SVF 2.0
Moderator: Pocus
SVF 2.0 public beta 20120918 -- test game save
Here is my latest save, as the Union: http://pikt.org/ageod/acw/SVF20alphaA20120918LateSep61Union.zip
I'll suspend this game, and start up a new test game as the Confederacy now.
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RE: SVF 2.0 public beta 20120918 -- test game save
BTW , just a tip: One of the main unbalance factor in offcial AACW was the possibility to flood the map with cheap militia units upgrading later in more regular brigades. The old coordinator decided to add 1 WSU to the building cost of militia to solve the problem.
Of course, the AI wasn't taught about and continued to buy militia in priority, shooting itself in the end.
SVF uses no WSU for militia, but militia can't upgrade as easily... There's a second reason to this change: militia weren't future regular units. In the first months, militia were old formation whose members were destined to go on the battlefield when war would erupt and so destined to receive military training ( a mockery in most cases but beyond our scope here). In the next years, militia were local defense forces, serving when invaders came close or for military police purposes, without purpose to transform them into regular formations...
SCF has new models in brigades, consiting in regular regiments with lower stats to reflect new raised and untried troops, that will be able to upgrade...
Of course, the AI wasn't taught about and continued to buy militia in priority, shooting itself in the end.
SVF uses no WSU for militia, but militia can't upgrade as easily... There's a second reason to this change: militia weren't future regular units. In the first months, militia were old formation whose members were destined to go on the battlefield when war would erupt and so destined to receive military training ( a mockery in most cases but beyond our scope here). In the next years, militia were local defense forces, serving when invaders came close or for military police purposes, without purpose to transform them into regular formations...
SCF has new models in brigades, consiting in regular regiments with lower stats to reflect new raised and untried troops, that will be able to upgrade...
RE: SVF 2.0 public beta 20120918 -- Union AI Takes Winchester, VA
An unexpectedly early, aggressive Northern AI move: the Union takes Winchester, VA!
Save, Logs & Scripts files here.
(My first AACW GC game ever playing as the South. I've played plenty of smaller scenarios before, but this is my first ever Southern GC. Playing it by ear. [:)])
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RE: SVF 2.0 public beta 20120918 -- Union AI Takes Winchester, VA
Considering the files, the move is logical.It could have been rail repair, most valued... The point is to see if such a move is unfrequent or current. I want some unfrequent small offensives, for varying games.Thanks for the report, point to be studied in another games
Union AI under test
Union AI test has begun. I’ve just run a game until end July 61, fixed a few bugs, noticed a too strong attraction for Indian territory by the Union AI, remembered this poor Johnson can’t get replacements when it appears in Strasburg region because of lack of structure in this region, and pointed out AI has difficulty to repair railroads.
notwithstanding, the Union AI hasn’t done anything stupid. In the East, it has garrisoned well its rear, concentrated troops in both Shenandoah and Alexandria, launched a small scale offensive in Western Virginia, taken back Harper’s Ferry
Since I’ve concentrated in Manassas and Union AI has kept a defensive stance in early August.
In Missouri, Lion has first occupied Northern area, then gone to Springfield. The AI has left a garrison in Saint Louis.This garrison, much larger than those delivered by the autogarrison feature in AGE engine ( that is basically a AI cheat and secondary a limitation of micromanagement) , sustains better chances of survival against enemy attack.
Let’s hope Union AI to remain as solid the next turns
Losses are very low, as it was the case in 1861, when 2 untried armies were seeing the elephant. These men routed fast, and the victorious ones were too exhausted to pursue the vanquished.
SVF units start with low cohesion values, so rout early in battle. On the contrary, they gain experience faster, so their cohesion raise and from 1862 battles will begin to be bloody ones, as units stay longer on the battlefield.
I don’t mod AI only
notwithstanding, the Union AI hasn’t done anything stupid. In the East, it has garrisoned well its rear, concentrated troops in both Shenandoah and Alexandria, launched a small scale offensive in Western Virginia, taken back Harper’s Ferry
Since I’ve concentrated in Manassas and Union AI has kept a defensive stance in early August.
In Missouri, Lion has first occupied Northern area, then gone to Springfield. The AI has left a garrison in Saint Louis.This garrison, much larger than those delivered by the autogarrison feature in AGE engine ( that is basically a AI cheat and secondary a limitation of micromanagement) , sustains better chances of survival against enemy attack.
Let’s hope Union AI to remain as solid the next turns
Losses are very low, as it was the case in 1861, when 2 untried armies were seeing the elephant. These men routed fast, and the victorious ones were too exhausted to pursue the vanquished.
SVF units start with low cohesion values, so rout early in battle. On the contrary, they gain experience faster, so their cohesion raise and from 1862 battles will begin to be bloody ones, as units stay longer on the battlefield.
I don’t mod AI only
RE: SVF 2.0 public beta 20120918 -- Union AI on the Move
SVF 2.0 public beta test 20120918. Early July 1861. Union AI, Confederate Human (me [:)]).
Union AI on the Move!
Lyon blitzes Lexington:
But, um, why does it say:
Not "we", but the infernal AI.While taking Lexington, we manged to capture...
You gained control of Lexington...
Blenker storms Grafton:
Crushing defeat at Winchester:
Ouch! The Union AI is hammering me!
Saves, Logs, Scripts available here.
I've made several miscues, but sheesh!
So far, great job.
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RE: SVF 2.0 public beta 20120918 -- Union AI on the Move
When comparing our 2 games, the most interesting point are the variation the AI applies on the same pattern: Lion didn't go to lexington, offensive in Western Virginia was smaller and limited to Grafton, Winchester remained safe under my Confederate control.
That's intended. replayability sake.
Let's hope it will remain the same for the next game months. [:)]If so, SVF could be achieved next week. [:D]I begin to think I could mod all AGE games, including the latest before the end of February 2013...
That's intended. replayability sake.
Let's hope it will remain the same for the next game months. [:)]If so, SVF could be achieved next week. [:D]I begin to think I could mod all AGE games, including the latest before the end of February 2013...
RE: SVF 2.0 public beta 20120918 -- Union AI on the Move
The beta manual for the SVF beta version is avaialble on my blog ( see my sig). Beta + beta = work in progress [:D]
RE: SVF 2.0 public beta 20120918 -- More Union AI Advances
SVF 2.0 public beta test 20120918. Early September 1861. Union AI, Confederate Human.
More Union AI Advances
The Union Northeastern Virginian Army unexpectedly makes its big move against Winchester, not against Manassas.
Johnston's Shenandoah Force, and a sizeable contingent of recovering Confederates, declined to defend the place, retreating southward. I am surprised by this; I thought I had set Johnston's force to normal Defensive Posture, not to Passive Posture. But maybe it's just as well, because McDowell's force would have had a considerable numerical advantage, and might have roughly treated Johnston's force.
A Union force moves against Lexington KY, routing and destroying Confederate cavalary forces defending the town (and one new cavalry unit under construction). More ouch!
Fremont advances to Rolla MO:
Saves, Logs, Scripts available here.
Very good game so far.
(That's all from me today. I have Real Life concerns and Early Music concerts to attend!)
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RE: SVF 2.0 public beta 20120918 -- More Union AI Advances
If it's not clear: Johnston had retaken Winchester a month or so earlier, but several units were badly mauled in the action, for which Johnston was demoted.
The Union AI does seem to have an exceptional attraction for Winchester, what with its two big Eastern Theater moves against that place. WAD?
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RE: SVF 2.0 public beta 20120918 -- More Union AI Advances
No, it was yesterday one of my main interrogations about Union AI and has to be moduled a bit to be less frequent. Thanks for the files and input. Next version should tackle this point ( if UnioN AI has just this sort of troubles, I will be an happy camper ).
RE: SVF 2.0 public beta 20120918 -- More Union AI Advances
The union AI may be surprising: here's my lastest turn, early August 61, applying the Forward to Richmond move by bypassing Manassas:
I said to myself: What a fool! So I checked the Washington garrison:
The road to Washington isn't so opened as first glance.
What is not very realistic is the lack of reaction of Confederate forces. Such a possible move is posing a dilemn to the SOuthern side: try to intercept McDowell and lose the advantages of defensive position, move outside Manassas preventively to cut the road without Knowing if McDowell will attack here, place some units to delay him to the risk of weakening at Manassas...
I said to myself: What a fool! So I checked the Washington garrison:
The road to Washington isn't so opened as first glance.
What is not very realistic is the lack of reaction of Confederate forces. Such a possible move is posing a dilemn to the SOuthern side: try to intercept McDowell and lose the advantages of defensive position, move outside Manassas preventively to cut the road without Knowing if McDowell will attack here, place some units to delay him to the risk of weakening at Manassas...
RE: SVF 2.0alpha, 20120911: F2 key CTD
ORIGINAL: berto
Hey, Jeff. Long time no see.
Hey Rob.......Good to you see your still on the ship.....[:)]
Looking foward to playing SVF.
RE: SVF 2.0alpha, 20120911: F2 key CTD
Hi Bigus,
next version tomorrow:-)
next version tomorrow:-)
RE: SVF 2.0 public beta 20120918 -- Confederacy Resists
SVF 2.0 public beta test 20120918. Late September 1861. Union AI, Confederate Human.
The Confederacy Resists!
Johnston's Shenandoah Force smashes McClellan in battle!
McDowell's Northeastern Virginia Army abandons Winchester, retreats to Washington, DC.
A very aggressive McClernand gets his butt smacked by Floyd at Bowling Green.
Elsewhere in KY, situation looking grim.
The situation to the west. Off-map, to the southwest, Union cavalry swarms east Texas.
Union Morale 95, VPs 418
Confederate Morale 116, VPs 593
Confederate WSU remains distressingly low.
This being my very first Confederate GC, I don't have long-term perspective. But on the face of it, just looking at the Morale and VPs, maybe not so bad, not bad at all.
Saves, Logs, Scripts available here.
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RE: SVF 2.0 public beta 20120918 -- Confederacy Resists
Reatreat from Winchester is intended: I want Union AI to control Shenandoah Northern section before advancing to Richmond, but Washington/Richmond axis must remain the primary area for obvious reasons.
Confederate WSU: yes it's hard.SVF stresses out CSA MUST search part of his salute in blockade runners. Industrializing is necessary but painful.
Morale is close to reality: USA is suffering from not having menaced Richmond.
The McClernand offfensive wasn't stupid, even if unsuccesful. He gathered 2 times your force at Bowling Greene and you have lost more men in your victory.
For the long term, the main unknown lies in the building rate of Union AI. If too low, you will be safe. If normal, you will face in the next months rather massive forces.
Confederate WSU: yes it's hard.SVF stresses out CSA MUST search part of his salute in blockade runners. Industrializing is necessary but painful.
Morale is close to reality: USA is suffering from not having menaced Richmond.
The McClernand offfensive wasn't stupid, even if unsuccesful. He gathered 2 times your force at Bowling Greene and you have lost more men in your victory.
For the long term, the main unknown lies in the building rate of Union AI. If too low, you will be safe. If normal, you will face in the next months rather massive forces.
RE: SVF 2.0 public beta 20120918 -- Confederacy Resists
FYI, here what the Union AI considered this turn for McDowell:
List of Agendas for 1002837 Northeastern Virginia Army, 1473 Winchester, VA, Pow:1158, Count: 44(l 11/L 25/S 9)
2:56:27 PM (Reporting) Agenda 1 : Agenda: Defend, Value: 36630, Region: 115 Loudon, VA
2:56:27 PM (Reporting) Agenda 2 : Agenda: Defend, Value: 48000, Region: 1473 Winchester, VA
2:56:27 PM (Reporting) Agenda 3 : Agenda: Defend, Value: 44000, Region: 116 Fairfax, VA
2:56:27 PM (Reporting) Agenda 4 : Agenda: Attack, Value: 11400, Region: 1484 Morgan, WV
2:56:27 PM (Reporting) Choosen Agenda: Agenda: Defend, Value: 44000, Region: 116 Fairfax, VA
2:56:27 PM (Reporting) 1002837-Northeastern Virginia Army Power:1158 Health:98% Winchester, VA>Fairfax, VA Mission:Defend Fitness:88% Need:986 Threat:799 GoalValue: 44000
Interestingly the most valued agenda was to stay in Winchester with a defense mission. Instead The AI has applied the Agenda 3, slighty less valued. It could have been the reverse. You may note even if Morgan WV is considered, chances are very low to see the main Union force to move into WV ( agenda 4). So the Union AI may balance between 2 stances, equally valued, rendering its choice unclear for player.
List of Agendas for 1002837 Northeastern Virginia Army, 1473 Winchester, VA, Pow:1158, Count: 44(l 11/L 25/S 9)
2:56:27 PM (Reporting) Agenda 1 : Agenda: Defend, Value: 36630, Region: 115 Loudon, VA
2:56:27 PM (Reporting) Agenda 2 : Agenda: Defend, Value: 48000, Region: 1473 Winchester, VA
2:56:27 PM (Reporting) Agenda 3 : Agenda: Defend, Value: 44000, Region: 116 Fairfax, VA
2:56:27 PM (Reporting) Agenda 4 : Agenda: Attack, Value: 11400, Region: 1484 Morgan, WV
2:56:27 PM (Reporting) Choosen Agenda: Agenda: Defend, Value: 44000, Region: 116 Fairfax, VA
2:56:27 PM (Reporting) 1002837-Northeastern Virginia Army Power:1158 Health:98% Winchester, VA>Fairfax, VA Mission:Defend Fitness:88% Need:986 Threat:799 GoalValue: 44000
Interestingly the most valued agenda was to stay in Winchester with a defense mission. Instead The AI has applied the Agenda 3, slighty less valued. It could have been the reverse. You may note even if Morgan WV is considered, chances are very low to see the main Union force to move into WV ( agenda 4). So the Union AI may balance between 2 stances, equally valued, rendering its choice unclear for player.
RE: new version available
New beta version of SVF 2.0 available on my blog ( see my sig). A few AI changes. Union AI has been tested until the end of 1861. No garantee for the following years
Compatible with ongoing games.
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 playable against CSA AI.The Union AI exists but has been really tested until end of 1861 only.
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
Agressiveness: normal
Give AI more time: checked ( this one is mandatory)
Compatible with ongoing games.
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 playable against CSA AI.The Union AI exists but has been really tested until end of 1861 only.
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
Agressiveness: normal
Give AI more time: checked ( this one is mandatory)
SVF 2.0 public beta 20120924 -- localization bug
In SVF 2.0 beta 20120924, another localization bug:
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RE: SVF 2.0 public beta 20120924 -- localization bug
Fixed, with a bunch of others. Next version.