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Hobbes
Posts: 4438
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Location: UK

Missing Region Links

Thu Jul 26, 2007 8:58 pm

Hi folks, since I started playing the game propely a month or so ago I have come across 3 or 4 regions that should link but do not. One is fairly important as it is a rail link. I have reported them directly to Pocus or on the Beta board. I just thought other players would probably come across these also but I have not seen any reported. If you do please post them as Pocus will repair the missing links in the next patch.

Moving from Vigo to adjacent region Greencastle - the movement is diverted through Fountain.

Moving from Vigo to adjacent region Spencer - the movement is diverted through Lawrence.

When moving from Duras to Iberville (New Orleans) the route takes a detour
across the lower Mississippi to Cajun first.

The region link just east of Vicksburg from Copiah (Jackson) to Canton is broken. This is a fairly big problem as it should also be a rail link. It seems OK in the opposite direction.

New Hanover (Wilmington) to Burke which is adjacent goes through about 3 other regions. This may be WAD?

Cheers, Chris

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Queeg
Lieutenant Colonel
Posts: 291
Joined: Sun Feb 26, 2006 5:13 am

Thu Jul 26, 2007 9:26 pm

Hobbes wrote:
The region link just east of Vicksburg from Copiah (Jackson) to Canton is broken. This is a fairly big problem as it should also be a rail link. It seems OK in the opposite direction.



I have to say that this one has been reported many times. I hope Pocus can get to it when he returns.

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Jabberwock
Posts: 2204
Joined: Thu May 31, 2007 12:12 am
Location: Weymouth, MA
Contact: ICQ

Thu Jul 26, 2007 10:21 pm

Hobbes wrote:Hi folks, since I started playing the game propely a month or so ago I have come across 3 or 4 regions that should link but do not. One is fairly important as it is a rail link. I have reported them directly to Pocus or on the Beta board. I just thought other players would probably come across these also but I have not seen any reported. If you do please post them as Pocus will repair the missing links in the next patch.

Moving from Vigo to adjacent region Greencastle - the movement is diverted through Fountain.

Moving from Vigo to adjacent region Spencer - the movement is diverted through Lawrence.

When moving from Duras to Iberville (New Orleans) the route takes a detour
across the lower Mississippi to Cajun first.

The region link just east of Vicksburg from Copiah (Jackson) to Canton is broken. This is a fairly big problem as it should also be a rail link. It seems OK in the opposite direction.

New Hanover (Wilmington) to Burke which is adjacent goes through about 3 other regions. This may be WAD?

Cheers, Chris


I will post an unofficial hotfix for:
Vigo, IN
Shelby, IN
Copiah, MS
New Hanover, NC (I am personally familiar with that area, if it is WAD, then it is just wrong)

Later tonight or tomorrow.

I suspect the New Orleans situation is WAD.
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Hobbes
Posts: 4438
Joined: Sat Mar 11, 2006 12:18 am
Location: UK

Thu Jul 26, 2007 11:06 pm

Many thanks Jabb, but why do you think New Orleans is WAD? It looks as though it should link + there is also a rail link on the map between the regions there.
Cheers, Chris

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Jabberwock
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Joined: Thu May 31, 2007 12:12 am
Location: Weymouth, MA
Contact: ICQ

Fri Jul 27, 2007 12:51 am

Maybe I am just used to it. There is a narrow "ridge" of solid ground that runs from New Orleans as far as Proctorsville (which was the terminus of the railroad). I honestly don't know. It would make an amphib invasion of New Orleans across the swamp, avoiding the river forts, ridiculously easy. I think it should wait till after Pocus gets back from vacation, but I will add it to the hotfix, to be used at the player's discretion.

Edit: After looking at the file, it was not WAD. The railroad link is there.
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Jabberwock
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Location: Weymouth, MA
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Hotfix for rail/adjacency

Fri Jul 27, 2007 2:32 am

Copy this zip file to ACW/GameData/Regions.
Create a new folder there, named something like backup0726.
Move the following files to the new folder:

230New Hanover, NC.rgn
231Burke, NC.rgn
499Vigo, IN.rgn
500Clay, IN.rgn
502Owen, IN.rgn
503Montgomery, IN.rgn
510Shelby, IN.rgn
689Copiah, MS.rgn
716Iberville, LA.rgn
717Duras, LA.rgn
1023Dearborn, IN.rgn

Now unzip this file, and restart the game.

I only tested this with 1.04a. It should work fine with 1.05 and 1.06, but if there are problems with it please let me know, I will fix any that show up.
Attachments
Regions.zip
(8.75 KiB) Downloaded 222 times
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Hobbes
Posts: 4438
Joined: Sat Mar 11, 2006 12:18 am
Location: UK

Sun Jul 29, 2007 8:52 pm

Great stuff!
Thanks, Chris

PBBoeye
General
Posts: 563
Joined: Sun Jul 01, 2007 12:59 am
Location: Richmond, VA

Sun Aug 05, 2007 2:16 am

OK, not a missing region link issue, but region-oriented:

Pleasant, TX does not have an icon for control (rebel or union flag). I have searched the region file and can't find what parameter affects this placement.

There is also an issue with Ft. Monroe in that the 'Siege' icon shows up behind the fort, only partially revealed.

So what I'd like to ask is a debrief on the various parameters. I know about half of them define the geographic 'area' taken up on your screen by the region, so that doesn't matter. But there are other things like coordinates and so forth that I'd like to understand.

Mainly reason is that I'd like to do a more optimized setup of the various flags and icons (siege, rail destruction, etc) that pop up in each province. Tweaking...

PeterD
Conscript
Posts: 13
Joined: Sun Jul 29, 2007 5:20 am
Location: Melbourne, Australia

Sun Aug 05, 2007 6:01 am

PBBoeye wrote:OK, not a missing region link issue, but region-oriented:

Pleasant, TX does not have an icon for control (rebel or union flag). I have searched the region file and can't find what parameter affects this placement.


I think it's the presence of the harbor in Pleasant, TX that suppresses the display of the control icon (I checked this against at least 5 other regions containing a harbor only i.e. no city). The same thing happens for cities, but the cities themselves include a flag.

So I would guess the code simply tests whether there is a 'structure' in the region and doesn't display the control icon in that case. Perhaps the answer is to add a flagpole to harbors?

PBBoeye
General
Posts: 563
Joined: Sun Jul 01, 2007 12:59 am
Location: Richmond, VA

Sun Aug 05, 2007 3:46 pm

Yes, I think that is the issue. Harbors need to have flagposts, also.

However, I'd still like to know what the coordinates are for placing these icons in a region. I think several regions - well, a lot - could be optimized more for easier gameplay and map reading. Not unusual for such a large amount of regions in a game.

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