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PostPosted: Sat Mar 08, 2008 5:49 pm 
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This mainly is intended for players wanting to design their own games. The OOBs will give designers the option of using sections or whole batteries, also large cavalry units will have a similar option. Instead of deploying one 500 man unit, 5x 100 man units can be deployed. I have also included several scns for those not wanting to use the editor.


<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by ALynn</i>
<br />Rich,

Thanks for the link to your blog. Can you comment on the below please:

"In Campaign Antietam, I have created several OOBs and variants. Artillery and cavalry have been designed in such a way that each unit can be deployed as a single unit, or subdivided. For artillery, two gun sections are possible. For cavalry, squads are available for deployment. So instead of having one 500 man unit, five 100 man units will be available."

Regards,

Lt. Gen. Alan Lynn
Interim CSA CoA
CSA Chief of Staff
3rd Bgde, 3rd Cav Div, II Corps, AoA

God Bless <><
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


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PostPosted: Sun Mar 09, 2008 4:17 am 
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Rich,

Thank you for making flexible OOBs, that makes me very happy. I'll have to get this title.

Now can someone please convince the Gettysburg designer to compile one master OOB with such flexiblity? He doesn't have to make any scenarios, we players will do that. [;)]

MajGen Al 'Ambushed' Amos
3rd "Amos' Ambushers" Bde, Cavalry Division, XX Corps, AoC
The Union Forever! Huzzah!


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PostPosted: Sun Mar 09, 2008 7:13 am 
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<font color="beige"><b>Rich,

As usual you have introduced some interesting upgrades and options, I think one of the most important additions, at least to the players in this club, was your plug for the clubs included with the Campaign Notes. It will be interesting to see how much new blood discovers the enjoyment of PBEM games after joining a club due to your information included in the notes</b></font id="beige">[^]

<center> <font color="beige"><b>Maj.Gen. R.A.Weir </b></font id="beige">
<font color="blue"><font size="4">AoA Chief of Staff</font id="size4"></font id="blue">
<b>ACWGC Cabinet Member</b>
Image
<font color="yellow">THE CALVERT LINE</font id="yellow">
<font color="beige"><b>4th ENGINEERS
2nd - II
<font size="5">AoA</font id="size5"></b></font id="beige"> </center>


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PostPosted: Sun Mar 09, 2008 7:19 am 
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Two things.
The first being can the reinforcements come in early or are they just delayed?
The second.
I have had a quick look at the oob of First Bull Run with the intention of adding my own graphic icons instead of the standard black and white ones. As many of you will know the artillery icons are used for both sides ie in colour but with no sign of which side they belong to.
Now I have noticed that in the above OOB the same icon id 49 is used for both union and confederate units so I cannot use my flaged backgrounds. Please tell me if I am wrong.
I have had to come up with something for both sides.
Image
I do not want or mean to be negetive on this point but it may come out that way.
One of the most enjoyable parts of these games for me is being allowed to customize them to have them look as one wants them to.
I will continue to buy these games as I have bought them all in the past but please bare this in mind when new games are designed. Or free the option for us to change the icon id numbers without it affecting the game.
Please comment.

General
Frank (Old Banshee) Mullins,
XVI Corps,
Army of the Tennessee.
Commanding.


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PostPosted: Sun Mar 09, 2008 10:26 am 
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Sorry,

I keep forgetting that when I assign pictures, that some USA/CSA units may use the same number. In the B/W, you can't tell which side is using them. But for you new graphics it will cause problems. I will correct that with a pactch, but it will be later. I will scan my current working title to make sure both sides have their own numbers.

<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by old banshee</i>
<br />Two things.
The first being can the reinforcements come in early or are they just delayed?
The second.
I have had a quick look at the oob of First Bull Run with the intention of adding my own graphic icons instead of the standard black and white ones. As many of you will know the artillery icons are used for both sides ie in colour but with no sign of which side they belong to.
Now I have noticed that in the above OOB the same icon id 49 is used for both union and confederate units so I cannot use my flaged backgrounds. Please tell me if I am wrong.
I have had to come up with something for both sides.
Image
I do not want or mean to be negetive on this point but it may come out that way.
One of the most enjoyable parts of these games for me is being allowed to customize them to have them look as one wants them to.
I will continue to buy these games as I have bought them all in the past but please bare this in mind when new games are designed. Or free the option for us to change the icon id numbers without it affecting the game.
Please comment.

General
Frank (Old Banshee) Mullins,
XVI Corps,
Army of the Tennessee.
Commanding.
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


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 Post subject:
PostPosted: Sun Mar 09, 2008 10:32 am 
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Also, units cannot be assigned to come in early. But having said that, the way it's done is simple. If the normal time is 14:00, assign the time as 13:00 with a 50-75% chance. Using this method, units can arrive early, on time, or late.



Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


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PostPosted: Sun Mar 09, 2008 10:39 am 
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Cheer's, Rich you are the man.
All the best,

General
Frank (Old Banshee) Mullins,
XVI Corps,
Army of the Tennessee.
Commanding.


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PostPosted: Sun Mar 09, 2008 11:03 am 
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One more thing, I've already gotten an email about the 1st Bull Run OOB. I'm sure that you will notice that some units are displaying colors from the "other" side. These are not errors.

These are the colors used by those units at 1st Bull Run. One reason why there was so much confusion during the battle.

So if your playing in 3D and fire on friendly troops, don't feel bad, that really happened as I'm sure you all know.



Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


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PostPosted: Sun Mar 09, 2008 1:40 pm 
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Quick question on the melee's being resolved at the end of a turn. What effect will that have on us multiplayer folks? Will individuals on the same side have to initiate a melee, pass the turn on to others on the same side, then have the last player resolve the previously set up melee's?

Thanks in advance.

BG Gary Krenek,
3rd Division Commanding
III Corps
ANV


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PostPosted: Sun Mar 09, 2008 3:24 pm 
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No, each melee is resolved one at a time during the melee phase. Just like in phase play.

<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by gkrenek</i>
<br />Quick question on the melee's being resolved at the end of a turn. What effect will that have on us multiplayer folks? Will individuals on the same side have to initiate a melee, pass the turn on to others on the same side, then have the last player resolve the previously set up melee's?

Thanks in advance.

BG Gary Krenek,
3rd Division Commanding
III Corps
ANV



<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


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PostPosted: Sun Mar 09, 2008 3:24 pm 
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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by gkrenek</i>
<br />Quick question on the melee's being resolved at the end of a turn. What effect will that have on us multiplayer folks? Will individuals on the same side have to initiate a melee, pass the turn on to others on the same side, then have the last player resolve the previously set up melee's?
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

It will effectively double the number of files you have to transfer...all moving and firing first, then a round of melees before going to the other team.

With that said though, it is an optional rule so you can make that choice when you get the game going.

LGen. Hamilton
II Corps
ANV, CSA


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PostPosted: Sun Mar 09, 2008 3:29 pm 
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Looks like Rich and I posted at the same time.

Each turn has two phases.

1) Move and Fire (Each done in any order)
2) Melee

So each player would move and fire, then the next phase would start melee.

So yes, your email files would double. But as Rich said, it's optional

Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


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 Post subject:
PostPosted: Wed Mar 12, 2008 9:47 am 
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Very excited to see this one. Thanks Rich and HPS![^]

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General Jeff Laub
Union Chief of the Army
ACWGC Cabinet Member
http://www.geocities.com/laubster22/UnionHQ/


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PostPosted: Wed Mar 12, 2008 5:03 pm 
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Arrived![8D]

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General Jeff Laub
Union Chief of the Army
ACWGC Cabinet Member
http://www.geocities.com/laubster22/UnionHQ/


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PostPosted: Sat Mar 15, 2008 6:08 am 
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Scn #180 needs a quick fix.

Open the scn using notepad.

Place a "t" in the word weather. The word is currently misspelled weaher, is should read weather.

<i>15
Cedar Mountain, August 9th, 1862
1862 8 9 12 0 0 0 1 21
10 20 30 0
10 20 30 2
-300 100 400 1000
4 4 0 0 4292 0 0
350 300
Cedar Mountain.map
2nd Bull Run.oob
Antietam_<b>Weaher</b>.pdt</i>

I must have hand typed the word instead of a copy and paste.
My Apologizes for the inconvenience



Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


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