Bowman
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Sat Jun 28, 2008 12:28 pm

Widell, thanks for that. I'm running PBEM with the 1.10c update and it runs fine but I'm holding off on the 1.10d update.

Widell
Conscript
Posts: 19
Joined: Sun Nov 04, 2007 12:06 pm

Sun Jun 29, 2008 8:55 am

Cool - Let us know how it develops. I'd like to do a PBEM with this mod some time in the future, but have been holding off due to the concerns mentioned.

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Injun
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Location: Orangre Park, Florida

Mon Jun 30, 2008 12:21 am

Guys,
I am rather new to this game and just learning. This mod looks great and I have read the AARs using this mod. I have installed from DVD version 1.07h and I have downloaded all patches from 1.08a to 1.0d. I have read thru this thread and I see the mod constantly evolve. My question has the main files at the begining of this thread been updated? If not which other files do I need?

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Injun
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Location: Orangre Park, Florida

Works in 1.10c?

Fri Jul 04, 2008 8:04 pm

Bowman wrote:Widell, thanks for that. I'm running PBEM with the 1.10c update and it runs fine but I'm holding off on the 1.10d update.


Bosman,
I was thinking, how ya did that? The last up date to the main files was 23 may. Did you just use those files, if others, which ones?

It is rather confussing to me with all the changes from April 23rd posting.
Appreciate any help.

Jagger
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Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

executable file

Thu Jul 10, 2008 5:37 am

Injun,

The PBEM mod will work with 1.10d. Download the patch but only use the executable file from the patch. The executable file is the file you use to start the game.

So if you already have the PBEM mod installed, just overwrite the old executable file with the 1.10d executable file. If you don't have the PBEM mod installed, you can overwrite any version of the game with the PBEM files and the game will play fine. You may see a few railroad problems if you install over the complete 1.10d patch-or you may not. Depends on whether there were any significant railroad changes to code or graphics.

I did notice that the blockade fixes were not fixed by patch 1.10d in old on-going PBEM games. Starting a new game, the 1.10d patch fixes the blockade bug.

Myself, I do not download the patch due to size and obtain the executable from good samaritans. The PBEM mod with the latest PBEM files at the start of this thread works fine with the executable file.

My apologies for lack of responses lately. I have been absolutely swamped with work and will be for another month or so.

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Injun
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Location: Orangre Park, Florida

Thu Jul 10, 2008 8:31 pm

Jagger,
Thank you for your reply. I can understand being up to your waist in allegators. I will redownload the filres and attempt another installation of this mod. If Any problems will post the log files.

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Injun
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Location: Orangre Park, Florida

Errors in mod

Mon Jul 14, 2008 2:14 am

Jagger wrote:Injun,

The PBEM mod will work with 1.10d. Download the patch but only use the executable file from the patch. The executable file is the file you use to start the game.

So if you already have the PBEM mod installed, just overwrite the old executable file with the 1.10d executable file. If you don't have the PBEM mod installed, you can overwrite any version of the game with the PBEM files and the game will play fine. You may see a few railroad problems if you install over the complete 1.10d patch-or you may not. Depends on whether there were any significant railroad changes to code or graphics.

I did notice that the blockade fixes were not fixed by patch 1.10d in old on-going PBEM games. Starting a new game, the 1.10d patch fixes the blockade bug.

Myself, I do not download the patch due to size and obtain the executable from good samaritans. The PBEM mod with the latest PBEM files at the start of this thread works fine with the executable file.

My apologies for lack of responses lately. I have been absolutely swamped with work and will be for another month or so.


Jagger,
I loaded your mod up as per instructions. You have a mistake in your instructions that I down loaded. Step 9 and 12 are the same, loading the events files. I am using 1.10c the latest update that Jabberwockies General mod is compatable with.

1. Question first, The terran file has three zipped files include with terrain files date 22oct07, mar31, and apr11. They need to be loaded?

After loading started game as picked the 1861PBEM scen. Started as Union.
a) noticed that the Policy ,Financial, and draft are blank no options. This on purpose? Concidering that the Confederacy has not fire on Fort Sumter which started the whole shebang, this intentional. North was still trying to come up with some peacful resoultion.

Now the problem and turn checked Washington DC. 61 officer pool, I noticed that pictures of C Hamilton is now an Infantry officer's picture so is Charles P. Stone.

I have a 1.10c version with just Jabberwockies General mod installed. No problem with officer pictures.

I have two logs the !HostLog and !Main log. Int the !host there are error entries for weather. 8:38:15 PM (Reporting) Starting CalcWeatherPatterns
8:38:15 PM [Warning ] TWeather.CalcWeathers Erroneous
There are 15 such entries.

In the !man example:ImageID: army_usa_chamilton , ExImage ignored
8:33:53 PM (Reporting) TMediaLibrarian.Create Redundant
There are 19 such enteries simular to the above

Also this:
8:33:53 PM [Error ] TAreas.Create Erroneous UID for record 87 found UID = MN data corrected to 87

I have attached those logs.

Get ya swamp drained first and beat back them alligators. When ya have that done ya can get back to me.
Attachments

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Injun
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Errors in 1.10d

Mon Jul 14, 2008 2:45 am

Jagger,
I loaded 1.10d , the same problem with infantry offiers for officer potraits still taking place, I forgot one in my last post, Erasmus Keys is also and infantry officer picture.

!main log
In the !man example:ImageID: army_usa_chamilton , ExImage ignored
8:33:53 PM (Reporting) TMediaLibrarian.Create Redundant
There are 19 such enteries simular to the above, the same.

9:26:18 PM [Error ] TAreas.Create Erroneous UID for record 87 found UID = MN data corrected to 87

9:35:03 PM [Error ] Errors found in script: 1 Check C:\Program Files\ACW-PBEM-MOD\PBEM Mod\Scripts\ScriptReport.txt
9:35:03 PM (Reporting) 1861: The Civil War (April - Full 2 T 1861, Early April (T: 2671) loaded

!hosting log
9:26:18 PM (Reporting) Starting CalcWeatherPatterns
9:26:18 PM [Warning ] TWeather.CalcWeathers Erroneous
There are 24 such entires and increase of 5.

I have attached logs.
Attachments

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joe
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Mod under 1.10d

Thu Jul 17, 2008 2:47 pm

Jagger, I know you are busy and there is no rush on this but I thought I might give a few observations of mine:

There isn't any money or war supplies brought in by either the CSA blockade runners or the USA shipping. There are no text messages nor any increases to money or war supplies.

Some of the events designed to add Union ships don't seem to be happening, such as the 8 gunboats in St. Louis don't appear.

When the promotion "anger event" is triggered it shows zero NM and zero VP loss in each situation.

I also receive a script error message in the logs, although looking at the script text file I can't tell what it is.

Again, I understand your situation, so please take your time. I am still enjoying your mod.

Thanks

Joe

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Tue Jul 22, 2008 3:27 am

Injun wrote:Jagger,
I loaded your mod up as per instructions. You have a mistake in your instructions that I down loaded. Step 9 and 12 are the same, loading the events files. I am using 1.10c the latest update that Jabberwockies General mod is compatable with.


Thanks for pointing out the double entry. Although it shouldn't have an impact on gameplay but I will edit.

1. Question first, The terran file has three zipped files include with terrain files date 22oct07, mar31, and apr11. They need to be loaded?


Yes, all three terrain files are needed. Just overwrite original files.

After loading started game as picked the 1861PBEM scen. Started as Union.
a) noticed that the Policy ,Financial, and draft are blank no options. This on purpose? Concidering that the Confederacy has not fire on Fort Sumter which started the whole shebang, this intentional. North was still trying to come up with some peacful resoultion.


On the first turn, the policy, financial, etc will not appear. After running the first turn, all options should appear due to a mod event triggering.

Now the problem and turn checked Washington DC. 61 officer pool, I noticed that pictures of C Hamilton is now an Infantry officer's picture so is Charles P. Stone.


I will check both generals this weekend. If you wish to update yourself, go into the models folder and find each generals file. A search for their names will bring up their files. Open the file and find the following:

UID = 148
NationTag = CSA
Name = John B. Hood
Alias = ldr_CSA_Hood3
ShortName = J. Hood
Text = $ldr_txt_CSA_Hood
Kind = $Land
SubType = $Regular
Family = $famLeader
ImageID = symbol_general_3.png
Color = $colCSARegular
Portrait = Unit_CSA_JBHood.png

Note the bolded line titled portrait. The name needs to match the generals portrait name in the graphics folder.

I have a 1.10c version with just Jabberwockies General mod installed. No problem with officer pictures.

I have two logs the !HostLog and !Main log. Int the !host there are error entries for weather. 8:38:15 PM (Reporting) Starting CalcWeatherPatterns
8:38:15 PM [Warning ] TWeather.CalcWeathers Erroneous
There are 15 such entries.

In the !man example:ImageID: army_usa_chamilton , ExImage ignored
8:33:53 PM (Reporting) TMediaLibrarian.Create Redundant
There are 19 such enteries simular to the above

Also this:
8:33:53 PM [Error ] TAreas.Create Erroneous UID for record 87 found UID = MN data corrected to 87

I have attached those logs.


I believe the weather errors have always been in the game. I haven't modded the weather files. The Mn data error is Ok. The game functions properly for the Mn troops.

Get ya swamp drained first and beat back them alligators. When ya have that done ya can get back to me.


Sorry for the late reply. Hopefully I will have much more time available when August arrives.

Jagger
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Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Tue Jul 22, 2008 3:39 am

joe wrote:Jagger, I know you are busy and there is no rush on this but I thought I might give a few observations of mine

There isn't any money or war supplies brought in by either the CSA blockade runners or the USA shipping. There are no text messages nor any increases to money or war supplies.:


Joe that is odd. Both were working in my last game. Are you still having problems with receiving money/war supplies from shipping as CSA/US?

Some of the events designed to add Union ships don't seem to be happening, such as the 8 gunboats in St. Louis don't appear.


Yes, you are correct. Although my intentions are to delete the event entirely and instead modify the bombard/blockade file to require 1 ship for blockade instead of 4 ships. Returning to the original blockade requirements negates the need to add additional Union gunboats.

I am attaching the modified bombard/bombardment file. Simply overwrite the existing blockade/bombardment file within the settings folder.

When the promotion "anger event" is triggered it shows zero NM and zero VP loss in each situation.


I am not familiar with the "anger event". What folder is it contained within?

I also receive a script error message in the logs, although looking at the script text file I can't tell what it is.

Again, I understand your situation, so please take your time. I am still enjoying your mod.

Thanks

Joe


My apologies for the late reply. I will be checking the forums over the next few days if you have any followups.
Attachments
Bombard&BlockadeJuly21.zip
(585 Bytes) Downloaded 287 times

joe
Lieutenant
Posts: 127
Joined: Tue Mar 20, 2007 3:16 pm

Tue Jul 22, 2008 2:55 pm

Thank's , no need for an apology, I understand busy.

I am still not receiving any money or war supplies for either side. I did when I used your mod under 1.09 but not under 1.10d. I did notice under the models file that the "commerce ship" attribute is not there for any ships on either side. I'm not sure if that has any impact.

Also under the models file I noticed that guns per hit and horses per hit is also not listed so they show as zero when the control key is used to see how many men, horses and artillery a force has.

The "anger" situation occurs when a leader gets passed over for promotion and you are told you lose some NM and VP's. Mine is just showing zero in both cases. I really don't know where the files are for that.

Thanks again.

Joe

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Fri Jul 25, 2008 4:18 am

joe wrote:Thank's , no need for an apology, I understand busy.

I am still not receiving any money or war supplies for either side. I did when I used your mod under 1.09 but not under 1.10d. I did notice under the models file that the "commerce ship" attribute is not there for any ships on either side. I'm not sure if that has any impact.

The "anger" situation occurs when a leader gets passed over for promotion and you are told you lose some NM and VP's. Mine is just showing zero in both cases. I really don't know where the files are for that.

Thanks again.

Joe


Joe, after some thought, I don't believe my mod should have any impact on money and supplies from commerce. Nor should it have any impact on promotion NM and VP's. As far as I know, neither are moddable game features. This weekend I will test my 1.10d version and see if I have problems. My first guess is there may be a problem with your downloaded 1.10d executable file.


Also under the models file I noticed that guns per hit and horses per hit is also not listed so they show as zero when the control key is used to see how many men, horses and artillery a force has.


That is odd as well as I did update the model database to include the guns and horses. I will doublecheck to make certain the current mod download for models is the correct file with horses/artillery this weekend as well.

canuck64
Civilian
Posts: 4
Joined: Wed Jul 18, 2007 4:24 pm

persistent difficulty with mod

Fri Jul 25, 2008 12:05 pm

Jag

Thanks so much for all of your hard work. That's first and foremost.
But I've been having this problem to a greater or lesser degree since taking the steps to install the mod:
game loads, but upon launch of the scenario I'm getting errors aplenty.

This is the 3rd time I've uninstalled and reinstalled just to get the mod going.

can someone have a look at my logfile and decipher the "out of bounds" errors I'm getting? I want AT THIS MOD!

Thanks
Attachments

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Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Jul 28, 2008 3:01 am

canuck64 wrote:Jag

Thanks so much for all of your hard work. That's first and foremost.
But I've been having this problem to a greater or lesser degree since taking the steps to install the mod:
game loads, but upon launch of the scenario I'm getting errors aplenty.

This is the 3rd time I've uninstalled and reinstalled just to get the mod going.

can someone have a look at my logfile and decipher the "out of bounds" errors I'm getting? I want AT THIS MOD!

Thanks


Canuck, I looked at your logfile. The error is very odd and not appearing in my game with mod. If you would, send me a private message with your email address. Lets do the game install together and step by step. We should either find the problem or have a successful installation.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Jul 28, 2008 4:43 am

joe wrote:Thank's , no need for an apology, I understand busy.

I am still not receiving any money or war supplies for either side. I did when I used your mod under 1.09 but not under 1.10d. I did notice under the models file that the "commerce ship" attribute is not there for any ships on either side. I'm not sure if that has any impact.


Joe, I checked my copy and money/war supplies is not working either and/or not mentioned by events. I suspect you are right about the commerce ship attribute. I will need to update the models to fix the problem.

Also under the models file I noticed that guns per hit and horses per hit is also not listed so they show as zero when the control key is used to see how many men, horses and artillery a force has.


I just downloaded a new models zipped file titled ModelsJuly27. It is located on the first page of this thread. It contains guns per hit and horses per hit. Delete all old models in the models folder and replace with the new models contained within the zipped file.

The "anger" situation occurs when a leader gets passed over for promotion and you are told you lose some NM and VP's. Mine is just showing zero in both cases. I really don't know where the files are for that.

Thanks again.

Joe


In my copy, the anger/promotion events are working properly. My mod modifies the cost of early promotion but not the appearance of events or message announcements. I am not sure why they are not working in your copy.

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Mon Jul 28, 2008 4:47 am

Injun, if you are still having problems with installation of the mod, drop me a Private Message with your email address.

Actually, anyone having problems with installation of the mod, drop me a PM with your email address.

We can work through installation step by step to ensure a proper installation.

joe
Lieutenant
Posts: 127
Joined: Tue Mar 20, 2007 3:16 pm

Tue Jul 29, 2008 2:59 pm

Thanks Jagger, hopefully the commerce ship attribute will enable the shipping again.

Thanks

Joe

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Injun
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Joined: Sun May 04, 2008 1:52 am
Location: Orangre Park, Florida

updating to 1.11a

Sun Sep 14, 2008 4:29 pm

Jagger,
Are you concidering to up date your mod to the current version of the game, 1.11a?

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