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.
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 no...
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 reins...
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 no...
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...
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. Althoug...
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 ...
There is definitely a problem with ships and blockades which appears related to FOW. Rivers, without troops adjacent, have a spotting capability of 1/0. Which means rivers have a 0 sea spotting ability against ships. Shallow and shallow (may freeze) river terrain have a -2 detection modifier on ship...
There is definitely a problem with ships and blockades which appears related to FOW. Rivers, without troops adjacent, have a spotting capability of 1/0. Which means rivers have a 0 sea spotting ability against ships. Shallow and shallow (may freeze) river terrain have a -2 detection modifier to unit...
Here's a copy of a version of the new "Cohesion&Attrition.opt" file that might be more suitable for PBEM play... The version that comes out with the latest patches was altered somewhat to make it more suitable for AI play.
Just finished a PBEM game. If anyone is interested in playing a PBEM Mod game, drop me a private message. I can do a turn a day. I will play either side. We would be using the latest version including the new attrition and models. Game would be semi-test of new features.
Here are the upgraded models for 1.10a. 1. Horses and guns added to models. Note artillery batteries, except coastal, siege and fort, have been reduced to 4 or 6 hits to represent 4 and 6gun batteries. As units fire as units this will have no impact on their battlefield performance unless they take ...
Seems approximately yes, as real raised USA manpower was not in the 5-1 ratio, but more in the 1,5 / 2-1 ratios... Again I m not expert in those values, but seems some modders have altered a bit (favouring USA) the vanilla ratios... The Union Army was 3.2 times as large as the CSA army by the end o...
Given that Forrest was able to overpower and capture two Union gunboats at Johnsonville, I would vote for at least two, preferably more (the current 4?)--if we are talking about total, automatic blockage. I assume Forrest's artillery disabled the gunboats. We already have artillery vs ship combat t...
You have pointed out an idea to me however... Maybe the solution is to reduce the total number elements capable of being contained in a division, and then increase the number of divisions themselves. For some time now, I have wanted to mod the total number of elements within a division. As far as I...
Blocking was fixed in 1.10a :) I changed the elements required for blockade to 1 in the blockades&bombardment file. When I tested, it didn't work. I am short on time but will try to test again tomorrow. I am using 1.10a. Has anyone else tested the ship interdiction of troops with 1.10a?
I love optional rules, and giving as much control as possible to the player(s). The more optional rules the better. And Pocus read your mind! You can mod the number of elements required to blockade river sections in the Bombard&Blockade File located in the Settings Folder of 1.10a. Here is the pert...
In my mod, I gradually increased the number of available divisions for both sides. Finally, I gave up and simply set a limit of 100 for both sides. Make as many divisions as available manpower and commanders will support. IMO, limiting number of divisions limits the power of both sides. Troops outsi...
I personally tried to do this, but it is next to impossible for me to completely separate the files that have been modified vs the unmodified files. There are literally hundreds of files that have been changed over the course of several months of version updates. It could only be done by actual AGE...
Good suggestion it took me 5 hours plus to download latest patch - another country boy. However I did not need to start over again when I get disconnected as I always do after a certain amount of time. If I recoonect immediately when I know I will get dcd then patch download picks up where it left ...
Yes, this is possible. If this is really a loophole that can be practically exploited is something that might be worth a closer look. One could argue of course that troops don't loose health and morale instantly once they leave a city, so if the start and end the turn in one.... :innocent: I probab...
Maybe I'm dense, but I interpreted this as 'hits', not the 'probability of a hit'. :confused: Units can only suffer losses as hits. So a minimum loss for a typical regiment would be a single hit of 50 men. I don't believe you can get partial hits. So I am assuming the numbers are percentage chances...
No, but it has been difficult over the last year watching supporters of these issues waver or disappear, while the variety of people with MORE IMPORTANT CONCERNS, and more than willing to ignore the naval issues, who chime in opposing any constructive proposal, seems endless. I thought for a while ...
The Attrition due to movement is checked daily. The additional attrition for the game rule 'Historical Attrition' is checked per turn. The decimal fractions are rounded up or down with the correct probability. It is odd that "Historical Attrition" is checked per turn rather than daily. A player cou...
So if hits are calculated daily, then in the last example using .052 health points, the total percentage chance of suffering a hit in clear terrain and harsh weather over 15 days would be: 1-(.948)15th power= 55% So in a regiment of 1000 men with 20 hits at 50 men per hit, then a total 55% chance ov...
'Health Points' and 'Hits' are only different words for the same thing. :cwboy: The parameters 'MenPerHit', 'GunsPerHit' and 'HorsesPerHit' are the conversation factors for Hits into the number of men. Additionally a slight random fluctuation is added. The game itself uses only the 'Hits' for it's ...