Archive for the ‘AACW Mod’ Category

No, it will remain 2 separate mods 😉

just a few news:

SVF 2.0:  the release in 2013 of AACW2 will not cancel me to work on SVF 2.0 and release it. If ever, it will be a necessary step for SVF 3.0 under AACW 2. Whatever AACW 2 features  I’m thrilled to work on ACW, one of may pet period nad design my own version of this war.

Fatal years : I’m postponing once again the new version to tomorrow, because I ‘m doing a few changes to Armored trains.

In short, Armored trains will now have 2 new abilities, improving slightly supplies and morale for other troops, in order to portray these 2 roles of this arm during Civil War without creating micromanagement. Giving a higher supply load for Armored train would force to cope with the work of a logistician : an ability improving supply situation in the region where the armored train is gives the same results without hassle.

Then I’m going to use my new knowledge about armored Trains OOB to rework the game OOB that is mistaken on many points. Reading History books is something really useful for Historical wargames 🙂

Some precisions

Posted: December 2, 2012 in AACW Mod, Rus Mod

1) Fatal Years is playable with RUS game and doesn’t need AJE. The latest version of FY uses some features of AJE that are present but inactivated in RUS.

2) SVF 2.0 was first developed under AACW engine, with some interesting even if perfectible results, especially for AI. However, I’ve decided 2 weeks ago to adapt SVF 2.0 to AJE. The conversion is possible, as the AJE battle engine is the same than for other AGE games ( it just doesn’t produce creditable results 😉 ) with a few tweaks that are reversible. AJE will alow SVF to use options, regional decisions and other AGE features lacking in AACW.

3) I want to thank the 10 players who have downloaded FY 1.085 version published 2 hours ago. As I’ve said , I’ve done FY for my need, but it’s always encouraging to see 2 years later, after many versions, bugs, balance problems, changes in the game rules, FY is yet attractive beyond me.

SVF 2.0 progress report : 12/02/2012

Posted: December 2, 2012 in AACW Mod

Nothing spectacular today but the adaptation of model files to SVF 2.0 under AJE is progressing. I hope to achieve this task this week, right on my planned schedule.

SVF 2.0 progress report : 12/01/2012

Posted: December 1, 2012 in AACW Mod

I’m updating the terrain data. SVF will deliver the same filtering than AJE about terrain colors. Here a first shot of this progressing work:

terrain

Building units will be use the same system than AJE:

 

Build units

SVF 2.0progress report : 11/29/2012

Posted: November 29, 2012 in AACW Mod

Graphical work today. being a bit sick and overloaded with real work, I will have to wait this weekend to achieve this first step.

Here another windows of the battle report ( detailed results):

Next week, I will turn onto data files: models, units, terrains, weathers ( with Berto’s help), regions, structures; I should produce a regenerated scenario file around  December 8th. Then I will write events, options, rgds. I’m on the schedule for a release in January.

SVF progress report: 11/28/2012 (2)

Posted: November 28, 2012 in AACW Mod

Thanks to Berto a repetitive task has been done today, confirming graphical work should be achieved this week.

 

The new battle report screen:

 

 

Using Photoshop without any graphical skill has been one of my funniest experience in modding. Even if the results aren’t close to the job done by a professionnal, the GUI shouldn’t be a hindrance.

 

Adapting AACW to AJE requires a lot more tweaking than porting RUS to AJE, as the 2 engines are very very similar. AACW shares of course the same DNA but a bit like Gorilla genetics  compared to human one 😉

If all goes well, SVF 2.0 should be playable in January.

Playable doesn’t signify achieved. THose playing it must remember it will be a beta, with some bugs and mainly an untested scenario balance. Only your report will help me in this matter. The AI has been tested in the precedent SVF 2.0 and the 2 main weaknesses for Union AI will be fixed before releasing the new version. Those having tried the FY AI and even the SVF 2.0  know certainly AI isn’t without strength 🙂

The following rules are based on a Union Poll Level ( UPL) ranging from 0 to 20, starting to 15 at the beginning of the GC.

Variations of the UPL are mostly provoked by the National Moral Level: under 100, there’s a chance of lose 1 level, above 100 to gain one level. This rule links the military successes and defeats to the political situation.
A few other events will simulate secondary concerns in the population ( economy, abolition of slavery, corruption, etc) and will change the UPL ( in a very small shift). These events are simulating the other aspect of political life during Civil War.

There are 2 polls for Union in the game: the 1862 mid terms and the 1864 presidential poll. If the UPL is under 5, you have lost the poll. Above 15, you have won the majority. Between 5 and 15, there’s a win/lose percentage, like 50/50 for level 110, 60/40 for level 12, etc…

During the 6 turns preceding an election,  variation of the UPL by NM are automatically enforced: if your NM is under 100, you will lose one UPL level by turn; above 100 you will earn 1 by turn. This rule simulates the quick shifting in public opinion during war. Let’s say the capture of Atlanta may give you the +4 UPL needed to win the 1864 presidential poll.

Player will be able to buy 1 NM by option by spending 10 Engagement Points. Another option will simulate the outcome of political crisis, like the one that occurred in 1862 with Chase: the player will spend 20 EPs to Try to win 5 NM. In this latter case, the result will be randomized and will depend of the current NM level: a low NM will lower the probability to get a bonus in NM. If you fail you may even lose a few more NM.

Engagement points will they be easy to spend? No. For emancipation, you will ned to spend 200 ( yes 200) EPs. Creating colored units will cost too EPs, and other secondary but important decisions will cost EPs too.

So EPs should be scarce for political activity. Be warned, after the historical date,  if you delay yet the Emancipation, you will lose NM because of the growing impatience of the abolitionist wing of the Republican Party.

 

Losing the elections in 1862 will rise the cost of emancipation. Conscription will be harder to introduce.  Your income will be lowered a bit to represent the opposition of the Democrats, volunteers will need higher bounties, etc.
The system is simple, but forces the Union player to attack as soon as possible CSA to win NM, and creates an intricated relation between politics and military. Politics needs military successes, and military affairs will suffer from electoral defeats. In the same time, player will have to suffer from sudden political crisis or on the contrary use precious EPs to restore the situation. The tension will be especially high during the 3 months before election as any military event will provoke huge consequences. In the end, each turn should be both integrated in a long path toward victory and giving the feeling to be late on this one…  The contrary of  a boring game 🙂

SVF progress report: 11/28/2012

Posted: November 28, 2012 in AACW Mod

The new city sprite is done:

 

 

Most of the graphical work is done. a big work on “sprite” positions on the screen remains to be done, and it will be gradually done during the next month. I’m now beginning to update the data files ( regions and units) to the AJE engine.

I should the next month begin to write the events, options, structures and rgds needed for SVF 2.0, ie the real creative work. I will soon begin to explain the political system in SVF 2.0.

Another ledger example for SVF 2.0

Posted: November 25, 2012 in AACW Mod

SVF 2.0 : new screnshot

Posted: November 25, 2012 in AACW Mod

The unit building page of the ledger and the detailed element window, yet with some glitches.