1861 Blue and Grey Mod Alternate Turns.

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Hellfirejet
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1861 Blue and Grey Mod Alternate Turns.

Post by Hellfirejet »

I have decided to release this version of the 1861 Blue and Grey Campaign, it comes with a great many changes and my Nato Graphics come as standard with the mod. Players can now purchase Regiments, Brigades, Divisions, Corps and Armies. Also available to buy are Field Artillery units. I really hope anyone who downloads the mod enjoy's playing. :)

https://www.dropbox.com/s/yjq30tsxm53np ... d.zip?dl=0




1861 Blue and Grey mod.jpg
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Last edited by Hellfirejet on Mon Aug 15, 2022 3:51 pm, edited 1 time in total.
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Hellfirejet
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by Hellfirejet »

Copy and Paste the 2 files here see photo.

Copy both files and place into Documents, My Games..jpg
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Hellfirejet
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by Hellfirejet »

Campaign selection screen.
1861 Blue and Grey Mod.jpg
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IslandInland
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by IslandInland »

Thanks for taking the time to create this. It looks great.
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Hellfirejet
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by Hellfirejet »

Glad to hear you like the changes so far, I'm very interested to find out what players like and don't like about the mod. After getting more feedback I will be able to tweak the game and improve game play for everyone with an updated version in the near future, and thanks again for downloading and giving the mod a go it is very much appreciated. :)
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Dodo98
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by Dodo98 »

Your mod sounds interesting. Is this a PBEM only Mod or can I use it against the AI?
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Hellfirejet
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by Hellfirejet »

The Mod can be played anyway you want, to play online only requires both players to have mod installed. ;)
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Pocus
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by Pocus »

I'm waiting for the change logs :D

I want to know the differences and not discover them (or not and miss the changes ...) along my game. Surely if you put so many hours in doing the mod, you can whip some minutes in a readme? ;)
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by go_rascals »

I want to try this, but when I unzipped it into the Campaigns folder there is no .dat file and I get an error message when I try to load the mod.
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by BillRunacre »

go_rascals wrote: Fri Oct 14, 2022 7:31 pm I want to try this, but when I unzipped it into the Campaigns folder there is no .dat file and I get an error message when I try to load the mod.
Did you unzip it into the Campaigns folder that is typically found here?

C:\Users\[UserName]\Documents\My Games\Strategic Command - American Civil War\Campaigns

As this is where mods need to go.
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by go_rascals »

That is where I placed it. All the other campaigns have a .dat file associated but there is not one with this mod.

Did you unzip it into the Campaigns folder that is typically found here?

C:\Users\[UserName]\Documents\My Games\Strategic Command - American Civil War\Campaigns

As this is where mods need to go.
[/quote]
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by go_rascals »

When I try to launch a single player game I get the following message: FAILED[store]: Permission denied. If I delete the mod files I can open the game normally.
go_rascals wrote: Sun Oct 16, 2022 11:28 pm That is where I placed it. All the other campaigns have a .dat file associated but there is not one with this mod.

Did you unzip it into the Campaigns folder that is typically found here?

C:\Users\[UserName]\Documents\My Games\Strategic Command - American Civil War\Campaigns

As this is where mods need to go.
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BillRunacre
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by BillRunacre »

Perhaps try opening the mod in the Editor first.

When you open the Editor, use the right hand of the two Open buttons (it is blue rather than yellow, and will show "Open User Campaign" when hovering with the mouse over it.

I'll be interested to know whether you can open it without an error, and if having successfully done so, you can now play the campaign.
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by go_rascals »

Still unable to open it, but I can't open a custom scenario I built either. I get the same "permission denied" message.
BillRunacre wrote: Mon Oct 17, 2022 9:41 am Perhaps try opening the mod in the Editor first.

When you open the Editor, use the right hand of the two Open buttons (it is blue rather than yellow, and will show "Open User Campaign" when hovering with the mouse over it.

I'll be interested to know whether you can open it without an error, and if having successfully done so, you can now play the campaign.
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by BillRunacre »

Are you able to open an official campaign using the Editor?

This would be using the yellow button.

Though either way it might be best to contact Matrix Games support as hopefully they'll be able to identify the issue and help you get past it:

https://www.matrixgames.com/contacts

Keep us posted on how it goes.
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by go_rascals »

Uninstalled and reinstalled, now I can at least play the stock scenarios. No luck on mods though.
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by go_rascals »

Huzzah! I managed to get the mod loaded. Started my first game as USA v. CSA AI.

Played a few turns and noticed a few changes:
No blockade runner hexes.
Forts can be upgraded to ten SPs. Should make port defense a little easier for the CSA.
Indians have max SP of five. I like this change. I thought they were overpowered before.
Brigades max SP eight.
Looks like build limits have increased?
Looks like field artillery will have the same effect as in the other SC games.
Names on regiments/brigades are a nice touch.
Lowered USA research limit should balance play a bit.
Being able to build regiments should help in countering partisans.
Ability to build cavalry reiments should help to eliminate nasty ambushes.

Still early so none of my corps build have arrived yet so too early to tell their effect.

I'm liking this so far. Might post more thoughts as the game progresses. Thanks for your hard work.
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Hellfirejet
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by Hellfirejet »

go_rascals wrote: Sat Nov 05, 2022 5:18 pm Huzzah! I managed to get the mod loaded. Started my first game as USA v. CSA AI.

Played a few turns and noticed a few changes:
No blockade runner hexes.
Forts can be upgraded to ten SPs. Should make port defense a little easier for the CSA.
Indians have max SP of five. I like this change. I thought they were overpowered before.
Brigades max SP eight.
Looks like build limits have increased?
Looks like field artillery will have the same effect as in the other SC games.
Names on regiments/brigades are a nice touch.
Lowered USA research limit should balance play a bit.
Being able to build regiments should help in countering partisans.
Ability to build cavalry reiments should help to eliminate nasty ambushes.

Still early so none of my corps build have arrived yet so too early to tell their effect.

I'm liking this so far. Might post more thoughts as the game progresses. Thanks for your hard work.
Many thanks for feedback it's very much appreciated. I have been waiting for feedback so that I can tweak things if need be.
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Re: 1861 Blue and Grey Mod Alternate Turns.

Post by go_rascals »

Finished the game. Played as USA. Union Major Victory, 6 May 1864. A few observations:

The USA now gets four brigades, instead of divisions, in the draft. That's a steep FS penalty for four brigades.

Forts are now MUCH tougher to eliminate. Ships, even ironclads, take a lot of damage attacking a fort. It takes at least a half dozen gunboats to eliminate a fort from the sea. And with 10 SP it takes four or five units to capture one. No more taking Norfolk with two Marines. A needed change. (I never did shut down Savannah.)

Cavalry divisions mimic the effect of a Forrest or Stuart by having a powerful unit without needing a separate HQ.

There seem to be more MPPs available than in the standard scenario. This seems reasonable given the cost of armies and the expense of upgrades. An army with max tech costs over 900 MPP. The USA will NOT be sitting on a huge pile of MPPs at the end of the game.

Armies are incredibly powerful but not invincible. There are some movement restrictions as well. Looks like armies can only move therough road/rail or clear hexes? Regiments are useful for controlling partisans or preventing loss of a city by the enemy simply moving into the hex. Regiments also led to a LOT of small unit actions, particularly in the Trans-Mississippi, which was historically the case.

I like the tech changes for the most part. Only being able to one investment in each tech instead of two is good. Not sure about two levels of scouts, or being able to use scout tech in cavalry. A cavalry unit with level 2 scouts has a four hex spotting range.

I think that's about everything. Overall I think it's more balanced and recommend it. Great work!
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