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Clovis
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Mon Jan 28, 2008 11:13 pm

This will maybe fix the Johnston bug.

Unzip and put this file in the AGEod's American Civil War\Coming fury\Events folder
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Clovis
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Mon Jan 28, 2008 11:22 pm

lodilefty wrote:How do you set the initial blockstate = 1 ?
[and did Warren, VA get included by mistake?]


Warren, VA isn't included...It's Warren, KY

About modding, I took the detestable habit to mod directly the game files rather than the xls files. At the end of the scenario file, you have a list of all regions with the blocstate parameter. I replaced 0 by 1.
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Big Muddy

Tue Jan 29, 2008 3:40 am

Clovis wrote:This will maybe fix the Johnston bug.

Unzip and put this file in the AGEod's American Civil War\Coming fury\Events folder



Yes, this worked, started over and got past July. I now have a build for a CSA brigade in VA (I'm USA), was this intended.

I noticed something earlier, perhaps you/anyone can explain this for me. In the Element Panel there are a set of numbers, example: 11 U.S. INF 726/825 men, what do 0/0 0/0 represent? I've yet to see them change.

Thanks for the fix and the CSA INF, they may prove handy in Manassas :niark:

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lodilefty
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Tue Jan 29, 2008 3:44 am

Clovis wrote:Warren, VA isn't included...It's Warren, KY

About modding, I took the detestable habit to mod directly the game files rather than the xls files. At the end of the scenario file, you have a list of all regions with the blocstate parameter. I replaced 0 by 1.

OK on Warren, I was just trying to brainstorm possible causes. :innocent:


This will maybe fix the Johnston bug.

Unzip and put this file in the AGEod's American Civil War\Coming fury\Events folder

What did your file do that fixed the problem?


--------------------------------------------------------------------
I notice you don't block Jefferson, KY (Louisville). Is this WAD to allow Camp Dick Robinson, etc.?

In the meantime, I put in events that set blockstate = 1 at end of first turn (April 61) and delayed all your 61/04/01 events to 61/04/07

  • It's essentially impossible for either side to get a unit into Kentucky by mid April.
  • "Feels real" by setting Kentucky into "blocked neutrality" AFTER Ft Sumter.
  • Allows the Kentucky logic to be a "free standing" mod since it doesn't have to change the .scn file. Everything will be in events, models, etc which are fairly easy to keep as separate mod with JSGME.....


I started out modding the text files, but I'm getting comfy with the database and csv splitter now, so it's getting easier to manage mass changes.... :niark:

I just "patched in" the new pools events, so now I'm just lacking graphics files? Or do I need models and units files????

I anxiously await the rest of your mod. I'm running it now (with my slight change on how I blocked the regions.) :nuts:

tagwyn
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Tue Jan 29, 2008 5:56 am

I did not call Antietam "artillery hell." The Rebs did. :p apy:

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Clovis
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Tue Jan 29, 2008 9:23 am

Big Muddy wrote: I now have a build for a CSA brigade in VA (I'm USA), was this intended.

I noticed something earlier, perhaps you/anyone can explain this for me. In the Element Panel there are a set of numbers, example: 11 U.S. INF 726/825 men, what do 0/0 0/0 represent? I've yet to see them change.

Thanks for the fix and the CSA INF, they may prove handy in Manassas :niark:


Can you give me the name and type of this unit?

About number, I noticed too. It's not a result of my mod...
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Big Muddy

Tue Jan 29, 2008 1:04 pm

Clovis wrote:Can you give me the name and type of this unit?

About number, I noticed too. It's not a result of my mod...



I build three, 1st, 2nd & 3rd Infantry Bde VA. Only available late April-Late July.

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lodilefty
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Tue Jan 29, 2008 6:29 pm

Clovis wrote:How it works:



2) the "CSA invades Kentucky " unit to be bought by Confederate player:

The implementation is for now crude. I will do special graphics for that...


What are the parameters for the new units [or could you post the .uni files?] I'm trying to recreate your logic, but can't seem to quite get it right.... :bonk:

...but I think I'm close to having this work as a "stand alone" mod... :nuts:

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Clovis
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Tue Jan 29, 2008 7:46 pm

lodilefty wrote:What are the parameters for the new units [or could you post the .uni files?] I'm trying to recreate your logic, but can't seem to quite get it right.... :bonk:

...but I think I'm close to having this work as a "stand alone" mod... :nuts:


You will have to:

change the unit numbers as I've made other changes to units

make some gfx for the units as I've just begun to treat this point with my weak talents in that domain.
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lodilefty
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Tue Jan 29, 2008 7:59 pm

Clovis wrote:You will have to:

change the unit numbers as I've made other changes to units

make some gfx for the units as I've just begun to treat this point with my weak talents in that domain.


OK! I've been changing UID quite a bit anyway.... :nuts:

umm, did I miss a download link somewhere? :8o:

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Clovis
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Tue Jan 29, 2008 8:54 pm

lodilefty wrote:OK! I've been changing UID quite a bit anyway.... :nuts:

umm, did I miss a download link somewhere? :8o:


You will have to wait....not at home for now :sourcil:
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Clovis
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Wed Jan 30, 2008 8:23 pm

the new version can be downloaded here:

http://www.ageod-forum.com/showthread.php?t=7517
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