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AACW 1.07 public beta - regions problems
Posted: Sat Sep 15, 2007 5:10 pm
by Pocus
Post here the problems spotted with regions links and travel time.
Posted: Sat Sep 15, 2007 7:14 pm
by Clovis
a new:

new:
Posted: Sat Sep 15, 2007 10:56 pm
by lodilefty
I'm not sure this is the right place, and this has been discussed elsewhere, but:
I'm surprised that it is still possible to land an Amphibious assault on Wilmington, NC directly from the Carolina Coast (avoiding Fort Fisher etc.)
I've spent much time in the area (Wrightsville Beach) and I wouldn't want to try a landing in longboats from 19th century transports! Unpredictable surf, riptides, and strange currents. The "locals" told me that the Coast Guard station there is considered one of the more challenging duties! Cape Fear got it's name for a reason!
And, if you do get ashore, you're still marching across several miles of "inland waterways" and swamps....
It wasn't just "Union Army poor leadership" that brought the landings to the Fort Fisher area, it was "Union Navy good sense". There is a ship's graveyard off shore!
Gameplay-wise, it would make a better simulation if the connection wasn't there for either ships or land forces (between region 230 and region 1396). Let 'em land up the coast at Moorehead City if they want to avoid the forts!!!!
That's my story, and I'm sticking to it!!!!
(I think I've figured out how to mod my own installation, but I could't pass up onemore chance to give feedback)
Thank you for the wonderful games and fantastic support
Posted: Sat Sep 15, 2007 11:13 pm
by Gray_Lensman
deleted
Posted: Sun Sep 16, 2007 3:41 am
by LSSpam
It takes the Charleston units 17 days to attack Fort Sumter on the first turn of the 1861 April campaign. Which makes the fall of Sumter on the first turn impossible.
Posted: Sun Sep 16, 2007 10:59 am
by Pocus
New release candidate 3 is out, it should fixes all issues with rail movements.
About Charleston, I see the problem. If not in clear weather, 17 days is a normal cost. You will want to strip the Charleston forces of the slower units.
Posted: Sun Sep 16, 2007 1:53 pm
by Gray_Lensman
deleted
Amherst, VA lost RR
Posted: Sun Sep 16, 2007 2:05 pm
by lodilefty
Screen shot attached.
Hard to get to Manassas quickly !!!
Posted: Sun Sep 16, 2007 2:41 pm
by Gray_Lensman
deleted
Posted: Sun Sep 16, 2007 2:59 pm
by PBBoeye
Those regions haven't been touched graphically, at least by me.
Posted: Sun Sep 16, 2007 3:06 pm
by Gray_Lensman
deleted
Posted: Sun Sep 16, 2007 3:09 pm
by LSSpam
Pocus wrote:New release candidate 3 is out, it should fixes all issues with rail movements.
About Charleston, I see the problem. If not in clear weather, 17 days is a normal cost. You will want to strip the Charleston forces of the slower units.
That cuts the movement down to 15 days.
It's a 30 minute boat ride from Charleston to Fort Sumter. Movement time should be like a day, it's just never been an issue before because it at least fell on the first turn. Now, even stripping the units down, it still falls on the 2nd turn.
Can you tell me how to just change it myself?
Posted: Sun Sep 16, 2007 3:42 pm
by simovitch
Gray_Lensman wrote:The rail line is still graphically depicted in Amherst VA and the rail TransLinks are in place, so there must be another reason that you are not getting the move you are expecting.
This same increase in cost out of Fredricksburg was in 1.06d, so nothing has changed with the patch AFAIK.
RE: Fort Sumter, it only took at most 9 days to attack in 1.06d, so there is definitely a problem there. My guess is it's in the Code and not editable by a mod.
I also noticed that the Region Graphics are still dated 4/09/2007 in 1.07 rc3. Are the updated RR Region graphics to be included in the final release patch?
Posted: Sun Sep 16, 2007 3:48 pm
by Gray_Lensman
deleted
Posted: Sun Sep 16, 2007 3:54 pm
by denisonh
The forces really are not moving to Ft Sumter as much as they are moving primarily to either Cummings Point on Morris Island or Fort Moultrie on Sullivan's Island. Getting there without going under the covering guns from Sumter would be something longer than 30 minutes, but most certainly less than 2 weeks.
In any case, the preparations for the bombardment for Ft Sumter had been accomlished well before April, with the construction oif the batteries at Cummings Point, Fort Johnson, Castle Pinckey, and Fort Moultrie (abandoned in December by MAJ Anderson).
It was simply of matter of strarting the bombardment. A better representation might just have the CSA forces already at Fort Sumter to replicate the pre war preparations and lack of any real required movement to start the "Siege".
LSSpam wrote:That cuts the movement down to 15 days.
It's a 30 minute boat ride from Charleston to Fort Sumter. Movement time should be like a day, it's just never been an issue before because it at least fell on the first turn. Now, even stripping the units down, it still falls on the 2nd turn.
Can you tell me how to just change it myself?
Posted: Sun Sep 16, 2007 3:56 pm
by lodilefty
simovitch wrote:This same increase in cost out of Fredricksburg was in 1.06d, so nothing has changed with the patch AFAIK.
It may not be obvious from the screenshot, but I was trying to move from Richmond to Manassas. It took 5 days (by rail) in 1.06d, and didn't go through Fredricksburg. Screen shot show "the best path" since 1.07. I even tried to "force" the path through Amherst, and it still ignored the railway....
Posted: Sun Sep 16, 2007 4:04 pm
by Gray_Lensman
deleted
Posted: Sun Sep 16, 2007 4:25 pm
by lodilefty
Gray_Lensman wrote:....maybe a RR bridge went down! Look out below! Those pesky Federal saboteurs are at it again.
Ahh, the south didn't have H. Haupt to build the "broomsticks" bridges.
I understand now!
Thanks again to the support team You're all number 1....

Posted: Sun Sep 16, 2007 5:51 pm
by Pocus
The problem I see, can repeat and explain, is between 126 Spotsylvania, VA and 119 Fauquier, VA. You have to move by road because there is no translink between the 2.
Also notice that you can't move at all between Fauquier (Manassas) and 117 Clarke Va. I think (but it has to be proven) it is because some borders points are not aligned between the 2 regions.
So for now, no new bug to fix, code-wise.
About Sumter movement cost: This is because the starting weather is 'mud'. You can change it to clear to lower the cost.
Open the file ACW\scens\1861 april campaign
Seek line: 1109Ft Sumter, SC = 1
delete it.
Posted: Sun Sep 16, 2007 5:57 pm
by PBBoeye
Pocus wrote:T
Open the file ACW\scens\1861 april campaign
Seek line: 1109Ft Sumter, SC = 1
delete it.
So if you delete a line in there for weather, it defaults to clear?
Posted: Sun Sep 16, 2007 7:08 pm
by LSSpam
Pocus wrote:Open the file ACW\scens\1861 april campaign
Seek line: 1109Ft Sumter, SC = 1
delete it.
Thanks
Mud & Sumter
Posted: Sun Sep 16, 2007 7:39 pm
by richfed
About Sumter movement cost: This is because the starting weather is 'mud'.
I was under the impression that weather was randomly generated each time a scenario is started [speaking of the April '61 Campaign]. If that is true, why would it always be mud on the South Carolina coast. Wasn't this declared a bug - and fixed - long ago?
Maybe [probably] I'm confused!!
I like random - makes starting strategy a variable, too!

Posted: Sun Sep 16, 2007 10:40 pm
by Gray_Lensman
deleted
Posted: Sun Sep 16, 2007 10:54 pm
by PBBoeye
richfed wrote:I was under the impression that weather was randomly generated each time a scenario is started [speaking of the April '61 Campaign]. If that is true, why would it always be mud on the South Carolina coast. Wasn't this declared a bug - and fixed - long ago?
Maybe [probably] I'm confused!!
I like random - makes starting strategy a variable, too!
When they recreate the scenario file (as was done for v1.07) then the weather is randomly generated for the scenario file. Then that particular scenario start file will always have the same weather patterns at game start. Follow? Weather is only determined when the program builds a new scenario file from all the data files, not each time we start a scenario.
Posted: Sun Sep 16, 2007 11:06 pm
by lodilefty
Obviously there is something wrong with Rail movement between 135 Louisa VA <-> 143 Amherst VA <-> 133 Nelson VA. (but the TranLinks are all in the respective .rgn files)
Sorry if my screen shot confused anyone.
Attached is a "better one", with save files if needed.....
Thank you again for your efforts.

Posted: Sun Sep 16, 2007 11:22 pm
by Gray_Lensman
deleted
Posted: Sun Sep 16, 2007 11:42 pm
by Gray_Lensman
deleted
Posted: Mon Sep 17, 2007 4:48 am
by PBBoeye
It would be nice, but they've used Mike1962's altered weather pattern percentages, which are a bit more accurate. So hopefully the weather patterns are a bit better.
Once the v1.07 status is finalized, I may go back and clear out any preposterous weather for the campaign scenario and post it up.
Posted: Mon Sep 17, 2007 6:10 am
by Pocus
143 don't have a railroad in the scenario. Perhaps it should.
As PBBoeye says, the weather is only randomized when
we generate the scenario. Sorry to disappoint you there, but a game is always a work in progress

Posted: Mon Sep 17, 2007 6:10 am
by Pocus
PBBoeye wrote:So if you delete a line in there for weather, it defaults to clear?
yes