1861 Blue and Grey Mod (simultaneous weekly turns)
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- Hellfirejet
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
New Naval art Demonstration sample. Will make available to anyone who is interested a new link later today.
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
FYI, the corner white letters against the sky blue are hard to read. Is it possible to outline them or something?
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Link deleted.
Last edited by Hellfirejet on Wed Jul 20, 2022 8:47 pm, edited 2 times in total.
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
In game graphics are better quality than what they appear here on the forum, the White lettering does stand out clearly against the Sky blue background, at least it does to my eyesight which is not the best, as I need glasses to read with and to play these games on the PC.Taxman66 wrote: Wed Jul 20, 2022 10:46 am FYI, the corner white letters against the sky blue are hard to read. Is it possible to outline them or something?

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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Once again, high praise for your work, Kirk. I hate to pick at anything because this is so much appreciated, but I notice that the cavalry brigades have the regiment symbol (three pips?) while the cavalry divisions have the brigade symbol (one X). Is this on purpose?
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Nope that is an error that has slipped in, problem is there are two versions of the Graphics one with the standard game and one for my Mod. The standard game has Calvary Corps while the mod does not, the mod has Regiments, Brigades and Divisions for Cavalry, plus the Mountain Division unit has been replaced with Armies.TangSooDo wrote: Wed Jul 20, 2022 7:46 pm Once again, high praise for your work, Kirk. I hate to pick at anything because this is so much appreciated, but I notice that the cavalry brigades have the regiment symbol (three pips?) while the cavalry divisions have the brigade symbol (one X). Is this on purpose?
I have been watching a lot of lets play videos, and the game play still has units lined up same as WW1 etc, that just did not happen in the Civil War all combat happened within 1 hex or 9 miles, and I continue to see lets plays with fronts that strech for 7 or more hexes that can't be right, I'm not having it. In the Mod Regiments and Brigades for that matter will act as garrison type units at strategic resources, while Armies and Corps will be your main combat units. I still think Strategic Command is behind the times when it comes to having 1 unit to 1 hex, just my humble opinion.
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Can I ask anyone who wants the Nato graphics to please bare with me for an hour while I correct the Cavalry units error highlighted by TangSooDo. Sorry for an honest error that will be corrected very soon cheers.TangSooDo wrote: Wed Jul 20, 2022 7:46 pm Once again, high praise for your work, Kirk. I hate to pick at anything because this is so much appreciated, but I notice that the cavalry brigades have the regiment symbol (three pips?) while the cavalry divisions have the brigade symbol (one X). Is this on purpose?

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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
kirk23 wrote: Wed Jul 20, 2022 1:50 pm Kirk23 Nato Graphics Version 3 link: ( NEW LINK 20th JULY 2022 ) Coming very soon I need to correct Cavalry unit error.
Link removed will be updated very soon.
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
kirk23 wrote: Wed Jul 20, 2022 1:50 pm Kirk23 Nato Graphics Version 2 link: ( NEW LINK 20th JULY 2022 )
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Strictly speaking, you are right although if you look at the siege of Petersburg 1864-5 and the Vicksburg campaign we see trench warfare stretching over 20 miles anyway. As I have commented somewhere on the ACW forums, much of the technology that characterized WWI was begun or developed in the American Civil War. Not particularly related to this discussion, but interesting if you haven't seen it is this:https://www.westpoint.edu/academics/aca ... -civil-warkirk23 wrote: Wed Jul 20, 2022 8:30 pmNope that is an error that has slipped in, problem is there are two versions of the Graphics one with the standard game and one for my Mod. The standard game has Calvary Corps while the mod does not, the mod has Regiments, Brigades and Divisions for Cavalry, plus the Mountain Division unit has been replaced with Armies.TangSooDo wrote: Wed Jul 20, 2022 7:46 pm Once again, high praise for your work, Kirk. I hate to pick at anything because this is so much appreciated, but I notice that the cavalry brigades have the regiment symbol (three pips?) while the cavalry divisions have the brigade symbol (one X). Is this on purpose?
I have been watching a lot of lets play videos, and the game play still has units lined up same as WW1 etc, that just did not happen in the Civil War all combat happened within 1 hex or 9 miles, and I continue to see lets plays with fronts that strech for 7 or more hexes that can't be right, I'm not having it. In the Mod Regiments and Brigades for that matter will act as garrison type units at strategic resources, while Armies and Corps will be your main combat units. I still think Strategic Command is behind the times when it comes to having 1 unit to 1 hex, just my humble opinion.
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Ok new link Kirk23 Nato Graphics Version 3 ( Cavalry Units corrected for standard game ) 20th July 2022.
I apologise for any inconvenience caused.
https://www.dropbox.com/s/3zcl9igfzp8ga ... 3.zip?dl=0
I apologise for any inconvenience caused.

https://www.dropbox.com/s/3zcl9igfzp8ga ... 3.zip?dl=0
Last edited by Hellfirejet on Wed Jul 20, 2022 9:28 pm, edited 2 times in total.
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
The decision to basically allow an unlimited number of regiments and brigades is a very important one, to weight carefully. I would perhaps for a first version try with a more limited increase, like 20 extra of each and see.
Because on the one hand, it's artificial and unfair to prevent the CSA from garrisoning the coast with cheap units, after all if he is willing to invest, why prevent it? But OTOH, we all know that the game has already an issue with frontlines forming. Now, a regiment can probably be one shot by a division in good shape, so this is all relative ... I'm in favor overall to increase the force pool, but not to this point.
Also I would also give a bit more leeway on the FP of other units, is it planed?
I would also differentiate more the various ships, by making the smaller gunboat slightly faster (+2). Perhaps make the oceanic ironclads blinder also (1 naval spotting only), this is realistic and would ask for a little entourage of wooden ships if you want to go past the lighthouse of your harbor.
Because on the one hand, it's artificial and unfair to prevent the CSA from garrisoning the coast with cheap units, after all if he is willing to invest, why prevent it? But OTOH, we all know that the game has already an issue with frontlines forming. Now, a regiment can probably be one shot by a division in good shape, so this is all relative ... I'm in favor overall to increase the force pool, but not to this point.
Also I would also give a bit more leeway on the FP of other units, is it planed?
I would also differentiate more the various ships, by making the smaller gunboat slightly faster (+2). Perhaps make the oceanic ironclads blinder also (1 naval spotting only), this is realistic and would ask for a little entourage of wooden ships if you want to go past the lighthouse of your harbor.
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
I'm listening and taking in all peoples concerns, at this stage nothing is cast in stone. I'm extremely busy tweaking the AI and some decisions mostly into what units appear when you make yes no decisions, as the mod unit mix is different from the standard game, as I also use Army size units and Artillery for example.Pocus wrote: Sat Jul 23, 2022 3:53 am The decision to basically allow an unlimited number of regiments and brigades is a very important one, to weight carefully. I would perhaps for a first version try with a more limited increase, like 20 extra of each and see.
Because on the one hand, it's artificial and unfair to prevent the CSA from garrisoning the coast with cheap units, after all if he is willing to invest, why prevent it? But OTOH, we all know that the game has already an issue with frontlines forming. Now, a regiment can probably be one shot by a division in good shape, so this is all relative ... I'm in favor overall to increase the force pool, but not to this point.
Also I would also give a bit more leeway on the FP of other units, is it planed?
I would also differentiate more the various ships, by making the smaller gunboat slightly faster (+2). Perhaps make the oceanic ironclads blinder also (1 naval spotting only), this is realistic and would ask for a little entourage of wooden ships if you want to go past the lighthouse of your harbor.
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Hiya Mike, 2 questions have you been able to download version 3 of the new art work and more importantly is it working on your system? Also while I have been watching your lets play with the Colonel, episode 11 round about 17 min in to the video I think it was you gave me a mention cheers for that!OldCrowBalthazor wrote: Tue Jul 19, 2022 7:39 pmHey Kirk, these new ship counter and the color scheme changes look great. When you have time could you make available a 'counter only' link again with the revised set?kirk23 wrote: Sun Jul 17, 2022 7:54 pm I have not posted much here recently, but that does not mean I have not still been very busy with the campaign mod, I have reworked some art work, mainly naval Colours now match Country colour schemes.
Ironclad battle new art colour scheme.
Ironclad battle new art colour scheme..jpg
Cheers.

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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Hi Kirk. No I haven't been able to get to my gaming computer for the last week as I have been very busy...my wife is getting ready to travel to Laos and will be gone about 6 months, so I have been on a mini-vacation with her before she leaves. Casino junkets and last minute shopping haha.kirk23 wrote: Tue Jul 26, 2022 8:10 am
Hiya Mike, 2 questions have you been able to download version 3 of the new art work and more importantly is it working on your system? Also while I have been watching your lets play with the Colonel, episode 11 round about 17 min in to the video I think it was you gave me a mention cheers for that!![]()
Anyways, I plan to cover your mods and the other fine ones on YT soon. I finally figured out how to post non-YT links also to the comment section. YT is weird and sometimes won't allow the posting of non YT links, probably for safety reasons...but it seems to not mind the Matrix Forum. One of my commenters was complaining about the lack of visibility of RR lines, and he could not figure out how to find ACW forum on this website...so I tried and was successful in pasting a link to the Mod and Scenario Furm section here.
Thanks for watching the series btw....stay tuned, because the absolute $#it is going to hit the fan for my Union opponent in 1862.
I will contact you if I have any problems installing v3 of your counter mod....it will be a few days longer before my wife flys and this crow will escape it's cage.
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Well when you download version 3 graphics fingers crossed everything works without any problems.OldCrowBalthazor wrote: Tue Jul 26, 2022 11:04 pmHi Kirk. No I haven't been able to get to my gaming computer for the last week as I have been very busy...my wife is getting ready to travel to Laos and will be gone about 6 months, so I have been on a mini-vacation with her before she leaves. Casino junkets and last minute shopping haha.kirk23 wrote: Tue Jul 26, 2022 8:10 am
Hiya Mike, 2 questions have you been able to download version 3 of the new art work and more importantly is it working on your system? Also while I have been watching your lets play with the Colonel, episode 11 round about 17 min in to the video I think it was you gave me a mention cheers for that!![]()
Anyways, I plan to cover your mods and the other fine ones on YT soon. I finally figured out how to post non-YT links also to the comment section. YT is weird and sometimes won't allow the posting of non YT links, probably for safety reasons...but it seems to not mind the Matrix Forum. One of my commenters was complaining about the lack of visibility of RR lines, and he could not figure out how to find ACW forum on this website...so I tried and was successful in pasting a link to the Mod and Scenario Furm section here.
Thanks for watching the series btw....stay tuned, because the absolute $#it is going to hit the fan for my Union opponent in 1862.
I will contact you if I have any problems installing v3 of your counter mod....it will be a few days longer before my wife flys and this crow will escape it's cage.![]()

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- OldCrowBalthazor
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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Hi Kirk.
I have unsuccessful getting Counter mod v3 to work. Not sure whats going on. Put it in the Community Pack>Mod. Here 3 images showing the mod enabled but only have the 3d sprites and vanilla NATO available. I so sad need help
I have unsuccessful getting Counter mod v3 to work. Not sure whats going on. Put it in the Community Pack>Mod. Here 3 images showing the mod enabled but only have the 3d sprites and vanilla NATO available. I so sad need help

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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
Hi Mike, This is very strange as far as I can see what you have done should work. I have done some testing myself just now, unselected the Graphics mod started the game as usual and the stock Nato Graphics worked as it should, then went back and reselected the graphics mod then started the game again and my mod graphics replaced the stock nato counters, so I'm at a loss as to why things are not playing ball on your system. 

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Re: 1861 Blue and Grey Mod (simultaneous weekly turns)
I'm at a loss too. Was on the phone with Unfortunate Son..who installed V3 in the MOD folder (not the Community Pack>Mod path)...and that worked for him. He sent me a screenshot via text to confirm. So I tried that method, got a series of errors, and had to ESC..and uninstall the mod so I could get the game to function so I could proceed with my YT match vs GTWC.
Anyways this is all weird. Also, both Unfortunate Son and I considered just replacing the Bitmaps (for me in my game and over write the vanilla NATO counters-after backing up those of course), but can't find the BitMap folder in the usual place like the other SC games. If I can do this as a work-around I will. I looked at all the Minor and Major Sets and know where to put them as replacement.
Anyways this is all weird. Also, both Unfortunate Son and I considered just replacing the Bitmaps (for me in my game and over write the vanilla NATO counters-after backing up those of course), but can't find the BitMap folder in the usual place like the other SC games. If I can do this as a work-around I will. I looked at all the Minor and Major Sets and know where to put them as replacement.
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SC-War in the Pacific Beta Tester
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1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods