1st Texas Sharpshooters
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No Arty production in TX?

Sat Jul 28, 2012 12:42 am

hi,
im playing the south in an (self minor-modded) april61 campaign (v1.16a).
when i order a purchase of artilley in texas, no artillery shows up the turn after. i can produce artillery in the other states, but not in texas.
i have tried searching the forum for some sollution but no luck. i have re-played the turns and the same thing happens; no texan artillery.
i dont remember it being like this in the previous versions, maybe i messed something up in the files i changed.
i have changed the ammount of artillery in the forcepool (event files) - do i also have to change the "forcepool" entry in the unit-file?

EDIT: just read the changelog and found that TX need industrialization to build artillery - cool!!

best regards...

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Sat Jul 28, 2012 2:24 am

Hi 1st Tex,

The relevant entry in the Update file explains this:

[color="#FF0000"]Effective with patch 1.16 [RC5 and later][/color]
Explanation of the “Raise Rule” applied when buying new units or when the annual Militia muster occurs:
  • $recWSU: Only raise in a region that is producing War Supply.
  • All field Artillery (separate units) Units with “imbedded artillery” do not require WSU in region.
  • This is WAD: KS, TX, MS, MO, AR require Industrialization to build artillery
  • $recTown and $recCity use different probability on which city the unit gets built in Area (recCity squares the size of city) , so a bigger city is more likely to be chosen as build site.
  • $recHarbor and $recHarborWSU add to these the requirment of a port
  • $recHarborWSU: Coastal and Fort Batteries, Ironclads, Monitors, Steam Frigates, Armored Frigates
  • $RecCap will only allow build in your Capital
  • Army HQ Units
  • $RecObj will only allow build in a controlled Objective
  • Signal, Medical, Engineer, Naval Engineer, Baloons
  • For all cases you need >=50% Miltary Control to build (and note that MC increases slowly with only small units in a newly captured region)
  • For all cases you need >=25% loyalty to build in a region
  • All units that require WSU to build have an Alternate Area defined that allows unit build outside the Home Area if no controlled Region that generates WSU is in the Home Area.

Example: if you are raising a unit in Missouri, you'll need at least 1 city with >50% MC and >25% Loyalty for the unit to appear in MO.
Additionally, you'll need a region with these values that produces WSU to build Artillery. Otherwise, you'll need to meet the
requirement in the Alternate Area (South West for CSA MO) to build.


It should make no difference if you order artillery in Texas and Louisiana in the same turn.

1st Texas Sharpshooters
Conscript
Posts: 11
Joined: Fri Jul 20, 2012 5:41 pm

Sat Jul 28, 2012 2:13 pm

hi C_O,
thanx for the very informative reply. being away from AACW for some time i find this (new) feature so cool :)
regarding ordering artillery in both TX and LA in the same turn, then i still cant make both appear the next round. it seems one of the orders get cancelled but i still pay for it. it seems that the highest calliber overrides the lower (ie. 12lb > 6lb).
anyway, this makes me try out the industrialization - never did that before.
best regards...

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Sat Jul 28, 2012 2:59 pm

Hi 1st Tex,

You should never have a trade-off on buying units. Either you meet the requirements to purchase them or not. You never purchase units, pay for them and then don't get them. If you haven't left a contingency-buffer in your budget units who's purchase doesn't go through are simply stricken from that turns purchases and the resources remain in your coffers.

This thread Reinforcement question. covers your issue at least partially, although it does talk about units being levied in poor regions a lot too; just skip over that.

1st Texas Sharpshooters
Conscript
Posts: 11
Joined: Fri Jul 20, 2012 5:41 pm

Sat Jul 28, 2012 10:49 pm

hi C_O,
thanx for the info - this game keeps amaze me with its complexity, awesome :)
best regards...

1st Texas Sharpshooters
Conscript
Posts: 11
Joined: Fri Jul 20, 2012 5:41 pm

Sun Jul 29, 2012 2:31 am

hi C_O,
i have been reading the link (last post) you send me regarding the reinforcement issues. after i have industrialized TX i had no problems producing artillery there, but some turns later when i was raising some brigades in NC and SC the same thing happened; the 3 artillery units i had ordered in these states was never build. i reran the turn several times and each time they dissapeared from the list, though i cant see if i actually paid for them. what i do know is that i had $, conscr and ws in stock and no ships being repaired. i even started a new game and fastforwarded just to build 2 units of artillery in NC (1) and SC (1). with no other production at all, only the horse artillery in NC came through.
i have tried searching for an answer in the logs, but cant find anything (not that i know what to look for either), but a small error "(Reporting) TThing.SetBitmap: Unable to find MediaInfo for image: IndusConstr.png."
i might have messed up the files (event, models, units) causing this issue - i will try atest with the vanilla files.
best regards...

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Ace
Posts: 3503
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Location: Croatia

Sun Jul 29, 2012 9:38 am

Similar thing happened to me when I tried to produce 6 artillery in South Carolina. They were supposed to appear in Charleston since it is the only city with WS production (1 point). But no artillery appeared. Next turn I ordered a single artillery and it appeared. I don t know is it WAD, since there is only 1 WS point in the state, or it is just a coincidence.

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Captain_Orso
Posts: 5766
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Location: Stuttgart, Germany

Sun Jul 29, 2012 9:40 pm

For a concise explanation of purchasing artillery, please read this: Purchasing Artillery with and without WarSupply.

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