

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Franciscus
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Sat Mar 29, 2008 10:14 pm

yes, yes, please upload it ASAP. I am willing to try it even with bugs :nuts:

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Sat Mar 29, 2008 11:44 pm

[CENTER]Struggle for a vast future beta V. 0.90 Install notes
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To use the files, do the following:

A. Open the "Struggle for a vast future mod" zip file

1. put modpath.ini file and "Struggle for a vast future mod" folder into the AGEod's American Civil War folder

2. Copy the contents of the ACW folder ( and not the ACW folder itself !) located in the AGEod's American Civil War folder into the Struggle for a vast future mod folder

3. Delete the the Struggle for a vast future mod/Events folder then Copy the Events folder from the zip file to the "Struggle for a vast future mod" folder

4. Delete the the Struggle for a vast future mod/Settings folder then Copy the Settings folder from the zip file to the "Struggle for a vast future mod" folder

5. Delete the the Struggle for a vast future mod/Aliases folder then Copy the Aliases folder from the zip file to the "Struggle for a vast future mod" folder

6. Delete the the Struggle for a vast future mod/Scens folder then Copy the Scens folder from the zip file to the "Struggle for a vast future mod" folder

5. Open the "Struggle for a vast future mod"/Gamedata folder

7. Delete the Structures, Terrains and Abilities folders in the "Struggle for a vast future mod"/Gamedata folder then copy the same folders from the zip file to the gamedata folder in the "Struggle for a vast future mod" folder

B. Open the "Struggle for a vast future mod(2)" zip file

8. Delete the Units and Models folders in the "Struggle for a vast future mod"/Gamedata folder then copy the same folders from the zip file to the "Struggle for a vast future mod"/Gamedata folder

9. Put the Aeras.ini in the "Struggle for a vast future mod"/Gamedata folder

C. Open the the zip file named Graphics

10. Put the contents of Units and Armies&Fleet folders located in this zipped file into the correponding folders in the "Struggle for a vast future mod"/Graphics folder

11. Launch AACW and enjoy the mod!!! or grumble...

TO REVERT TO NORMAL PLAY, just move the modpath.ini out from the AGEod's American Civil War folder.


If something goes wrong open the log folder in the Struggle for a vast future mod folder and send me the !Main log.txt to [email="ozark@wanadoo.fr"]ozark@wanadoo.fr[/email].
Attachments
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(2 MiB) Downloaded 243 times
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Big Muddy

Sun Mar 30, 2008 12:50 am

What version would you recomment?

Big Muddy

Sun Mar 30, 2008 4:14 am

Playing v1.09d North, I got a chance to play till early June, transports not showing up, giving the appearence of "walking on water". Chesapeake Squadron arrived in Cape Henry not Hampton Roads. 3rd TX Rangers & 10th Texas Cav take Fort Smith. 1st Reserves Bde attacking Prince George's MD CSA attacking early. Never had Fort Smith attacked so early, bring it on.

Install, I extracted to desktop, unable to copy WinRAR folders when openning zip.

5) copy abilities folder, not settings, 6) copy scens, not settings, 7) structures, terrains & aliases not abilities. I hope thats right. I'll get Fort Smith later :niark:

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Franciscus
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Sun Mar 30, 2008 5:03 am

I think the instructions should read:


"To use the files, do the following:

A. Open the "Struggle for a vast future mod" zip file

1. put modpath.ini file and "Struggle for a vast future mod" folder into the AGEod's American Civil War folder

2. Copy the contents of the ACW folder ( and not the ACW folder itself !) located in the AGEod's American Civil War folder into the Struggle for a vast future mod folder

3. Delete the the Struggle for a vast future mod/Events folder then Copy the Events folder from the zip file to the "Struggle for a vast future mod" folder

4. Delete the the Struggle for a vast future mod/Settings folder then Copy the Settings folder from the zip file to the "Struggle for a vast future mod" folder

5. Delete the the Struggle for a vast future mod/Aliases folder then Copy the Aliases folder from the zip file to the "Struggle for a vast future mod" folder

6. Delete the the Struggle for a vast future mod/Scens folder then Copy the Scens folder from the zip file to the "Struggle for a vast future mod" folder

(...)"


About point 8: "Delete the Units and Models folders in the "Struggle for a vast future mod"/Gamedata folder then copy the same folders from the zip file to the "Struggle for a vast future mod"/Gamedata folder":
Using 1.09e, it seems that the files that are overwriten are exactly the same as yours; is that intended ?


(Side note: any chance I could convince you of getting rid of Bonham and Holmes and incorporating Longstreet, Ewell, Early, Jones in their respective brigades, as I have done in my "simple" mod ? If not, I will have to mod your mod... :bonk: :niark: )

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Franciscus
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Sun Mar 30, 2008 9:48 am

Either I did anything wrong :bonk: or I found a very funny bug.
Playing the first few turns as CSA, I found a bunch of generals (T. Ashby, Pettigrew, Gregg - with a full division, and others, even a few North ones; all with generic pictures) incorporated and permanently fixed in the British Corps down in England. WAD ???

Big Muddy

Sun Mar 30, 2008 10:12 am

Franciscus wrote:Either I did anything wrong :bonk: or I found a very funny bug.
Playing the first few turns as CSA, I found a bunch of generals (T. Ashby, Pettigrew, Gregg - with a full division, and others, even a few North ones; all with generic pictures) incorporated and permanently fixed in the British Corps down in England. WAD ???



I'm playing North, Early Oct. thus far I haven't noticed anything such as this. Redeployment isn't working for me, how about you?

Big Muddy

Sun Mar 30, 2008 11:11 am

Miltary Balloons arrive in Atlantic Blockade Box. Redeployment dosen't work (at least not for me). Both the Erie Scouting Sq. & the USS Michigan landlocked and destroyed. I suppose with the combination of mod, low aggressiveness, small fog of war advantage and 109.d getting interesting AI movement.

Example: Johnston's Corp is outside Annapolis, AOP besieging Ft.Monroe. I have to defend Washington, but Bank's Corp is not strong enough, an interesting situation, especially with Manassas open. I would have sent Mansfield but he took Harpers Ferry but was defeated at Winchester and is retreating back to Harpers Ferry to regroup.

Was anything done with troop movement, it seems better, also like the new units. I was going to wait for finished version but so far I have no complaints and glad I didn't.Excellent work as usual, it just keeps getting better :hat:

P.S. I know you're very busy, but if you find the time could you do Custer again, he don't work with this version, thanks.

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Clovis
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Sun Mar 30, 2008 11:20 am

Franciscus wrote:Either I did anything wrong :bonk: or I found a very funny bug.
Playing the first few turns as CSA, I found a bunch of generals (T. Ashby, Pettigrew, Gregg - with a full division, and others, even a few North ones; all with generic pictures) incorporated and permanently fixed in the British Corps down in England. WAD ???


Only the April 61 scenario is currently compatible with my mod. I suspect this as Pettigrew is appearing in 1863...
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Clovis
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Sun Mar 30, 2008 11:24 am

Big Muddy wrote:Miltary Balloons arrive in Atlantic Blockade Box. Redeployment dosen't work (at least not for me). Both the Erie Scouting Sq. & the USS Michigan landlocked and destroyed. I suppose with the combination of mod, low aggressiveness, small fog of war advantage and 109.d getting interesting AI movement.




Balloon: very curious as I made no change to the vanilla event...

Redeployment: I never use myself s o I will look that.

Erie problem: I've yet to implement the fix Gray Lansman has done for this.

I've made some change to movement, yes. Moves are slighty quicker and it certainly help AI whose thinking is limited to one turn depth...
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Franciscus
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Sun Mar 30, 2008 12:38 pm

Clovis wrote:Only the April 61 scenario is currently compatible with my mod. I suspect this as Pettigrew is appearing in 1863...


This oddity happened in April 61 campaign. AACW 1.09e, and your mod 0.9; They (pettigrew, Ashby, etc, etc, appeared in May 61, landlocked in England. Could it be that some files are misplaced ? Should I follow your original instructions or the ones you posted with the beta (corrections ??) :bonk:
Well, only tomorrow will I be able to install and play again... :p leure:

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Clovis
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Sun Mar 30, 2008 12:40 pm

Franciscus wrote:This oddity happened in April 61 campaign. AACW 1.09e, and your mod 0.9; They (pettigrew, Ashby, etc, etc, appeared in May 61, landlocked in England. Could it be that some files are misplaced ?
well, only tomorrow will I be able to install and play again... :p leure:


Possibly. Could you send me the main log file located in the log folder of the Struggle for a vast future mod?
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Franciscus
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Sun Mar 30, 2008 12:41 pm

Clovis wrote:Possibly. Could you send me the main log file located in the log folder of the Struggle for a vast future mod?


Only tomorrow...

Big Muddy

Sun Mar 30, 2008 12:55 pm

1) I've made some changes about battle settings to get better losses ratios


Combat loses: USA (me) 3767-CSA 3729, very balanced so far, bormally the AI would have at least double or more the loses.

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Clovis
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Sun Mar 30, 2008 1:06 pm

Big Muddy wrote:1) I've made some changes about battle settings to get better losses ratios


Combat loses: USA (me) 3767-CSA 3729, very balanced so far, bormally the AI would have at least double or more the loses.


The low aggressiveness setting hinder AI "attack against all odds" it's doing at higher aggressive levels. Battles are less bloody too because I lowered the probability of hit by fire and raised the losses of cohesion during battles. So inexperienced troops will rout quicker when experienced ones should sustain a longer fight.

Last, the lowering of the maximum entrenchment level at start is producing too better balanced losses as attacker isn't confronting in the first years to the biggest entrenchment values...

On a side note, don't forget Banks is suffering for rather severe combat penalties thanks to his new " ability"...

Now of course, they 're should be no miracle: with time AI losses will certainly rise above player...
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Clovis
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Sun Mar 30, 2008 1:18 pm

Franciscus wrote:I think the instructions should read:


"To use the files, do the following:

A. Open the "Struggle for a vast future mod" zip file

1. put modpath.ini file and "Struggle for a vast future mod" folder into the AGEod's American Civil War folder

2. Copy the contents of the ACW folder ( and not the ACW folder itself !) located in the AGEod's American Civil War folder into the Struggle for a vast future mod folder

3. Delete the the Struggle for a vast future mod/Events folder then Copy the Events folder from the zip file to the "Struggle for a vast future mod" folder

4. Delete the the Struggle for a vast future mod/Settings folder then Copy the Settings folder from the zip file to the "Struggle for a vast future mod" folder

5. Delete the the Struggle for a vast future mod/Aliases folder then Copy the Aliases folder from the zip file to the "Struggle for a vast future mod" folder

6. Delete the the Struggle for a vast future mod/Scens folder then Copy the Scens folder from the zip file to the "Struggle for a vast future mod" folder

(...)"


About point 8: "Delete the Units and Models folders in the "Struggle for a vast future mod"/Gamedata folder then copy the same folders from the zip file to the "Struggle for a vast future mod"/Gamedata folder":
Using 1.09e, it seems that the files that are overwriten are exactly the same as yours; is that intended ?


(Side note: any chance I could convince you of getting rid of Bonham and Holmes and incorporating Longstreet, Ewell, Early, Jones in their respective brigades, as I have done in my "simple" mod ? If not, I will have to mod your mod... :bonk: :niark: )


You're right about fixes in the readme file. I made the necessary corrections. Thanks.

point 8: I've decided to simplify the install process by deleting and replacing whole folders to keep it a little simpler. Ican't do the same for graphics file, due to size and upload limits on this board.

I'm not integrating generals in brigade because AI doesn't know to remove them from brigade to create divisions...The day Athena will know how to, I will reform brigades... A player can create leader brigades if he wants...
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Clovis
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Sun Mar 30, 2008 1:30 pm

October 61: the Kentucky race seen from CSA AI point of view:

I'm going to have a rough time as Northern leader....

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Clovis
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Sun Mar 30, 2008 2:42 pm

The financial situations of both sides in October 61: ressources in men are becoming scarce, each side has to be careful about War supply expenses:

Image

Image


CSA AI isn't reducing itself to militia building howewer:

Image


For USA, building transports is the way to go to get in the first turns more WSU:

Image

Last, the Banks' combat penalty he gets along some other political Generals:

Image

Unfortunatly, there are too events giving randomly to these generals a slight rise in seniority....Hard to avoid them in command...
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Big Muddy

Sun Mar 30, 2008 3:44 pm

Reached '62, I've noticed the AI spends to much time on transports, Johnston's on water more than land, as are others. Also continually brakes off seiges that would probably be successful, In the West I've had only two battles. At one point Johbston & AOP had me in an interesting spot, yet both went to Ft. Monroe, I thought for sure it would fall, both boarded transports.

I think I will try Aggresive-Normal, Difficultly-Hard & Detect Bonus-Normal and see what that does.

Combat loses, 5937-enemy 8396, finally doing some damage but CSA has 111 NM and I have 101. I'm sure my 101 is low compared tp others, but I have a slow mover trait.

Considering it won't be finished till the end of next month I'm enjoying myself very much.

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