gwgardner
Brigadier General
Posts: 455
Joined: Thu Sep 28, 2006 5:46 pm

two player Vast Future mod?

Thu Aug 07, 2008 3:15 am

I'm unclear whether the Vast Future mod is intended only for solo play, or can be used with two player games. Can someone clarify?

beefcake
Corporal
Posts: 52
Joined: Thu Jan 03, 2008 10:03 pm

Fri Aug 15, 2008 10:54 pm

Provided both computers have the same version of the mod installed on their PCs, I would think it would work. I'm playing the game in hotseat mode with Clovis' mod and it works fine for me. I would take it for granted that PBEM would work as well.

From a game-balance point of view, I'm still considering it. My 1st go at hotseat mode ended very quickly with Foreign Intervention in Feb. 1862, and the BEF helped capture Washington DC. Even without conscription, the Confederates seem to be able to build up huge armies as quickly as the north. I'm on my second hotseat campaign to see if it turns out any differently. Still love the mod, though.

Dooley
Conscript
Posts: 13
Joined: Sat Dec 29, 2007 1:27 pm

Sun Aug 17, 2008 9:47 am

Hi Beefcake, Gary from the opening post is my opponent, he is the CSA. He has commentned about the amount of points he is gaining every turn, sometimes as much as 8 (without me selecting any options as USA to aid this)
towards intevention. This is really my first game but I am concered about the intevention total where as the rules state it should increase 50% chance only for higher VP and NM unless some other options are selected.

Does the FI seem to be modelled differently in this mod?

Mark

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Clovis
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Mon Aug 18, 2008 2:52 pm

Balance in human vs human isn't garanteed indeed... About foreign intervention, my tests against CSA AI didn't led to higher FI occurences but it could be really different with a real opponent... Normally all modifications to FI level tied to Kentucky events should cease after october 1861.

About the rate of CSA unit creation, I would be interested to know what industrial strategy both players has chosen. Union player has both to build plants and large commercial navy to to get between 100 to 120 WSU by turn in september 61. CSA AI is generally around 45- 50.
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Dooley
Conscript
Posts: 13
Joined: Sat Dec 29, 2007 1:27 pm

Mon Aug 18, 2008 6:20 pm

Hi Clovis,

Firstly great work with the mod mate.

Okay so we are at the last turn of Sept 61 and I as USA get 108 WSU from factories and received 13 from my ships last turn. I started with about 6 or 7 states on light industrial production but fairly quickly dropped that to 3 states and its remained there. I am finding I have plently of money and WSU right now but lack conscripts. I also built around 6 transports.

Last turn FI only progressed 1 against me but the previous turn KY went over to the Rebs. I have only played this game and mod to about turn 6 against the AI twice and I had no trouble in having KY coming over to my side (USA). But this time I basically found it impossible to achieve this. Not sure how much help this gives the CSA (KY going over to them).

Enjoying this game very much.

Mark

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Clovis
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Tue Aug 19, 2008 8:18 am

Dooley wrote:Hi Clovis,

Firstly great work with the mod mate.

Okay so we are at the last turn of Sept 61 and I as USA get 108 WSU from factories and received 13 from my ships last turn. I started with about 6 or 7 states on light industrial production but fairly quickly dropped that to 3 states and its remained there. I am finding I have plently of money and WSU right now but lack conscripts. I also built around 6 transports.

Last turn FI only progressed 1 against me but the previous turn KY went over to the Rebs. I have only played this game and mod to about turn 6 against the AI twice and I had no trouble in having KY coming over to my side (USA). But this time I basically found it impossible to achieve this. Not sure how much help this gives the CSA (KY going over to them).

Enjoying this game very much.

Mark


I designed the KY events in order to give CSA a real but small chance to get KY support. KY may secede from Union. Now, of course, the rate of such a event has yet to be tweaked and I've no clue when SVF is used for PBEM or Hotseat games.

108 WSU is about what is expected. Combinig both naval trade and real industrialization the 2 first years will give Union a real superirity in WSU.

About conscript, I can manage for Union in 1861 around 1,300 points ( events, one 1, 000 bounty and one 2,000 bounty options). From 1862, CSA will have the draft option to the cost of severe NM losses...
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Dooley
Conscript
Posts: 13
Joined: Sat Dec 29, 2007 1:27 pm

Tue Aug 19, 2008 4:41 pm

Well I am almost 46 years old and have been a serious wargamers for 31 years now. Whilst WW2 is my main expertise I have always wanted to play a great ACW game. By the way I am an Aussie. This one has everything I have always wanted in such a game. Is it perfect? Of course not, but damn it is good.

The PBEM game may need some tweaking, but I am happy to date despite KY falling easily to the CSA. I am definately not an expert on the ACW, but as stated have always been interested in it.

Great mod Clovis.

Mark

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Clovis
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Tue Aug 19, 2008 10:49 pm

Dooley wrote:Well I am almost 46 years old and have been a serious wargamers for 31 years now. Whilst WW2 is my main expertise I have always wanted to play a great ACW game. By the way I am an Aussie. This one has everything I have always wanted in such a game. Is it perfect? Of course not, but damn it is good.

The PBEM game may need some tweaking, but I am happy to date despite KY falling easily to the CSA. I am definately not an expert on the ACW, but as stated have always been interested in it.

Great mod Clovis.

Mark


I've raised slighty the FI level triggering Kentucky secession.
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