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SVF 2.0 public beta 20120918 -- test game save

 
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SVF 2.0 public beta 20120918 -- test game save - 9/20/2012 7:18:57 PM   
berto


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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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(in reply to berto)
Post #: 61
RE: SVF 2.0 public beta 20120918 -- test game save - 9/20/2012 9:08:25 PM   
Chliperic


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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...

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(in reply to berto)
Post #: 62
RE: SVF 2.0 public beta 20120918 -- Union AI Takes Winc... - 9/20/2012 10:11:42 PM   
berto


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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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Post #: 63
RE: SVF 2.0 public beta 20120918 -- Union AI Takes Winc... - 9/20/2012 10:28:44 PM   
Chliperic


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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

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Post #: 64
Union AI under test - 9/21/2012 10:29:09 PM   
Chliperic


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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 ;-)

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Post #: 65
RE: SVF 2.0 public beta 20120918 -- Union AI on the Move - 9/21/2012 10:53:41 PM   
berto


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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:

quote:

While taking Lexington, we manged to capture...
You gained control of Lexington...

Not "we", but the infernal AI.

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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(in reply to berto)
Post #: 66
RE: SVF 2.0 public beta 20120918 -- Union AI on the Move - 9/21/2012 11:04:48 PM   
Chliperic


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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. I begin to think I could mod all AGE games, including the latest before the end of February 2013...

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Post #: 67
RE: SVF 2.0 public beta 20120918 -- Union AI on the Move - 9/22/2012 5:37:16 PM   
Chliperic


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The beta manual for the SVF beta version is avaialble on my blog ( see my sig). Beta + beta = work in progress

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Post #: 68
RE: SVF 2.0 public beta 20120918 -- More Union AI Advances - 9/22/2012 6:10:42 PM   
berto


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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!)

< Message edited by berto -- 9/22/2012 7:09:58 PM >


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Post #: 69
RE: SVF 2.0 public beta 20120918 -- More Union AI Advances - 9/22/2012 6:42:47 PM   
berto


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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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Post #: 70
RE: SVF 2.0 public beta 20120918 -- More Union AI Advances - 9/22/2012 6:59:19 PM   
Chliperic


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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 :-) ).

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Post #: 71
RE: SVF 2.0 public beta 20120918 -- More Union AI Advances - 9/22/2012 8:52:15 PM   
Chliperic


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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...

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Post #: 72
RE: SVF 2.0alpha, 20120911: F2 key CTD - 9/23/2012 3:07:40 AM   
bigus


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quote:

ORIGINAL: berto


Hey, Jeff. Long time no see.


Hey Rob.......Good to you see your still on the ship.....

Looking foward to playing SVF.

< Message edited by bigus -- 9/23/2012 3:11:25 AM >

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Post #: 73
RE: SVF 2.0alpha, 20120911: F2 key CTD - 9/23/2012 6:27:50 PM   
Chliperic


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Hi Bigus,

next version tomorrow:-)

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Post #: 74
RE: SVF 2.0 public beta 20120918 -- Confederacy Resists - 9/23/2012 9:32:52 PM   
berto


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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.



< Message edited by berto -- 9/23/2012 9:38:49 PM >


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Post #: 75
RE: SVF 2.0 public beta 20120918 -- Confederacy Resists - 9/23/2012 9:59:44 PM   
Chliperic


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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.

< Message edited by Chliperic -- 9/23/2012 10:15:22 PM >


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Post #: 76
RE: SVF 2.0 public beta 20120918 -- Confederacy Resists - 9/23/2012 10:14:27 PM   
Chliperic


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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.

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Post #: 77
RE: new version available - 9/24/2012 8:15:17 AM   
Chliperic


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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_oZXcw&feature=player_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)


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Post #: 78
SVF 2.0 public beta 20120924 -- localization bug - 9/24/2012 7:41:31 PM   
berto


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In SVF 2.0 beta 20120924, another localization bug:



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Post #: 79
RE: SVF 2.0 public beta 20120924 -- localization bug - 9/24/2012 8:44:55 PM   
Chliperic


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Fixed, with a bunch of others. Next version.

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Post #: 80
Guerilla model in SVF 2.0 - 9/24/2012 9:33:14 PM   
Chliperic


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The example is taken from maryland SVF 2.0 reworked events, on a old version. The number of Confederate rebels have been toned down since, even if the basics remain the same.



Union AI didn’t enforced martial law, opening the possibility of Confederate guerilla in Maryland ( a rare case ).



Let’s study the pic.

Units with Leaders in black ;-) are cells appearing randomly in regions with at least 40% loyalty to CSA. They have a very high hide value, are emplaced units and depriven of real combat power. They have rather high police value too…They generate randomly rebels units with higher combat values and lower hide value. When these units leave their orih=ginal region they are removed.

Cells are representing not underground structures, but rather propension of the population to wage guerilla against Union. As much they remain, they form local forces a player can’t use far from their home region, local partisans fighting on their ground and for their ground… They are a nuisance, not only in MAryland, but in Missouri, in Tennessee, in Arkansas.

The best point if you look at the bottom of the map is the capacity of the union AI to wage war against cells.



Available in PBEM too of course…

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Post #: 81
SVF 2.0 public beta 20120924 -- Situation Stabilizes - 9/24/2012 10:40:47 PM   
berto


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SVF 2.0 public beta test 20120924. Late November 1861. Union AI, Confederate Human.

The situation stabilizes.

In the east, no Union move against Manassas whatsoever. In the Valley, Shenandoah Force, now under Jackson's command, has retaken Winchester (which earlier the Union had abandoned without a fight).



In the center, Johnson A.S. Johnston's Army of Tennessee builds up at Bowling Green. Northern Kentucky lost. The Mississippi, Cumberland & Tennessee forts await the onslaught.



In the west, lots of inconsequential sparring.



Union Morale 91, VPs 565, Combat Losses 4065

Confederate Morale 121, VPs 775, Combat Losses 10190

Except for the disparity in combat losses, so far so good. Maybe.

Saves, Logs, Scripts available here.

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(in reply to berto)
Post #: 82
RE: SVF 2.0 public beta 20120924 -- Situation Stabilizes - 9/24/2012 10:51:26 PM   
Chliperic


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There are one or two changes to the AI events for Union I will do tomorrow. I'm too under the impression Union AI doesn't build sufficiently units.

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Post #: 83
SVF 2.0 public beta 20120926 -- Winter Doldrums - 9/27/2012 7:48:22 PM   
berto


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SVF 2.0 public beta test 20120926. Late January 1862. Union AI, Confederate Human.

Winter Doldrums.

I'm reorganizing, forming divisions, and trying to cope with the low WSUs.

No images, because nothing special to show.

Union Morale 87, VPs 678, Combat Losses 4351

Confederate Morale 121, VPs 975, Combat Losses 10590

Saves, Logs, Scripts available here.

Real Life concerns are distracting me (), but I will see if I can take this into the early spring before I have to quit for today. Expect another summary .zip within several hours.

< Message edited by berto -- 9/27/2012 8:43:21 PM >


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Post #: 84
SVF 2.0 public beta 20120926 -- McClellan AOP Advances ... - 9/27/2012 8:42:49 PM   
berto


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SVF 2.0 public beta test 20120926. Early February 1862. Union AI, Confederate Human.

McClellan leads the Army of the Potomac in advancing on Manassas -- in mid winter. The very first time the AOP has advanced.

I was going to comment that it's satisfying to see the AI wintering, not moving about. Then this. Seems rather strange. (The late autumn and first half of winter have been generally quiet until now.)



Union Morale 87, VPs 712, Combat Losses 4351

Confederate Morale 121, VPs 1025, Combat Losses 10590

Saves, Logs, Scripts available here.


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Post #: 85
RE: SVF 2.0 public beta 20120926 -- McClellan AOP Advan... - 9/27/2012 8:47:40 PM   
Chliperic


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Deliberate choice: if the AI never attacks in winter, the human player will take the advantage of this passivity. So rarely, the AI will attack in winter.

It may seem strange but the Grant offensive on Donelson/Henry strated in Febrruary 62 and Curtis advance in Arkansas during winter 61-62.

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http://moddercorner.com/

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Post #: 86
RE: SVF 2.0 public beta 20120926 -- McClellan AOP Advan... - 9/27/2012 9:42:57 PM   
berto


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Yes, an unpredictable AI is good.

Another example: Burnside at Fredericksburg, followed by the Mud March.

Anyway, it seems a bit strange for the ultra-passive McClellan to be making an aggressive (premature?) -- mid winter -- move like that.

But just a bit. It's okay.

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PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to Chliperic)
Post #: 87
SVF 2.0 public beta 20120926 -- Into Spring - 9/27/2012 10:46:56 PM   
berto


Posts: 4191
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

SVF 2.0 public beta test 20120926. Early April 1862. Union AI, Confederate Human.

Into Spring.

Not much activity.

Reorganizing, WSU building up.

At this point in the war, combat losses on both sides seem rather low.

After mid 1861, the Union AI is making little further headway. But what lies ahead?

Union Morale 90, VPs 848, Combat Losses 4351

Confederate Morale 124, VPs 1200, Combat Losses 10695

Saves, Logs, Scripts available here.

That's all from me today. Over and out.

_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 88
RE: SVF 2.0 public beta 20120926 -- Into Spring - 9/27/2012 11:18:57 PM   
berto


Posts: 4191
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

One more observation: No discernible Union AI Atlantic or Gulf coastal operations in evidence. That's a concern.

_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 89
RE: SVF 2.0 public beta 20120926 -- Into Spring - 9/28/2012 6:23:46 AM   
Chliperic


Posts: 955
Joined: 3/21/2010
Status: offline
I'm going to investigate this, but IMHO is tied to the low AI performance in strenghtening its economy and for building new units, especially on sea and rivers. Without the tools, it remains on the defensive.

Should be the same a sin offcial version:

http://www.ageod-forum.com/showthread.php?23836-Quick-AAR-against-the-AI

< Message edited by Chliperic -- 9/28/2012 6:28:52 AM >


_____________________________

Fatal Years mod for RUS version 1.07
Struggle for a Vast Future 2.0 for AACW in advanced beta:

http://moddercorner.com/

(in reply to berto)
Post #: 90
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