Advanced civil war project - Major uppdate, playable

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Grymme
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Advanced civil war project - Major uppdate, playable

Post by Grymme »

I like the idea of a Civil War scenario and i looked at the adaption Tom Weber did. Some things i really like, for example the map and the events. However i didnt like the production system at all, and also i didnt like the thought of doing away with the research. So i started making some adaptations.

So far this is what i have done.

Map changes
- I more or less kept the map but did do some small changes.
- Added some hexes to the bottom of the map to be able to go around Florida for the union player.
- Made some of the towns into producing cities. All CSA cities produce 1000, Washington D.C, Philadelpia, Baltimore, Pittsburgh produce 2000.
- Bowling green in Border states is production city 1000.
- Made some of the "fts" real fortresses.
- Fortresses works as harbour
- Implemented the "realist mod" (although still might have some small problems with it)

Production changes
- Kept the PP-grant and ability to produce corps in certain citys. The corpsproduction will remain at lvl1 soldiers even if you research better though.
- kept the supply grant
- Removed the automatic reinforcements each turn.
- added in total 11 000 production to the US and 9 000 in CSA.

Unit changes
Added and changed the following units
- Irregular infantery (cross between SMG and scout) cost 120. Has high hide and recon value fights better
in rugged terrain, worse in plains and urban.
- Sharpshooter (based on the mortar, but less powerfull with only 2 attacks but still rear and high kill%) cost 600
- Engineers added cost 400
- Added som leaders (nonproducable Staff IV units with exceptionally high staff point and morale bonus modifiers.
(Lee, Longstreet, Stuart, Jackson, Hill, Meade, Mclellan, Grant, Sherman, Sheridan, Pope,Hooker, Burnside, Ewell)
- Cavalry (horse moving units whom gets high recon points has bonus when attacking on defence, negative bonus on defence. No entrenchment but High initiative) cost 200
- Field artillery/artillery (artillery has high weight and higher kill%) 1000/2000
- Naval units now: Frigate, Gunboat, Man o War and cargoship.
- Naval speed doubled

Research changes
- Made awailable research into lvl 3 except for staff which goes into IV
- CSA start with staffIII all other lvl 1
- HQ system changes
- HQ power goes down after 1 hex. Keep HQ close
- Unit cost 2PP HQ 10PP

Mobilization
- Train has 6000 Land CAP
- Horse has 0 LAND CAP
- Cargo ships have default sea cap
- Supply action range changed to 500ap

OOB
- CSA port defences are no longer HQ.
- Added corp commands to army of potomac & northern Virginia
- Drasticly reduced sizes of both navies.

Event changes
-Disabled british intervention
- Disabled reinforcements

Miscellanious
- Reinstated Concentric attack bonus.
- Regular infantry, engineers and field and other artillery now has no recon points. Recon value to see complete unit changed to 200
- Some AI behaviour changes (bowling green hex VP10, took away AI mobilize armour, changed front cover to 10%.


Planned features
-Fixing the realmod completely
-Fixing the british intervention event if possible.
-Adding dates and placement of the leaders
-Writups, nice pictures on units/leaders and so on
-fixing SFT type symbols on those that use default
- Cavalry seem to be a carried unit, investigate
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
Grymme
Posts: 1776
Joined: Sun Dec 16, 2007 5:06 pm
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RE: Advanced civil war project - need help

Post by Grymme »

Right now the scenario is playable. However there are some things im not great at and if there is someone out there that could help with some things i would really appreciate it.
 
- If someone could print a coded event that adds the different leaders at different times (in each capitol).
- Checking if the events hold together
- Also i would really appreciate if some grognard could help with with writups, pictures, suggestions regarding OOB, which leaders should be in and so on.
 
Also balance checking, general suggestions and so on. If suggesting events or code, prepare to help on the coding.
 
The scenario is already highly playable. Ill uppload it at the sandbox here if someone wants to try it out.
 
 
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
Grymme
Posts: 1776
Joined: Sun Dec 16, 2007 5:06 pm
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RE: Advanced civil war project - need help

Post by Grymme »

Made some changes

- Train now has railcap instead of landcap. Also mixed a little with the "rainlines" so that they dont offer much in speed except for trains.
- Changed cost of engineer to 200
- Added the leader event (so far i have added events getting stuart on t2 and burnside on t10) It works but seems to add 2 leaders. Anyone know why this might be?
- Added Col. Wade Hampton (extraordinary cav unit with a little staff power) together with Wade Hamptons legion in Army of Northern Virginia
- Strenghtened the CSA navy a little.
- Changed Town production to 1500 and City production to 2500
- Changed all names of units from "corps" to "divisions"
- Added writeup for Stuart, Lee, Grant, Longstreet, Wade hamton and Burnside (i think).

______________

Any thoughts or suggestions? Have i missed some SFTs? Please any feedback is appreciated.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
Grymme
Posts: 1776
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RE: Advanced civil war project - need help

Post by Grymme »

Hi
 
I have made a major uppdate to the Civil war scenario. Added 20-30 leaders. Some from the start, some arrive later. All with writeup.
 
Strenghtened both sides navy a little and added some cavalry units to both side. Fixed research.
 
Have upploaded the new scenario to scenariobank. Its highly playable although you get missing pic error when you load the scenario.
 
Not much left to do but to wrap up things, balancing if need be and some nicer writups and pictures.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
rmielech
Posts: 98
Joined: Fri Oct 08, 2004 11:05 pm

RE: Advanced civil war project - need help

Post by rmielech »

ORIGINAL: Grymme

Its highly playable although you get missing pic error when you load the scenario.

I wish you'd said that when you first posted it. I've been trying to figure out what I was doing wrong since yesterday.
Grymme
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Joined: Sun Dec 16, 2007 5:06 pm
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RE: Advanced civil war project - need help

Post by Grymme »

Sorry,
 
what message do you get.
 
You should have the real mod installed. I included it in the latest uppload.
 
If you get "missing fort pic" or "missing truck pic" you can just click yes to continue and you can play anyway.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
rmielech
Posts: 98
Joined: Fri Oct 08, 2004 11:05 pm

RE: Advanced civil war project - need help

Post by rmielech »

ORIGINAL: Grymme

If you get "missing fort pic" or "missing truck pic" you can just click yes to continue and you can play anyway.

That's what I was getting. Looks like good stuff. I appreciate the extra work you guys put into making your own scenarios. It really adds value to the game.
Grymme
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Joined: Sun Dec 16, 2007 5:06 pm
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RE: Advanced civil war project - need help

Post by Grymme »

Thanks. Its always nice to be appreciated.
 
Upploaded a minor uppdate to the scenario today to the scenariobank
 
Changes
- Should have fixed the missing fort and truck error.
- LVL 2-3 units have right names.
- Changed Confederate producing city from Baton Rouge to Mobile.
- Gave Confed mississippi HQ 10 extra staff.
- changed HQ of one confed army.
 
I think that the scenario is more or less finished now. Unless someone finds a lot of bugs.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
rickier65
Posts: 14253
Joined: Thu Apr 20, 2000 8:00 am

RE: Advanced civil war project - need help

Post by rickier65 »

Thanks Grymme - Just redownloaded. going out of town for few days but will look it over ASAP

Rick
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