SVF 2.0

AGEOD’S American Civil War - The Blue and the Gray is a historical operational strategy game with a simultaneous turn-based engine (WEGO system) that places players at the head of the USA or CSA during the American Civil War (1861-1865).

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berto
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RE: New system

Post by berto »


In the (second) 20120916 alpha release, the scen list has two SVF choices:

[*]4. Struggle for a Vast Future (Ap. 1861)
[*]...
[*]8. Struggle for a Vast Future (Ap. 1861)

The scen description text are also the exact same.

That's better than before, but still confusing.

If one selects #4, the "Enter the name of your game" box suggests "1861 April w-KY Campaign".

While the #8 selection has "1861 Struggle for a Vast Future". That's The One!

So, better, but still not quite right.
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Chilperic
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Union AI is done

Post by Chilperic »

I've indeed written the first complete set of events for Union AI....Testing will take one or two weeks, but if this first version is as satisfying than the CSA one, I will integrate it in open beta version sooner.
I may at last resume my play in FY and test myself SVF 2.0. Not only a pleasure but a necessity: never trust someone modding games or developping them without really playing them. Never.

Another interesting news of the day is this Turkish AAR by Baris against the CSA AI:

http://www.paradoxfan.com/forum/index.php?topic=29633.0;prev_next=prev#new

Google translate helps a bit of course :-)
I'm always thrilled to see how my mod is played. After all, the AI is applying my plans :-).

The schedule on SVF 2.0 is met. I think the next months will be devolved more on tweaking and play than large script writing effort, but there's yet for SVF the 1863-1865 period to cover. Time needed is small however.

Expect a public beta SVF for SVF 2.0 in the very next days.


First screens of Union AI:

July 61

I haven't moved at all as CSA but it wouldn't have changed much.

AI settings: normal difficulty, more time, activation level +1 ( default), AI fow +1 ( and not +2, a test to see if AI bonus may be reduced). In short, AI has very few bonuses.

Missouri: Rolla and Lexington under Union control

Image

Kentucky: Union AI has invaded KY in June 61 ( very rare occurrence) and is step by step taking control with the first available brigades. In short, the AI is able to cope with the poor strategical decision to invade KY

Image

Virginia: you will note Union AI has captured Grafton with a rather small force coming from Ohio. Mc Dowell is trying to turn Beauregard, forcing him to choose between attacking him or retreat to Fredericksburg. Union AI is yet garrisoning Harper's Ferry, Alexandria and Washington, cancelling real hope for CSA to storm the Capital.

Image



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SVF 2.0 public beat has started

Post by Chilperic »

The SVF 2.0 public beta is available from my blog ( see my sig)

Heavily under works yet, no manual. Union AI isn't tested and could be performing poorly.

Installation:


First, you should create a copy of your AACW directory, so a copy will be left untouched by the mod, and the second modded.There are no side effects as having several copies of any AGEOD game based on the AGE engine ( BOA, WIA, NCP, AACW, ROP And RUS of course)

The modded copy should have as path C:\ Struggle for a Vast Future. This path will be the one used for installation. If you choose to apply the mod to the normal directory, or to give another name to the second RUS folder, you will have to enter the new path manually when prompted.

Then

1) Unrar contents of the archive in the C:\ Struggle for a Vast Future\

2) Launch SVF2.0.exe

3) Follow the instructions ;-). When prompted click yes to all.

If the mod isn't properly installed? That's certainly because the path of your SVF2.0 folder isn't the default one, C:\ Struggle for a Vast Future. The path could be C:\Program Files (x86)\Struggle for a Vast Future or C:\Program Files\Struggle for a Vast Future.

It could be C\:Struggle for a Vast Future or D:\Struggle for a Vast Future. In such a case, just enter the right path when prompted.

Important: there's a movie showing step by step install of the mod here:

http://www.youtube.com/watch?v=BtU0m_oZ ... r_embedded

The movie is about Fatal Years install, but the process is the same.

For support, you may send a email at:

fatalyearssup@yahoo.fr

IMPORTANT:

The scenario is named 1861 Struggle for a Vast Future ( Ap. 1861)

This version is only playable against CSA AI.The Union AI exits but hasn't been really tested and could be really subpar...

AI settings are :

AI ranking: Sergeant ( normal one)

Use all behaviors

Activation bonus easy or normal ( + 0 or +1; +1 under test by me)

AI detect: +2 bonus prefered, but +1 should be fine too. 0 isn't advised

aggressiveness: normal

Give AI more time: checked ( this one is mandatory)

-----------------------------------------

As a side note, FY downloads have yet reached a new peak. Considering it is a mod on an obscure game, and as such discarded by 90% of the players, and it has been marked by periods with daily updates, it says a lot. :-)

-------------------------------
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RE: SVF 2.0 public beat has started

Post by berto »


Compatible with save games from (private) beta release ~20120912?

(I have a game underway playing as Union.)
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RE: SVF 2.0 public beat has started

Post by Chilperic »

yes.
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SVF 2.0 public beta 20120918 -- localization bug

Post by berto »


Image

telemann:/home/berto/games/ageod/agelint # ./dochk acw 1.16bRC1.SVF2.0_20120918
doing chklint...
doing chkaliases...
doing chklocals...
doing chkimages...
doing chkfiles...
doing chkselfac...
doing chkselreg...

report files generated:

chkaliases_acw_1.16bRC1.SVF2.0_20120918_20120919_lst.txt
chkaliases_acw_1.16bRC1.SVF2.0_20120918_20120919_pat.txt
chkaliases_acw_1.16bRC1.SVF2.0_20120918_20120919_rpt.txt
chkaliases_acw_1.16bRC1.SVF2.0_20120918_20120919_sorted_rpt.txt
chkfiles_acw_1.16bRC1.SVF2.0_20120918_20120919_lst.txt
chkfiles_acw_1.16bRC1.SVF2.0_20120918_20120919_rpt.txt
chkfiles_acw_1.16bRC1.SVF2.0_20120918_20120919_sorted_rpt.txt
chkimages_acw_1.16bRC1.SVF2.0_20120918_20120919_lst.txt
chkimages_acw_1.16bRC1.SVF2.0_20120918_20120919_rpt.txt
chkimages_acw_1.16bRC1.SVF2.0_20120918_20120919_sorted_rpt.txt
chklint_acw_1.16bRC1.SVF2.0_20120918_20120919_error_rpt.txt
chklint_acw_1.16bRC1.SVF2.0_20120918_20120919_warning_rpt.txt
chklocals_acw_1.16bRC1.SVF2.0_20120918_20120919_lst.txt
chklocals_acw_1.16bRC1.SVF2.0_20120918_20120919_rpt.txt
chklocals_acw_1.16bRC1.SVF2.0_20120918_20120919_sorted_rpt.txt
chkselfac_acw_1.16bRC1.SVF2.0_20120918_20120919_lst.txt
chkselfac_acw_1.16bRC1.SVF2.0_20120918_20120919_rpt.txt
chkselfac_acw_1.16bRC1.SVF2.0_20120918_20120919_sorted_rpt.txt
chkselreg_acw_1.16bRC1.SVF2.0_20120918_20120919_lst.txt
chkselreg_acw_1.16bRC1.SVF2.0_20120918_20120919_rpt.txt
chkselreg_acw_1.16bRC1.SVF2.0_20120918_20120919_sorted_rpt.txt

telemann:/home/berto/games/ageod/agelint # egrep -i palyer chklocals*.txt
chklocals_acw_1.16bRC1.SVF2.0_20120918_20120919_lst.txt: 1 evt_nam_USA_Palyer_units1
chklocals_acw_1.16bRC1.SVF2.0_20120918_20120919_rpt.txt:/media/KINGSTON/Games/AGEOD/AGEod's American Civil War SVF/ACW/Events/USA Events.sct:584: evt_nam_USA_Palyer_units1 not found
chklocals_acw_1.16bRC1.SVF2.0_20120918_20120919_sorted_rpt.txt:/media/KINGSTON/Games/AGEOD/AGEod's American Civil War SVF/ACW/Events/USA Events.sct:584: evt_nam_USA_Palyer_units1 not found

telemann:/media/KINGSTON/Games/AGEOD/AGEod's American Civil War SVF/ACW/Settings # egrep -i evt_nam_USA_Palyer_units1 *.csv
[nil]

[;)]
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RE: SVF 2.0 public beta 20120918 -- localization bug

Post by berto »


One reason why I need a chance to review and edit the SVF text string *.csv files.

[;)]
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RE: SVF 2.0 public beta 20120918 -- localization bug

Post by Chilperic »

Fixed. In fact , this event shouldn't generate messages...
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RE: SVF 2.0 public beta 20120918 -- localization bug

Post by berto »


Is there a consistent, organized way to designate such no-message events?

By naming them, for example:

evt_nam_USA_Palyer_units1_NOMSG

Or maybe:

evt_nam_USA_Palyer_units1_NOLOCALIZATION

That way it's easier to edit them out of the bug reports.

Or some other way to mark such events?
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RE: SVF 2.0 public beta 20120918 -- localization bug

Post by Chilperic »

It could be indeed. As I know, event names may be very long. Now, I will not for my own do this as all AI events are mute, occurence of such display message for 0 message events glitches are very rare. It could be done your way however.
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SVF 2.0 public beta 20120918 -- AI oddity?

Post by berto »


Image

A lone, unaccompanied Confederate Arty unit in Trigg KY advancing by itself aggressively forward of the Southern front line -- the AI shouldn't be doing that. Panzer battalion? (Reminds me of the AI in the JTS/HPS American Civil War series of games.)

Or is it perhaps escaping southward from Henderson KY (across the Ohio River from Bull Nelson's command)? In which case it makes more sense. (But I don't recall seeing that Arty unit in Henderson KY the turn before. Could be wrong.)

Save, Script, Log files here.

(In that .zip file -- too much detail? or just right?)

Going forward, every time I see some suspect AI behavior (or genius move!), I will try to send you a report such as this.
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RE: SVF 2.0 public beta 20120918 -- AI oddity?

Post by Chilperic »

Send me the files, but I've not found a way to eliminate this. IN FY, the hard AI is using the same way the aerial units, in AACW the artillery forward unit is there since the release of the game. Generally the unit is moving toward a stack, without taking into account sufficiently enemy is near...
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RE: SVF 2.0 public beta 20120918 -- AI oddity?

Post by berto »


If that is hard-coded AI behavior (over which you have no control), that sucks. [:(]

What I would do, then, is to adopt a house rule that: in the case of such obviously stupid AI behavior, turn a blind eye to it, pretend Fog of War. ("Did I really see that? Naw! FOW. I just imagined it.") Or just dismiss it as an obviously false intelligence report. (Excuses, excuses...) And refrain from taking advantage of it.

("Send me the files"? I provided a link.)
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RE: SVF 2.0 public beta 20120918 -- AI oddity?

Post by Chilperic »

Didn't see the link.

Such case are rare. Perfection isn't reachable but on the whole, such cases aren't penalizing much the AI.
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RE: SVF 2.0 public beta 20120918 -- AI oddity?

Post by Chilperic »

Looked at your save. On the whole, the CSA AI isn't stupid.

Now, for this strange artillery move: the artillery was issued from a larger group having cavalry. he stak name is yet Cavalry something even if only composed of the Artillery unit. It receives an attack order. My explanation, maybe wrong,would be that Stacks are conserving some precedent orders, at at least type of orders varying with their types. Here, the orders would remain those of a stack having cavalry even if after splitting only remains a support unit... Nothing I can do. The good news is the Artillery should retreat the next turn or merge with another stack.
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RE: SVF 2.0 public beta 20120918 -- AI oddity?

Post by berto »

ORIGINAL: Chliperic

The good news is the Artillery should retreat the next turn or merge with another stack.
Yes, the next turn, it appears to have done exactly that (retreat).
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RE: SVF 2.0 public beta 20120918 -- AI oddity?

Post by Chilperic »

I suspect indeed the computation of the region value with the enemy threath on it, coupled with the low power of the artillery unit has made retreat the most valued solution. It happens almost always. It would indeed be better if such a computation would occur to cancel the attack move, but frankly it must be a nightmare to adjust several algorythms in the hard AI. In my modest way, it's the same with events: the pore they are, the more diffcult to adjust the AI without having unexpected side effects. Fortunately, SVF uses simpler method than FY and the first results are sufficient to keep tweaking to low level until now.

Apart that, it would maybe be time to retake Alexandria and Harper's Ferry, no ? :-)
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RE: SVF 2.0 public beta 20120918 -- AI oddity?

Post by berto »

ORIGINAL: Chliperic

Apart that, it would maybe be time to retake Alexandria and Harper's Ferry, no ? :-)
I'm trying!
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RE: SVF 2.0 public beta 20120918 -- AI oddity?

Post by Chilperic »

After more in depth look at your save, I really feel the CSA AI to be really enjoyable as oppponent at least until 1863. Your game confirms the point drawn from other games. Let's work a bit more on the union AI!
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RE: SVF 2.0 public beta 20120918 -- AI oddity?

Post by berto »


I'll start a new game as the Confederates later today, then.
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