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I figured out the problem. I had copied the "the files to copy are here" files onto my Victoria game, but the files were all in a seperate folder within the "Victoria" file, rather than been incorporated among the ai, db etc files. I'd made the same mistake with the hotfix too. :(

Ohwell it's all working now, and the war for Southern Independance has been won. Long live the South! :D
 
@Badass

You may remember a while back I asked if you knew the types of units and their identification numbers in the db/units file, eg- 0 is infantry, 1 is cav etc.

Ive changed computers and misplaced the list, could you post it for me again please if you still have it?

Cheers in advance.
 
@Badass

You may remember a while back I asked if you knew the types of units and their identification numbers in the db/units file, eg- 0 is infantry, 1 is cav etc.

Ive changed computers and misplaced the list, could you post it for me again please if you still have it?

Cheers in advance.

You got it, my friend!

0 = Infantry
1 = Cavalry
2 = Dragoons
3 = Irregulars
4 = PreDreadnought (PDN)
5 = Advanced BB (BB1)
6 = Modern BB (BB2)
7 = Battlecruiser (BC1)
8 = Advanced BC (BC2)
9 = Advanced Cruiser (CA1)
10 = Modern Cruiser (CA2)
11 = Protected Cruiser (PC)
12 = Light Cruiser (CL)
13 = Experimental CV (CV1)
14 = Converted Hulk CV (CV2)
15 = Purpose Built CV (CV3)
16 = Dreadnought (DN)
17 = Monitor
18 = Ironclad
19 = Man O'War
20 = Frigate
21 = Commerce Raider
22 = Submarines
23 = Steamer Convoys
24 = Clipper Convoys
 
CSABadass... re-downloaded the mod (now I have 3 versions on Vicky on my new computer! It'd be so much easier to have a 'mod-dir' function (or whatever it's called) for Vicky!) and I must say, it's still looking great! ;)

Haha! Great work though!

I don't care for mod-dir myself, but it's easy enough to do on your own if you're so inclined.

Thanks for the post--glad you're enjoying SR!
 
Merry Christmas & Happy Hannukah to everyone! Thanks for supporting SR throughout the year, and a Happy 2009 to y'all!

(Santa, bring me back my custom avatar!)
 
And to you, good sir, best wishes and may God bless you in the coming new year.

Thank you very much, and the same good wishes to you and yours!
 
I bought Vicky and Ricky pretty much specifically to play this mod, after having quite a bit of fun with Confederate Armageddon. However, I've noticed something a bit odd.

After first getting Victoria, I decided to play a quick game as the CSA while Revolutions was downloading and see how I managed. I got slaughtered, of course, since I was just starting out, but things were fine.

After installing Revolutions, I tried again and soundly defeated the Yankees in the civil war (aided by the fact that I now knew how to mobilize additional divisions), taking Kentucky, Missouri, and Deseret/Utah. However, a lack of events coupled with the Every Five Years War made me finally switch over to Southern Revolutions.

That's where the trouble started.

Right now I'm playing game after game as the CSA, and while I can crush the Union if I blitz them I'm having trouble with the fact that EVERY SINGLE PROVINCE I own has a revolt risk of 1-2%, sometimes more. Needless to say smashing the North while the South slowly turns black is very disheartening.

I switched off SR and played another game as the CSA to see if the problem was still there: it wasn't. Without SR my provinces have low or nonexistent revolt risks, with SR I'm having four or five uprisings at a time. I have no idea what's causing the problem, and NOREVOLTS simply isn't working.

Another issue is that if the war drags on into 1863 (which happens if I try to get the border states like Delaware and Maryland to secede), the Union will suddenly spawn over a dozen full-strength divisions and maul the crap out of me (this happens SR or not, but the following seems to only happen with the mod installed). Further, the Union will ALWAYS choose to continue the war if the House Divided event fires after this point, and the Yankees seem to have the magical ability to capture provinces in two or three days with a single division, with control rates going up by 20% or more a day. This leads to most of Virginia falling in the time it takes me to (re)capture Pittsburgh or Washington.

Super Yankees and endless uprisings = not a fun time without resorting to underhanded tricks (starting the game as the USA and purposely losing the war works quite well regardless of whether SR is installed). Also I can't seem to get the California secession event to fire, but that happens even with SR uninstalled, so I don't think it's a problem with the mod.

Any suggestions for a self-fix?

Edit: Oh yeah, one other thing - SR puts some other general in front of Robert E. Lee, which means you have to spend 40 leadership to get to Lee and the new guy has a tendency to take over Lee's command if their armies get merged for any reason, due to his 'seniority'. He's too valuable to dismiss, so I'd suggest moving him to second place after Lee (even if it isn't completely historically accurate), if only so that I can put Lee in command of the Army of Virginia immediately instead of waiting for my leadership to refill.
 
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I think that the California event only fires in the Grand Campaign if it had previously decided to adopt slavery.
 
1) Right now I'm playing game after game as the CSA, and while I can crush the Union if I blitz them I'm having trouble with the fact that EVERY SINGLE PROVINCE I own has a revolt risk of 1-2%, sometimes more. Needless to say smashing the North while the South slowly turns black is very disheartening.

2) Another issue is that if the war drags on into 1863 (which happens if I try to get the border states like Delaware and Maryland to secede), the Union will suddenly spawn over a dozen full-strength divisions and maul the crap out of me (this happens SR or not, but the following seems to only happen with the mod installed).

3) Further, the Union will ALWAYS choose to continue the war if the House Divided event fires after this point, and the Yankees seem to have the magical ability to capture provinces in two or three days with a single division, with control rates going up by 20% or more a day. This leads to most of Virginia falling in the time it takes me to (re)capture Pittsburgh or Washington.

4) Edit: Oh yeah, one other thing - SR puts some other general in front of Robert E. Lee, which means you have to spend 40 leadership to get to Lee and the new guy has a tendency to take over Lee's command if their armies get merged for any reason, due to his 'seniority'. He's too valuable to dismiss, so I'd suggest moving him to second place after Lee (even if it isn't completely historically accurate), if only so that I can put Lee in command of the Army of Virginia immediately instead of waiting for my leadership to refill.

1) One to two percent revolt chance is not unusual in wartime, and can be influenced by a dozen things unrelated to the mod--taxes, for instance. If you're fighting into 1863, War Exhaustion is also taking its toll on your people just as it did IRL. Also, SR (unlike vanilla) simulates how unpopular conscription was. If you enact a draft, that's going to anger everyone but the upper classes. Again, that's historical, and that's what SR is about.

2) You're trying to do something that--from a historical perspective--is risky, to say the least. The South isn't going to win the war going after the border states (*especially* California!) unless things are *really* going well for you, as in "better than I've ever, ever seen them."

I think the crux of your problem is you're overreaching and trying to do way more than an agrarian slaveholding nation can reasonably be expected to do against a relentless enemy with far more people and industry. Sure, we'd all like to press on to the Canadian border:), but it's just not possible in anything even vaguely resembling the real world of 1861.

My advice would be to try to win your independence at the start, and leave it at that. If you really have designs on MD & DE, get them at the peace table. You're beating enough long odds just by winning independence.

3) I strongly recommend a save and reload after DC and Philly are in Southern hands. That way you have the option of re-reloading if the Yankees don't quit.

There's only a 4% chance of the Yankees refusing to make a peace offer, with or without my mod in place. The above suggestion should deal with that slim possibility in the future.

4) Not sure why you can't just remove A.S. Johnston whenever you want, or why you'd have Lee and him anywhere near each other. In any event, the fact was Johnston ranked Lee, and thus it shall remain in SR.

Just a final reminder that SR isn't about making the Yankees saps, it's about making the War more historical and the postwar Confederacy more interesting. The Union crushed the South, and should continue to do so in the game unless the player is skilled enough to throw history on its ear.

The good news is if you scale your efforts back to what's historically feasible, you'll win the South's freedom and can go where you will from there. Remember: today the Yankees, *tomorrow* the world.:)

Thanks for trying SR--I hope it will be worth your investment!

Edit: jamhaw is 100% correct about Cali.
 
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I think that the California event only fires in the Grand Campaign if it had previously decided to adopt slavery.

Yeah, I just figured that out pretty quickly while playing a Grand Campaign as USA (during which time I heavily industrialized the southern states - only - and got into a costly war in Japan that left the US less than ready for Southern Secession... in 1858). Long story short the CSA now controls everything south of Oregon-Dakota-Illinois-Pennsylvania.

Just as planned.

Freedom!
 
Yeah, I just figured that out pretty quickly while playing a Grand Campaign as USA (during which time I heavily industrialized the southern states - only - and got into a costly war in Japan that left the US less than ready for Southern Secession... in 1858). Long story short the CSA now controls everything south of Oregon-Dakota-Illinois-Pennsylvania.

Just as planned.

Freedom!

:eek:

Nicely done!
 
Vicky-FREEDOM.png


Pic from 1862, three years after the CSA's victory over the Union (which under my control was more than happy to let the Confederates seize as much territory as they wanted before going to the peace table). I saved and switched over to the Confederate States at that point, and have just trounced Mexico following Nueva Leon's secession. Not seen: delicious Yankee tears.
 
Just dled and installed. Should have been added in a patch. It's that necessary to have a real War Between The States. Thanks for the awesome mod!

PS: Any tips on rigging a gamesame so the CSA wins? Just for fun. :) CSA still gets beaten every time (much more realistically however) and I'd like to play as them.
 
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