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KaiserAl said:
There is a separate Southern Revolutions folder in the Victoria directory now, though.

There shouldn't be. All that should be there from the mod is the JSGME utility and the MODS folder (which contains the Southern Revolutions folder--or at least it should).
 
O.K. I deleted the folder and re downloaded it from Filefront. Then I went int Winzip and extracted MODS. I put it in C drive, Strategy First Victoria. When I looked at it, It had extracted the ENTIRE Southern Revolutions folder. tHEN i activated the Jmag or whatever it is called and it still won't work!
 
KaiserAl said:
O.K. I deleted the folder and re downloaded it from Filefront. Then I went int Winzip and extracted MODS. I put it in C drive, Strategy First Victoria. When I looked at it, It had extracted the ENTIRE Southern Revolutions folder. tHEN i activated the Jmag or whatever it is called and it still won't work!

Try this:

1) Unzip the zipped SR file to a "neutral" directory like your Briefcase.

2) Go into the unzipped folder (as far as you have to) until you hit the following contents: the MODS folder, the JSGME utility and assorted ReadMe files.

3) Manually cut & paste the JSGME utility and MODS folder into your Victoria directory.

4) Click on JSGME and activate the mod.

JSGME can only activate a mod inside the MODS file. If there's another folder in between or the SR files are in the wrong spot, JSGME can't work. Can't tell across the Internet what's happening, but it's got to be one of these.
 
It worked!

Great great mod.

A few suggestions:

West Virginia should join the union in '61, They just weren't made a state till '63.

Also, while Arizona Territory did secede, so did Missouri and Kentucky! These were unofficial seccesions and they were quickly crushed. The Union ought to have an event to regain Arizona quickly.

Where's Stand Watie? As commander of the forces of the 5 Civilized tribes, shouldn't he appear somewhere?

I don't mean to nitpick, but it was such a great mod that these tiny (I don't even want to call them errors) things really stick out.

Way to go!

P.S. I can't get Victory at Last to Trigger and I occupy D.C and Philly
 
KaiserAl said:
It worked!

Great great mod.

A few suggestions:

West Virginia should join the union in '61, They just weren't made a state till '63.

Also, while Arizona Territory did secede, so did Missouri and Kentucky! These were unofficial seccesions and they were quickly crushed. The Union ought to have an event to regain Arizona quickly.

Where's Stand Watie? As commander of the forces of the 5 Civilized tribes, shouldn't he appear somewhere?

I don't mean to nitpick, but it was such a great mod that these tiny (I don't even want to call them errors) things really stick out.

Way to go!

P.S. I can't get Victory at Last to Trigger and I occupy D.C and Philly

1) West Virginia has to stay Confederate (at least until 1863) because of some corrected surrender events, and to keep the mighty Borg-like USA assimilation machine from wiping out the Dixie POPs overnight.

2) Arizona gets treated like any other duly seceded land--the North has to win the war to get it back.

3) Missouri and Kentucky's secessions were a lot less popular (and a lot more shaky) than Arizona's. Those states are solidly not under CSA control on July 4, 1861--unlike Arizona--and the mod reflects that.

4) I've restricted the mod to CSA commanders that either achieved army-command rank, or are already in the game. Watie doesn't meet either criteria. Sadly, even if I did add him, he'd be long dead before he could enter the game without a LOT of POP conversions.

5) The Union surrender event won't fire if you've lost more than 10% of your territory. If that's not a problem, the event also has a random trigger. If you save your game and reload it, Billy Yank will give up the next day.

Glad you got the mod to work, and that you're enjoying it!
 
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Do you think you can make it so that you can choose to switch National Flags? That way If I win the war in 1862 it doesn't force me to change to the blood-dipped banner, a symbol of Southern sacrafice, when I am sitting pretty in 6th place in 1865.
 
KaiserAl said:
Do you think you can make it so that you can choose to switch National Flags? That way If I win the war in 1862 it doesn't force me to change to the blood-dipped banner, a symbol of Southern sacrafice, when I am sitting pretty in 6th place in 1865.

It's also a symbol of Not Looking Like A Surrender Flag.:)

Seriously, I'll put it on the list for 1.3. Thanks for the post!
 
KaiserAl said:
Thanks. Maybe you could also elaborate an the Offer to buy Cuba event. Perhaps an option to threaten Spain with war if they don't hand it over?

Based on the AI's chance of acceptance, I assume the threat of war is already implicit in the offer.
 
Just bought Revolutions solely so I could play Southern Revolutions. Fantastic mod. Couple of questions about things I haven't been able to figure out.

1. Is it WAD that the CSA can't get explosives for decades after the Civil War? Really hampered my artillery factory and fortification efforts. Did all the demand tricks I've read about to try and get my capis to build an explosive factory, but they resisted until about 1880.

2. Why does Luang Prabang like the CSA when they emancipate the slaves? WAD or should this be the USA? (Or UK?)

3. Will Southern Revolutions be a part of VIP Ricky, or will you update your mod to conform to the VIP mod when it comes out?
 
Libri said:
Just bought Revolutions solely so I could play Southern Revolutions. Fantastic mod. Couple of questions about things I haven't been able to figure out.

1. Is it WAD that the CSA can't get explosives for decades after the Civil War? Really hampered my artillery factory and fortification efforts. Did all the demand tricks I've read about to try and get my capis to build an explosive factory, but they resisted until about 1880.

2. Why does Luang Prabang like the CSA when they emancipate the slaves? WAD or should this be the USA? (Or UK?)

3. Will Southern Revolutions be a part of VIP Ricky, or will you update your mod to conform to the VIP mod when it comes out?

Thank you very much!

1) This is unrelated to my mod specifically, but in Ricky it takes a little time for capitalists to build a solid industrial base before they move on to sexier types of factories. If you're not letting them build all the glass and fabric factories your country needs, they'll never get round to TNT and tanks. This seems to be the most common cause of the sort of trouble you describe, so perhaps it is applicable to your situation as well.

2) No idea. I didn't mod its AI file in any way, nor is there anything inherently there. Never seen it happen myself.

3) I'm waiting to see what the VIP Ricky mod is like before I make any decisions. Frankly, VIP Ricky will probably kill all outside interest in SR and render the point moot.

Thanks for the post, and for trying SR!
 
Kinseek said:
So if I want to have a World War in the GC campaign...

I can simply add this:
"include = "db\events.txt"
event = "db\events\1881.txt"
event = "db\events\1914.txt"
event = "db\events\interwar.txt""

to the 1836.eug file and I`ll be a happy camper?

Nope. The event triggers in the 1914 file assume the war's already started and all the alliances are set, so there's nothing in the events to make any of that happen.

My mod has all the necessary adjustments, so if you play SR, *THEN* (and only then:)) will you be a happy camper.
 
Kinseek said:
If I mod the 1836.eug file *and* install your mod, then I can start a 1836 GC and have a decent chance of WW1 occuring?

Yes.

(Not 100% sure if you have to do the former--I *think* so, but I'm at work now, away from Ricky and unable to verify.)
 
CSABadass said:
Thank you very much!

1) This is unrelated to my mod specifically, but in Ricky it takes a little time for capitalists to build a solid industrial base before they move on to sexier types of factories. If you're not letting them build all the glass and fabric factories your country needs, they'll never get round to TNT and tanks. This seems to be the most common cause of the sort of trouble you describe, so perhaps it is applicable to your situation as well.

2) No idea. I didn't mod its AI file in any way, nor is there anything inherently there. Never seen it happen myself.

3) I'm waiting to see what the VIP Ricky mod is like before I make any decisions. Frankly, VIP Ricky will probably kill all outside interest in SR and render the point moot.

Thanks for the post, and for trying SR!

CSA Badass (heh, heh, that's gotta be the best username ever), I guess I wasn't clear enough. It was in the text of the event itself, which gave a malus if the slaves weren't freed, and a bonus if emancipation went through. Is the event yours or regular Vicky? I'm starting to think I might have a botched installation.

Played more, and took the war with Spain over the BB Arkansas sinking. Was expecting this to be like the Maine event, i.e. colonial war. But it led to full fledged war with Spain and France (who had guaranteed Spain). Franco- Spanish armies proceeded to overrun South Carolina and New Orleans before I decided it was time to mobilize the reserves. To my surprise, my reserves were entirely African-American, who were about the only farmers and labourers in my country since I had industrialized heavily.

Fun fight so far, but again questions. Is it WAD for the sinking of the Arkansas event to lead to full war instead of colonial war? I've only played VIP so maybe this is how the event works for the US in vanilla. Also, seems unlikely that the Confederates 40 division reserve would be African-American in 1891. Although, I did pick the All Humans have the same rights by in the Jim Crow laws events, so perhaps that is why.
 
Libri said:
CSA Badass (heh, heh, that's gotta be the best username ever), I guess I wasn't clear enough. It was in the text of the event itself, which gave a malus if the slaves weren't freed, and a bonus if emancipation went through. Is the event yours or regular Vicky? I'm starting to think I might have a botched installation.

Played more, and took the war with Spain over the BB Arkansas sinking. Was expecting this to be like the Maine event, i.e. colonial war. But it led to full fledged war with Spain and France (who had guaranteed Spain). Franco- Spanish armies proceeded to overrun South Carolina and New Orleans before I decided it was time to mobilize the reserves. To my surprise, my reserves were entirely African-American, who were about the only farmers and labourers in my country since I had industrialized heavily.

Fun fight so far, but again questions. Is it WAD for the sinking of the Arkansas event to lead to full war instead of colonial war? I've only played VIP so maybe this is how the event works for the US in vanilla. Also, seems unlikely that the Confederates 40 division reserve would be African-American in 1891. Although, I did pick the All Humans have the same rights by in the Jim Crow laws events, so perhaps that is why.

1) Thanks! The handle's a leftover from my days moderating a pro wrestling list.

2) I'm not clear on what you mean by "malus," but the CSA Emancipation events in SR are a little bit PI, a little bit VIP, and a little bit mine. So whatever the "malus" is, it's my creation.

3) The CSS Arkansas event is in vanilla Vicky, and despite a little tweaking by me, it's essentially unchanged--including full-blown war with Spain. So yeah, WAD.

As an aside, I don't agree with the VIP crew's design choice in the US version of that event. In real history, Spain at least flirted with the idea of shelling the US East Coast as a diversionary tactic, and I think similar options should exist in the game.

4) Ricky is hardcoded to convert enough lower-class POPs to soldiers in order to fill out your reserves, and it's an equal opportunity conversion. Given the CSA armed slaves in the dire military situation at the end of the real Civil War, I don't find it far fetched they'd do the same with the freedmen in a similar pinch. In any case, the conversion's hardcoded into Ricky, so it is what it is regardless of how credible we find it.

Thanks for the feedback--glad you're enjoying the mod!
 
CSABadass said:
I'm not clear on what you mean by "malus," but the CSA Emancipation events in SR are a little bit PI, a little bit VIP, and a little bit mine. So whatever the "malus" is, it's my creation.

Sorry for the confusion. Malus in this case is merely a negative bonus (I'm a librarian so I tend to talk funny/have tons of useless knowledge in my head.

What I was referring to was when mousing over the event, the relation bonus/malus was referring to Luang Prabang. Looking at the event code, the countries referenced for the event is -3, which if I'm understanding correctly, means I should get the bonus/malus for all Great Powers. I honestly don't know if I did or did not receive that bonus with the Great Powers, but the event text on screen mentioned Luang Prabang for all three choices, hence my confusion. I'll pay more attention next time through and see if this duplicates.

CSABadass said:
The CSS Arkansas event is in vanilla Vicky, and despite a little tweaking by me, it's essentially unchanged--including full-blown war with Spain. So yeah, WAD.

As an aside, I don't agree with the VIP crew's design choice in the US version of that event. In real history, Spain at least flirted with the idea of shelling the US East Coast as a diversionary tactic, and I think similar options should exist in the game.

OK, I understand your rationale. I'm not sure that I agree with you, but it's easily modded if it bugs me. In my case, with France guaranteeing Spain, full blown war makes sense. (And a bloody war it turned out to be, with the only actual result being a small loss of CSA territory in Africa to France after 4 grinding years. 5 years later I declared colonial war against Spain and finally got Cuba and the Phillipines).

CSABadass said:
Ricky is hardcoded to convert enough lower-class POPs to soldiers in order to fill out your reserves, and it's an equal opportunity conversion. Given the CSA armed slaves in the dire military situation at the end of the real Civil War, I don't find it far fetched they'd do the same with the freedmen in a similar pinch. In any case, the conversion's hardcoded into Ricky, so it is what it is regardless of how credible we find it.

OK, I suspected as much, but wanted to be sure. Would it make any difference if I left Dixie populations as Labourers/Farmers? Or alternatively, if the supply of soldier pops is enough to support the reserves, would it not auto-convert upon mobilization? I'm not adverse to save-game editing of pops prior to pressing the mobilize button to get a result that I feel is more "historically correct."

I haven't seen anything that specifically relates the size of mob pool with number of pops converted, but I'll take another look through the RickyWiki to see what I can find.
 
Libri said:
Sorry for the confusion. Malus in this case is merely a negative bonus (I'm a librarian so I tend to talk funny/have tons of useless knowledge in my head.

What I was referring to was when mousing over the event, the relation bonus/malus was referring to Luang Prabang. Looking at the event code, the countries referenced for the event is -3, which if I'm understanding correctly, means I should get the bonus/malus for all Great Powers. I honestly don't know if I did or did not receive that bonus with the Great Powers, but the event text on screen mentioned Luang Prabang for all three choices, hence my confusion. I'll pay more attention next time through and see if this duplicates.



OK, I understand your rationale. I'm not sure that I agree with you, but it's easily modded if it bugs me. In my case, with France guaranteeing Spain, full blown war makes sense. (And a bloody war it turned out to be, with the only actual result being a small loss of CSA territory in Africa to France after 4 grinding years. 5 years later I declared colonial war against Spain and finally got Cuba and the Phillipines).



OK, I suspected as much, but wanted to be sure. Would it make any difference if I left Dixie populations as Labourers/Farmers? Or alternatively, if the supply of soldier pops is enough to support the reserves, would it not auto-convert upon mobilization? I'm not adverse to save-game editing of pops prior to pressing the mobilize button to get a result that I feel is more "historically correct."

I haven't seen anything that specifically relates the size of mob pool with number of pops converted, but I'll take another look through the RickyWiki to see what I can find.

1) No worries. As a teacher, I've got plenty of trivia in my head too--"malus" just wasn't among it.:)

2) It *should* be all great powers. Why it would just be Luang Prabang (at all) is a mystery to me.

3) Myself, I usually hold Spain up for cash to make good for the Arkansas, then declare colonial war later when I'm good and ready.

4) The more labourers/farmers you have, the wider the burden of mobilization is spread. Your soldier POPs affect only your manpower pool, not mobilization.
 
Maybe you could post a Colorado Infantry Division in arizona Territory at the begginning of the game? Conquering the Southwest was about the only accomplishment of my home state durning the War of Seccesion. That and the Sand Creek massacre. We're not so proud of that one.
 
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