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runyan99
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Tue Oct 02, 2007 10:46 pm

Well, since I cannot get a game of 1.06d started, would anyone (besides Clovis) be interested in trying this mod in a 2-player game with me?

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Clovis
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Tue Oct 02, 2007 10:49 pm

First Manassas/

Image

Johnston merged with Beauregard the last turn. This force was leaving the region ( seen from Ai side) so it certainly explains battle didn't lasted for long.

Johnston by the way didn't take part of the fight, as it was "teleported" to the West...the new rule used by AI...

Losses are very low, without any unit destruction, a pattern yet seen in the last versions of my mod.

tyrex
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Wed Oct 03, 2007 2:19 pm

Sadly for me it's seem that your mod is incompatible with the french version of the game.
I can do conscription azap, the Northeast Army appears to have to a HQ, time to build troops is the same....and everything crash by late december 1861

gbs
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Wed Oct 03, 2007 4:54 pm

I was hoping to use this mod to keep my interest up for AACW. I could not get the game to work with this mod even though I thought I followed the instructions in the readme that came with the download. I have taken the game off the hard drive for now but am considering trying again. It seems that installing this mod is quite detailed with lots of file shuffling to do to make it work. I'm not as computer literate as some on this board so I could have done something wrong and didn't know it. Is there a simpler way to install the ExperimentaL mod? Any suggestions?

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Clovis
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Wed Oct 03, 2007 5:57 pm

gbs wrote:I was hoping to use this mod to keep my interest up for AACW. I could not get the game to work with this mod even though I thought I followed the instructions in the readme that came with the download. I have taken the game off the hard drive for now but am considering trying again. It seems that installing this mod is quite detailed with lots of file shuffling to do to make it work. I'm not as computer literate as some on this board so I could have done something wrong and didn't know it. Is there a simpler way to install the ExperimentaL mod? Any suggestions?


I will try to check this quickly.

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Eugene Carr
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Wed Oct 03, 2007 6:30 pm

i have it working - basically by following instructions except I copy the exe. the AGE settings and the dlls into the experimental mod and run the game from within that folder.
I like the mod which comes with bonus of leadermod-type generals.
Well worth a try.

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Clovis
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Mon Oct 08, 2007 7:51 pm

another battle in Missouri:

Image

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Clovis
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Mon Oct 08, 2007 8:56 pm

And this one at Culpeper:

Image

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McNaughton
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Mon Oct 08, 2007 10:16 pm

How are your battles after 1861/early 1862 faring? Are the casualties for these eras matching their historic rates?

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runyan99
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Tue Oct 09, 2007 5:03 am

That Culpeper battle looks pretty odd to me. Why does McD's army only have a power of 135?

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Clovis
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Tue Oct 09, 2007 4:02 pm

runyan99 wrote:That Culpeper battle looks pretty odd to me. Why does McD's army only have a power of 135?



Both armies moved the precedents turns so cohesion was very low...

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Clovis
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Tue Oct 09, 2007 4:04 pm

McNaughton wrote:How are your battles after 1861/early 1862 faring? Are the casualties for these eras matching their historic rates?


We'll see once Pocus will cease to create new patches... :niark:

I suppose yes as cohesion should raise with experience gained by units and with the introduction of rifled weapons.

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Clovis
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Tue Oct 09, 2007 10:31 pm

Just to show a new game under 1.07e

For the first time, CSA AI did sent some troops in Grafton.


Johnston joined Beauregard at Manassas and the next turn, CSA attacked Alexandria



Image

Battle losses are rather close to the reality.

Then CSA moved to Washington, now under siege...

Image

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Clovis
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Wed Oct 10, 2007 10:37 pm

anew try with 1.07e.

I must say AI with this new patch is really enhanced.

First, new result from the first eastern battle: once again CSA is on offensive but this time I slighty reinforced Union army before ( and I believe I will have to do much more in the next games in order to avoid this AI offensive:

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Results are once again nice as both sides are suffering relatively moderate and balanced losses.

Second, Grafton battle with McClelland on attack ( yes :bonk :) :

Image

Image



Image


Thanks to the entrench level, the badly outnumbered CSA forceoffered the first day a gallant resistance before being wiped out... Here too, results seem to be pretty realistic ( except McClelland winning an offensive :innocent :)

Last, CSA AI is now abler and is threatening Paducah. I'm forced to send a scratcch force under Hulburt into the province to help the garrison, with success:

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Union losses are very low, but after all how much damage can do a militia unit against such a group, except fire a salve before routing and surrendering?


In any case, even with all the rchange I made to slow the army build up, the first turns are yet solved with small battles, not to mention 2 CSA raid and the first try under Burnside to seize a fort on the CSA coast...

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Clovis
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Wed Oct 10, 2007 11:16 pm

If Pocus cease to publish patches each day, I hope to go into 1862 before the end of this week. :fleb:

We'll see then if the current modded land battle model is giving satisfying results and if the armies size are going the same way....

What's sure for now is both sides are really much more limited in the first turns because of the relative paucity of troops. I suspect USA will have to wait the beginning of 1862 to get sufficient forces in the West to plan greater offensive moves.

I hope CSA AI will be able to use ressources to create a great number of units. Until now, what I see is pretty good but has yet to be confirmed in the long run....

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Clovis
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Thu Oct 11, 2007 8:32 pm

Late september seen from the CSA AI side...

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The national situation

The Missouri theater: Sterling Price is leading a real if small force even with the restrictions for recruitment


Image

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Clovis
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Thu Oct 11, 2007 8:38 pm

Situation around Cairo: CSA is getting here too a sizeable force. A S Johnston and his HQ is coming too....

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On the eastern theater, Main CSA forces are planning a withdrawal to Richmond. Here too new recruitment "rules " aren't penalizing AI...


Image

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Clovis
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Thu Oct 11, 2007 8:49 pm

USA general situation late september:

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Recruits number is much higher than for CSA but:

- I choosed the 2,000 bounty option whose cost is slowing me in naval build up...essential for Union in the long run

- forcing me to get a 6% inflation which would climb to 10 if I choose the printing money option... so I can't really overflow CSA by building instantly as much units I could because of lack of money...

-I've yet to wait early october to get the possibility to create divisions... which will cost me a large chuncjk of money... Then winter will come and will slow military operation until 1862 when CSA will get draft option ( which is proportionaly more useful than for Union side in my mod)

- units vbeing formed slower in my mod, Units created this turn will not be ready until the last october turn at best...

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Clovis
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Thu Oct 11, 2007 9:32 pm

early october 61 turn from Union side:

I'm trying to seize Fort Macon by amphibious assault with Burnside and Farragut fleet:


Image


Image

I made some changes in my mod for fleet/ land units interaction.
Fort macon is yet under CSA control. The conclusion is I will have to give more naval units to Farragut next time in order to raise the bombardment effect prior to the amphibious assault...


Lyon captures Rolla in Missouri:

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In Virginia, the Potomac army on Manassas is a success, badly damaging the outnumbered CSA force. But once again, number of CSA regiments destroyed remains very low in spite of the disavantaging odds:


Image

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Clovis
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Thu Oct 11, 2007 10:45 pm

The next turn, Fort Macon surrenders to Union force:

Image

Burnside group is too depleted to go further before some turns.

In Virginia, CSA AI is reacting against Federal seizure of Manassas:

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Yes, I know...Why putting McCLelland as army commander?

Because in the next version, I will reduce McDowell stats I find to be a little too generous... Then MCCLellan has some training capacity I want to use...and it will be less costly in VP and NM to create new armies with the 2 HQs I've built ( without using gamey tactics, consisting in putting little Napoleon in command of a corps or creating a shadow army somewhere for him...)

Last CSA AI is taking offensive with the Tennessee army:

Image

BTW, AI has built 6 divisions the last turn for CSA ...

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Clovis
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Thu Oct 11, 2007 10:55 pm

my mod is using modified weather patterns made by Mike61 and downloable somewhere in the forum.

Here's the weather situation late october 1861......No more snow everywhere...



Image

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Pocus
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Fri Oct 12, 2007 12:28 am

Clovis wrote:my mod is using modified weather patterns made by Mike61 and downloable somewhere in the forum.


as the official version then :cwboy:
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Clovis
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Fri Oct 12, 2007 8:34 pm

Pocus wrote:as the official version then :cwboy:


And I use too the leader mod :fleb:

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Clovis
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Fri Oct 12, 2007 9:08 pm

early november 1861: Van Dorn and Price are targeting Lyon detachment in Rolla

Image

CSA AI has created a division under Sterling Price command...

In the same time, AS Johnston has given up and retreated without fight toward Bowling Greene

Image

I find the 1.07e AI to be MUCH better than in the past.

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Clovis
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Sat Oct 13, 2007 8:13 pm

And now, conscription options in January 1862:

Image


Image

USA draft is much less useful than for the CSA. So Federal side will have to rely more heavily on volunteers.

For CSA, draft is totally unavoidable, and will give high numbers to the cost of 10 or 12 National Morale points.

Global numbers of buildable troops will remain roughly the same than in the official version but this difference should create interesting dilemnas, the South being forced to get back the NM lost when USA will have to find money for volunteers and accept to lose 8 or 10 NM for a number of conscripts much lower than before...

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Clovis
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Sat Oct 13, 2007 9:50 pm

Choices made by CSA AI in January 1862:


Image



Image



Number of recruits is slightly lower than for USA ( I don't have exerced any draft yet for USA, just paying this time a 1,000 $ bounty); the CSA NM dropped to 94; inflation is slowly rising but so far AI seems able to cope with the new system.

As full mobilization costs for CSA 12 NM, the result with one draft a year is the loss of 48 NM from 1862 to 1865...and 40 for the USA... So eventually I can simulate by this way the morale drop during the war... of course, part of these losses will be compensated by resilience mechanics ( peculiarly for CSA) but will need to be compensed by a more offensive attitude.

Why as USA I didn't use draft? So my NM level would be 87 after a full mobilization...signifying less volunteers if I can't win some big battles to raise NM level again... Having yet many conscripts, I prefer to wait ...

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runyan99
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Sat Oct 13, 2007 10:00 pm

I have a question about the cavalry mod that gives them the skirmisher ability.

If an individual cavalry regiment has the skirmisher trait, and I merge that regiment into an infantry division, then won't that unrealistically apply that evasive trait to the entire infantry division?

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Clovis
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Sat Oct 13, 2007 10:06 pm

runyan99 wrote:I have a question about the cavalry mod that gives them the skirmisher ability.

If an individual cavalry regiment has the skirmisher trait, and I merge that regiment into an infantry division, then won't that unrealistically apply that evasive trait to the entire infantry division?


Theorically not...But I noticed the icon too for division and I'm going to investigate this...

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runyan99
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Sat Oct 13, 2007 10:17 pm

Clovis wrote:Theorically not...But I noticed the icon too for division and I'm going to investigate this...


Other traits like the sharpshooter or organization bonuses for brigades get passed on to the entire division, that is the entire game 'unit' they are a part of, so a cavalry trait would work the same way and cause a problem with the mod.

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Eugene Carr
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Sun Oct 14, 2007 10:53 am

I think Jagger said it didnt apply even tho the symbol showed on Div or Bde portrait.

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