User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Fri Mar 12, 2010 8:41 pm

enf91 wrote:Well, I did that. And the game crashed. For some reason, SVF doesn't like my computer. Would attaching the msinfo.nfo or dxdiag.txt files help?


I'm fully unable to read such files. send me the main log file in the SVF/Logs directry.
[LEFT]Disabled
[CENTER][LEFT]
[/LEFT]
[LEFT]SVF news: http://struggleformodding.wordpress.com/

[/LEFT]
[/CENTER]



[/LEFT]

enf91
AGEod Veteran
Posts: 724
Joined: Sat Dec 06, 2008 6:25 pm

Sat Mar 13, 2010 1:03 am

OK. Here you go.
Attachments

[The extension txt has been deactivated and can no longer be displayed.]


User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Sat Mar 13, 2010 9:45 am

enf91 wrote:OK. Here you go.


Ther's definitly an installation problem, but I can't figure what is wrong exactly. Could you post or send a screenshot of your AACW folder?
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

User avatar
Pelok
Corporal
Posts: 43
Joined: Sun Jul 22, 2007 8:17 pm
Location: Sopron - Hungary

General's death

Sat Mar 13, 2010 12:06 pm

Hi Clovis!

In the 1.1 version can you make a message when an enemy general die? We can get message now only about our generals fate.

Thanks:
Pelok
[SIGPIC][/SIGPIC]

My English is better than your Hungarian.

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Sat Mar 13, 2010 5:43 pm

Pelok wrote:Hi Clovis!

In the 1.1 version can you make a message when an enemy general die? We can get message now only about our generals fate.

Thanks:
Pelok


It's agood idea, but it would mean about one thousand events to scrip ( one event by general...) In any case, death in battle is mentioned in the battle result screen. What I could do is a message for 2 and 3 star generals removed by other cause from the game.
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

User avatar
Pelok
Corporal
Posts: 43
Joined: Sun Jul 22, 2007 8:17 pm
Location: Sopron - Hungary

Sat Mar 13, 2010 6:03 pm

I see.

What's the the difference between the last version of your mod and the 1.1? Or is it a top secret?
[SIGPIC][/SIGPIC]



My English is better than your Hungarian.

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Sat Mar 13, 2010 6:22 pm

Pelok wrote:I see.

What's the the difference between the last version of your mod and the 1.1? Or is it a top secret?


In fact, almost nothing. 1.1 just marks the ned of work on the CSA AI. I plan to add maybe a set of balance events to give a few more naval and supply ressources to both sides in the 2 first years, as Union is maybe a little short on these.
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

User avatar
Willard
Private
Posts: 29
Joined: Fri Jan 05, 2007 7:45 pm
Location: Virginia, USA

Sun Mar 14, 2010 1:26 am

Clovis -

I was unable to send you the file via email.
My message got rejected a couple of times.
I tried again, but not sure if you received it.

I am cutting and pasting info for you here:

10:00:58 PM (Reporting) User: Robert Computer: BDP
10:00:58 PM (Reporting) Loading general settings
10:00:59 PM (Reporting) USettings.LoadSettings 277 settings loaded, out of 10 settings files.
10:00:59 PM (Reporting) Loading Localized Strings
10:00:59 PM [Warning ] ULocalize.LoadLocalStrings: Alias too short at line 994 need at least 3 chars (ignored): 3 Cavalry in file: D:\Games\AGEod's American Civil War\Struggle for a vast future mod\Settings\LocalStrings_ACW.csv Can be a key parsed in alias itself! ($Cavalry = Cavalerie would be 3 = Cavalerie ...
10:00:59 PM [Warning ] ULocalize.LoadLocalStrings: Alias too short at line 1115 need at least 3 chars (ignored): 1 Rebels in file: D:\Games\AGEod's American Civil War\Struggle for a vast future mod\Settings\LocalStrings_ACW.csv Can be a key parsed in alias itself! ($Cavalry = Cavalerie would be 3 = Cavalerie ...
10:00:59 PM [Warning ] ULocalize.LoadLocalStrings: Alias too short at line 1185 need at least 3 chars (ignored): 3 Cavalry in file: D:\Games\AGEod's American Civil War\Struggle for a vast future mod\Settings\LocalStrings_ACW.csv Can be a key parsed in alias itself! ($Cavalry = Cavalerie would be 3 = Cavalerie ...
10:01:06 PM (Reporting) System local strings loaded from D:\Games\AGEod's American Civil War\Struggle for a vast future mod\Settings\LocalStrings__AGE.csv
10:01:06 PM (Reporting) Loading Display Options
10:01:06 PM (Reporting) Entering DirectX Initializations
10:01:06 PM (Reporting) LocalStrings & Settings 7660 ms
10:01:06 PM (Reporting) Cursors 0 ms
10:03:41 PM (Reporting) DirectX Initializations 686 ms
10:03:41 PM (Reporting) Fonts 0 ms
10:03:41 PM (Reporting) TTerrainDefs.Create 38 Terrains definitions loaded, out of 38 terrains files.
10:03:41 PM (Reporting) Terrains Definitions 1107 ms
10:03:41 PM [Error ] TAreas.Create File not found: D:\Games\AGEod's American Civil War\Struggle for a vast future mod\GameData\AreasExtInfos.ini
10:03:41 PM (Reporting) Areas & Theaters 1365 ms
10:03:41 PM (Reporting) Particles I 0 ms
10:03:41 PM (Reporting) TAbiDefs.Create 103 Abilities loaded, out of 103 abilities files.
10:03:41 PM (Reporting) Units Abilities 530 ms
10:03:41 PM (Reporting) TListModels.Create 1042 models loaded, out of 1042 models files in 19037 ms
10:03:41 PM (Reporting) Models 19044 ms
10:03:41 PM (Reporting) TListUnitDefs.Create 1390 UnitDef loaded, out of 1390 UnitDef files in 5752 ms
10:03:41 PM (Reporting) Units 5758 ms
10:03:41 PM (Reporting) TStrucDefs.LoadFromFile 5 StrucDef loaded, out of 5 StrucDef files.
10:03:41 PM (Reporting) Structures 60 ms
10:03:41 PM (Reporting) TFactionDefs.LoadFromFile 0 FactionDef loaded, out of 0 FactionDef files.
10:03:41 PM (Reporting) Factions 2 ms
10:03:41 PM (Reporting) Application.Initialize OK
10:03:41 PM (Reporting) TSplash.Create OK
10:03:41 PM (Reporting) TSplash.Show OK
10:03:41 PM (Reporting) TSplash.Repaint OK
10:03:41 PM (Reporting) Starting Media Librarian
10:03:41 PM (Reporting) Max Texture size: 8192 x 8192
10:03:41 PM (Reporting) TAgeAudio Initializing Audio Engine
10:03:41 PM [Critical ] TMediaLibrarian.InitializeSounds Failed to find ini file for sounds
10:03:41 PM [Critical ] TMediaLibrarian.InitializeMusics Failed to find ini file for musics
10:03:41 PM [Error ] TAgeAudio.PlayMusic Error while playing music Violation d'accès à l'adresse 004DD2D0 dans le module 'AACW.exe'. Lecture de l'adresse 00000008
10:03:41 PM (Reporting) TMediaLibrarian.Create Finished loading images in 0.016 seconds Memory usage: 49736 kb
10:03:41 PM (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: splash.png
10:03:41 PM (Reporting) Media Librarian 5575 ms
10:03:41 PM (Reporting) TParticlesDef.Create 0 particles definitions loaded, out of 0 particles files.
10:03:41 PM (Reporting) Particles II 2 ms
10:03:41 PM (Reporting) TDoodadDefs.Create 0 doodads definitions loaded, out of 0 files.
10:03:41 PM (Reporting) Doodads 2 ms
10:03:41 PM [Critical ] TDoodadDefs.Fetch DoodadDef UID 1 not found
10:03:41 PM [Critical ] TDoodadDefs.Fetch DoodadDef UID 1 not found
10:03:41 PM [Critical ] TDoodadDefs.Fetch DoodadDef UID 1 not found
10:03:41 PM (Reporting) TListRegionDefs.Create 1527 Regions definitions loaded.
[color="Red"]Everyone gets everything he wants. I wanted a mission, and for my sins they gave me one.[/color]

What I am not looking forward to is the "we can always release a patch later" quality control that has crippled the PC gaming industry. If I wanted a job as a game debugger, I would have paid more attention in math class.

User avatar
TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Ships built in inconvenient places

Sun Mar 14, 2010 6:25 am

With the new patch, ships with "shallow" movement can't enter deep water. This means that in quite a few places where Union gunboats, river ironclads, and riverine transports could be built they will be trapped for the entire game. Or so it appears. Is there any way around this?

In a game I'm playing right now, using the SVF mod, I have a river ironclad in Philly, one in Ashtabula OH and a transport in Sandusky. It is quite frustrating. Either those units shouldn't be able to be built there or they should be allowed to enter the adjacent areas.

I think it is unreasonable to bar these sorts of units from coastal waters anyway. There were plenty of occasions when river ships would make short trips in deeper water. Certainly the Chesapeake Bay and Delaware River and lower Mississippi should be open to riverine boats.
Stewart King

"There is no substitute for victory"

Depends on how you define victory.

[SIGPIC][/SIGPIC]

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Sun Mar 14, 2010 9:09 am

Hi,

SVF installation first copies all files of the game in the SVF directory then unzip the SVF files. In your case, for some reasons, the fist step isn't done.

Try this:

1) erase your SVF directory
2) unzip SVF0
3) Do a copy of AACW directory into SVF one
4) Don't run the batch files. Run SVF1, SVF2 and SVF3 directly, click on "installer" .
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Sun Mar 14, 2010 9:15 am

TheDoctorKing wrote:With the new patch, ships with "shallow" movement can't enter deep water. This means that in quite a few places where Union gunboats, river ironclads, and riverine transports could be built they will be trapped for the entire game. Or so it appears. Is there any way around this?

In a game I'm playing right now, using the SVF mod, I have a river ironclad in Philly, one in Ashtabula OH and a transport in Sandusky. It is quite frustrating. Either those units shouldn't be able to be built there or they should be allowed to enter the adjacent areas.

I think it is unreasonable to bar these sorts of units from coastal waters anyway. There were plenty of occasions when river ships would make short trips in deeper water. Certainly the Chesapeake Bay and Delaware River and lower Mississippi should be open to riverine boats.


Definitly a svf problem and not a vanilla one. I will look at. I introduced lately some changes for river ironclad to prevent this. I guess I've to go further ;)

Thanks
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Sun Mar 14, 2010 2:37 pm

TheDoctorKing wrote:
I think it is unreasonable to bar these sorts of units from coastal waters anyway. There were plenty of occasions when river ships would make short trips in deeper water. Certainly the Chesapeake Bay and Delaware River and lower Mississippi should be open to riverine boats.


You're right, but I made it for AI sake. Before 1.15 , CSA was often crossing Cheasapeake Bay and any gunboats was leaving rivers for ocean...
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sun Mar 14, 2010 3:46 pm

deleted

enf91
AGEod Veteran
Posts: 724
Joined: Sat Dec 06, 2008 6:25 pm

Sun Mar 14, 2010 7:37 pm

Here you go. By the way, the files between ACW and SVF are all empty. And many of the files in the SVF folder are straight from the vanilla folder, and others I overwrote with the SVF#.exe files. You can see by the time stamps.
Attachments
svf19.jpg
svf18.jpg
svf17.jpg

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Sun Mar 14, 2010 10:04 pm

enf91 wrote:Here you go. By the way, the files between ACW and SVF are all empty. And many of the files in the SVF folder are straight from the vanilla folder, and others I overwrote with the SVF#.exe files. You can see by the time stamps.


You shouldn't have Aliases, events, scens and settings directories here. These directories should be both in the ACW and the SVF directories. take a look at the screen I posted at the first post of this thread. I don't know how you installed AACW before SVF, but I strongly suspect something wrong here. Maybe you haven't disable UAC. In any case, you should try to install AACW with another path than the default one, because I fear vista is justdamaging your install ( I had this the first time I played under Vista, as the savefile were created in another folder.
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

User avatar
TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Mon Mar 15, 2010 5:17 pm

Clovis wrote:You're right, but I made it for AI sake. Before 1.15 , CSA was often crossing Cheasapeake Bay and any gunboats was leaving rivers for ocean...


The CSA crossing the Chesapeake Bay is not a problem. After all, the Delmarva peninsula contained sure-enough CSA territory: those two southern tip counties are Virginia. And Eastern Shore Maryland was plantation country and the whites there generally supported secession. Delaware was a slave state though there were only a few thousand slaves in 1861. But it would have been reasonable for the CSA to consider invading the eastern shore if they could do it. The way to stop them is to have a Union fleet in the Chesapeake. As the Union player I routinely put a brig unit in pretty much every inlet from the Potomac south.

Gunboats shouldn't go to sea but they could and were moved through coastal waters. Maybe you could figure out some sort of accident risk formula - or would that require changes to the game code? Remember, the Monitor was lost at sea off Cape Hatteras while being towed to some southern blockade.

As a modder, do you have control over where units are produced? Because one way to handle this is just to keep riverine units from being produced in Delaware River or Great Lakes ports. I remember in vanilla some time ago there was a problem with CSA oceanic units being produced in Mussel Shoals and they just redefined that unit so it was only produced in ports on the Gulf Coast.
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Mon Mar 15, 2010 5:45 pm

TheDoctorKing wrote:The CSA crossing the Chesapeake Bay is not a problem. After all, the Delmarva peninsula contained sure-enough CSA territory: those two southern tip counties are Virginia. And Eastern Shore Maryland was plantation country and the whites there generally supported secession. Delaware was a slave state though there were only a few thousand slaves in 1861. But it would have been reasonable for the CSA to consider invading the eastern shore if they could do it. The way to stop them is to have a Union fleet in the Chesapeake. As the Union player I routinely put a brig unit in pretty much every inlet from the Potomac south.

Gunboats shouldn't go to sea but they could and were moved through coastal waters. Maybe you could figure out some sort of accident risk formula - or would that require changes to the game code? Remember, the Monitor was lost at sea off Cape Hatteras while being towed to some southern blockade.

As a modder, do you have control over where units are produced? Because one way to handle this is just to keep riverine units from being produced in Delaware River or Great Lakes ports. I remember in vanilla some time ago there was a problem with CSA oceanic units being produced in Mussel Shoals and they just redefined that unit so it was only produced in ports on the Gulf Coast.


Confederates never had the ressources to launch an amphibious invasion. The AGE engine is just too lenient with water crossing, especially for this aera. Moreover, Age engine forces Union to place naval units in each region when the simple presence of one Union squadron in the region would have prevented any Confederate crossing.

Gunboats moving on coastal waters gave regularly under AI rule deserted rivers. Here too, historicity has to be discarded to cretae a much better realistic AI.

I've yet made the mod necessary to avoid naval unit appearence in these aeras. For the next version!

Thanks. :)
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

Degataga
Private
Posts: 23
Joined: Sat Aug 23, 2008 8:24 pm

Wed Mar 17, 2010 9:48 pm

Clovis wrote:Looked at your file.

SVF installation first copies all files of the game in the SVF directory then unzip the SVF files. In your case, for some reasons, the fist step isn't done. I suspect Vista is prohibiting copy.

Posible solution:

1) erase your SVF directory
2) unzip SVF0
3) Do a copy of AACW directory into SVF one
4) Don't run the batch files. Run SVF1, SVF2 and SVF3 directly, click on "installer" .


No luck I'm afraid. I'd send you the new log but it's identical to the original.

Has anyone gotten SVF to work on Vista? If so that might give me some hints as to what the stumbling block here is.

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Wed Mar 17, 2010 10:52 pm

Degataga wrote:No luck I'm afraid. I'd send you the new log but it's identical to the original.

Has anyone gotten SVF to work on Vista? If so that might give me some hints as to what the stumbling block here is.


Have you disabled UAC?
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

enf91
AGEod Veteran
Posts: 724
Joined: Sat Dec 06, 2008 6:25 pm

Thu Mar 18, 2010 12:34 am

Yes. UAC is so disabled it collects checks from the government. A little cruel, I know, but it is.

Degataga
Private
Posts: 23
Joined: Sat Aug 23, 2008 8:24 pm

Thu Mar 18, 2010 3:28 am

Yup and I even did a clean reinstall of AACW and the 1.15 patch with UAC disabled just in case that was somehow causing a problem.

User avatar
Nikel
Posts: 2894
Joined: Sun Apr 20, 2008 8:38 pm

Thu Mar 18, 2010 11:21 am

Just in case, after disabling the UAC you have to restart the computer for it to take effect. Then install ;)

enf91
AGEod Veteran
Posts: 724
Joined: Sat Dec 06, 2008 6:25 pm

Thu Mar 18, 2010 3:51 pm

It automatically restarts.

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Thu Mar 18, 2010 4:02 pm

enf91 wrote:It automatically restarts.


So you have a problem with your Operating system too. When I disabled UAC it didn't restarted automatically.
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

enf91
AGEod Veteran
Posts: 724
Joined: Sat Dec 06, 2008 6:25 pm

Thu Mar 18, 2010 6:49 pm

Now that I think of it, it doesn't. It automatically asks me if I want to restart. That's what I meant to say.

User avatar
TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Sat Mar 20, 2010 6:22 pm

Clovis wrote:Confederates never had the ressources to launch an amphibious invasion. The AGE engine is just too lenient with water crossing, especially for this aera. Moreover, Age engine forces Union to place naval units in each region when the simple presence of one Union squadron in the region would have prevented any Confederate crossing.

Gunboats moving on coastal waters gave regularly under AI rule deserted rivers. Here too, historicity has to be discarded to cretae a much better realistic AI.

I've yet made the mod necessary to avoid naval unit appearence in these aeras. For the next version!

Thanks. :)


Did you ever play the AH Civil War game? In that game, naval units had zones of control that extended up and down rivers and bays for some distance - counted along the river so a number of hexsides. Depending on how big the naval units were I think. So one Union ironclad could block most of the Cumberland or Tennessee Rivers, the parts you care about anyway, once you got past Forts Donelson and Henry. The Mississippi was harder because the river meandered around so much that ten hexsides was about three hexes... This kept Confederates from crossing the Chesapeake or Pamilico Sound once the Hatteras forts had fallen, etc.

You are right that it is too easy to launch amphibious attacks for the CSA in vanilla. I am always putting garrisons in southern Maryland and the eastern shore and keeping the garrison of Cairo strong.

The way to fix this would be to give ships a "zone of control", making them present for blockade purposes not only in the coastal or shallow sea zone they are in but in all adjacent zones as well. Probably shouldn't work for deep water. Presumably this would need a change to the game engine, not something modders could do.
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

feergoortens
Civilian
Posts: 0
Joined: Sun Apr 25, 2010 6:59 am

Tue Apr 27, 2010 7:46 am

SPAM deleted

User avatar
Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Tue Apr 27, 2010 8:16 am

feergoortens wrote:SOVANE, South Africa — South Africa, trying to overcome years of denial and delay in confronting its monumental AIDS crisis, is now in the midst of a feverish buildup of testing, treatment and prevention that United Nations officials say is the largest and fastest expansion of AIDS services ever attempted by any nation.



And for spam? What SA is doing for spam? :D
[LEFT]Disabled

[CENTER][LEFT]

[/LEFT]

[LEFT]SVF news: http://struggleformodding.wordpress.com/



[/LEFT]

[/CENTER]







[/LEFT]

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Tue Apr 27, 2010 8:24 am

deleted

Kotik
Lieutenant Colonel
Posts: 250
Joined: Fri Mar 17, 2006 3:50 pm
Location: kalmar, Sweden

Wed Sep 01, 2010 8:56 am

I have been looking around for 30 minutes now and I haven't found anywhere to download this mod. Is it still alive or have the mod died and been removed?
"Saw steamer, strafed same, sank same, some sight, signed smith" From "The Thousand Mile War" by Brian Garfield.

Return to “AACW Mods”

Who is online

Users browsing this forum: No registered users and 9 guests