TheDoctorKing wrote:I noticed some discussion earlier in this thread about a "draft mod" that would prevent either side from beginning conscription in 1861. I think this is a fine idea. Has this been incorporated in the v 1.10c of your mod? Or do I need to separately d/l the "draft mod.rar" file farther up?
Thanks for all your work on this. Sounds like you have made a major improvement in the game.
TheDoctorKing wrote:Can the mod be played PBEM or only with a human USA player vs. CSA AI?
Gray_Lensman wrote:Clovis
Have you actually done any work that reduces the turn by turn output of War Supplies per city? or is it just starting levels modifications?
Gray_Lensman wrote:Regarding Clovis' MOD:
It's not just a matter of documentation. Its the way he has done the MOD overall. In order for the MOD to be "officialized" it has to be in "source file" or .xls format for the in-house utilities to be able to work with it for future updates. By comparison, Bigus' provided 3 scenarios in source file format, and these were quickly and easily absorbed into the vanilla game. These source (.xls) files are the files that I work with in order to relatively quickly update the 13 vanilla .scn files for the game. I generally can edit and rapidly output all 13 of these scenarios in less than 4 hours (1 hour if I don't test them as they are completed). It's impossible to do this by working directly with each individual .scn file. Clovis' MOD though Cool, and probably the best scenario for the game, would require so much overhead in maintenance each time there was an update, that it is unacceptable to AGEod to "officialize" it in its present form.
Gray_Lensman wrote:Regarding production locations:
It's very easy for someone outside of the loop to say and assume, "this is so easy".
StatboyVT wrote:Finally got around to trying the new version of the mod with 1.10c. Playing as the Union, using Clovis' recommended settings. Difficulty normal, normal aggressiveness, +1 FOW, normal activation rules. The CSA AI still seems to be overly aggressive. Beauregard and Johnston are already advancing into western Maryland by the end of July, with one force of 16,000 men just over the Pennsylvania border. The way to Richmond appears to be clear. McDowell is sitting in Manassas with 30,000 troops and the Confederacy seems to be paying him no mind. I'm sure I'll be able to march him to Richmond. Whether or not he'll activate and actually attack the city is another question.![]()
There was also a small cavalry raid in Southern Maryland by one regiment in June. However, they sat there for a turn and then went back to Virginia.
In the west, I have noticed a decrease in Confederate cavalry raids. In the past on many occasions they've even attacked California or Oregon directly, or even the Rockies. I haven't seen that yet, through July. They are however going hard after Ft. Pickens, as usual. Polk is assaulting it with 12,000 troops each turn. As a result I'm sure I'll be able to march down from Cairo and take Island No. 10 and Ft. Donelson without much of a fight.
Overall the aggressiveness seems to be toned down a bit this time around, through the end of July at least. Except for the blasted main Confederate army in Virginia, which seems to think the most important thing to do is push Patterson back from Harper's Ferry through Western PA while leaving the road to Richmond wide open.
I'll admit that I'm not sure how this compares to the regular vanilla 1.10c. I can't bring myself to play it after playing many games of SVF. The casualty rates are much too high, and I feel Clovis gives us a much better early war experience with his mod. He's spoiled me.![]()
Anyway, just thought I'd provide some feedback. As usual, thanks for all you do. Can't wait to see what some of you modders can do with BOA2!
Gray_Lensman wrote:I think Clovis chose to make his MOD his way, because he's much more comfortable with working with the output files themselves, and not for any other mysterious reasons.
Again regarding production locations:
Just to let you know, I was successful in figuring out how to rework the various files to block the naval units appearing upriver of Muscle Shoals (Middle Tennessee River). At that point, I put some more thought into what you were requesting and decided this would not be good for the game itself. As stated above, I only went along with the CSA naval production alteration because of the fact that the naval units are effectively useless if they randomly pop up at one of the locations above Muscle Shoals.
I also pointed out that artillery units and other specialty units can move to wherever they are needed. But now after some additional thought, I should also point out that this is a game where you have the decision to industrialize different areas that weren't necessarily industrialized in the actual Civil War and you have to consider that even in the actual Civil War, though some places were heavy armaments centers, the south in some cases improvised by moving production equipment to other areas. This happened in the Trans-Mississippi area for sure, since they were cut off, and it probably would have happened elsewhere also. The game does a good job of reducing the available war supplies when you capture the larger cities and that in itself helps to simulate the loss of important armament centers.
Taking it one step further, the game is primarily played against the AI. If production of artillery was limited to just a few choice locations, the AI would be at a severe disadvantage against a human player who is armed with that knowledge. We already, have slippery, borderline gamey cavalry tactics, so you can get the picture. The AI is challenged enough already.
Gray_Lensman wrote:Find the USA Events.sct file for the MOD, probably in the same path that you have set for the MODPath. It'll be in the associated ...ACW/Events/ folder along with other .sct files. His (Clovis) version of this file is currently date stamped 6/11/2008. Open the file up with Notepad (.sct files are actually .txt files). Do a "Find" for "StLouisMassacre" (no spaces).
You should see something like this:
StartEvent = evt_nam_USA_StLouisMassacre1861R|1|2|evt_txt_USA_StLouisMassacre1861R|Event-img_USA_StLouisMassacre1861|$Saint Louis, MO|100
Conditions
MinDate = 1861/05/10
MaxDate = 1861/07/15
EvalEvent = evt_nam_USA_StLouisMassacre1861M;=;0
Probability = 75 <--- Eliminate this line
Actions
DescEvent = evt_desc_USA_StLouisMassacre1861R
ChangeLoyaltyFac = $MO;-20
SelectRegion = $Saint Louis, MO
ChangeLoyaltyFac = -10
ChgEvtOccurs = evt_nam_USA_MissouriForcePool;cuOccurs;1
SelectFaction = $USA
SelectRegion = $Saint Louis, MO
CreateGroup
Posture = $Defensive
SetKind = $Land
Entranch = 0
InCS = 0
FixType = 0
SetName = _genName
Apply
CreateUnit
SetType = $uni_USA_Cav1IA
FlavorName = Capt. N. Lyon
...
As noted above, eliminate the "Probability = 75" line altogether, so that it reads:
Conditions
MinDate = 1861/05/10
MaxDate = 1861/07/15
EvalEvent = evt_nam_USA_StLouisMassacre1861M;=;0
Actions
...
Save and exit... Voila you're done...
Note the game defaults to 100% probability between the dates specified if there is no "Probability =" statement. BTW, Price should also show up, as the event for him (in the "CSA Events.sct" file) evaluates whether the above event has fired (which at 100% will give a true evaluation)
Regards
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Dooley wrote:Hi Clovis,
I am trying to have a PBEM game with your mod patched to 1.10c, and attached is the error I get when attempting to open the second turn sent to me by my opponent.
He has sent an email to support re this but we haven't had a reply.
Any thoughts?
thx in advance.
Mark
Dooley wrote:Hi Clovis,
Thx for help. Were you going to attach some files for us to install? If I read your reply correctly.
Mark
bk6583 wrote:Clovis,
Now that I've played a number of campaigns I'd love to try out your mod. However, since I'll be playing the Union, 1.10c has a bug where Union river ships blocked both CSA and Union ground units from crossing rivers (fixed in 1.10d). Is this bug basically still there even after I load your mod? Is a
1.10d mod coming out any time soon?
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