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| AGEod's American Civil War Announcements and general discussion about the game |
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#1 |
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Lead Developer Philippe Malacher Join Date: October 2005
Location: Lyon (France)
Posts: 15,074
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Dear AACW Players...
Here is patch 1.15 which will be, baring major bugs in the code, the last official patch for AACW. Changes to historical data will now be done as 'mods', and everyone will be able to pick, or not pick, the mods he likes. ================================================== ======================== AGEod's American Civil War Update 1.15 October 19th 2009 ================================================== ======================== The patch link below is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version. The data included in this patch correspond to AACW 1.14c plus Quickfix 6. The game logic is the latest one from the AGE engine. AI code is the latest one too, with major improvements in Naval AI particularly. Work done on the AI is based on situations taken from VGN, WIA and AACW. http://ageoddl.telechargement.fr/latest/AACW_Patch.zip |
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#2 |
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AGEod Veteran
Join Date: February 2008
Location: Ottawa
Posts: 745
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"Tell General Lee that if he wants a bridge of dead Yankees I can furnish him with one." -General William Barksdale at Fredericksburg |
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#3 |
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Sergeant
Join Date: January 2008
Location: Zaragoza, Spain
Posts: 66
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Thanks a lot
![]() But I downloaded and installed it, and in the opening screen it says 1.14f, is the link perhaps not correct? or simply is just not the right name?
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#4 |
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Lieutenant Colonel
Join Date: October 2008
Location: Aix-en-Provence, France
Posts: 298
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Thank you all for the good work !!
Edit : I confirm the 1.14f, despite a fresh clean install. WAD or not ?
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Le monde se divise en deux catégories, ceux qui ont le pistolet chargé, et ceux qui creusent. Toi, tu creuses. ![]() Last edited by DarthMath; October 19th, 2009 at 19:28. |
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#5 |
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Major
Join Date: April 2007
Posts: 211
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Thanks Pocus,your the man.
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#6 |
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Lieutenant
Join Date: September 2009
Location: Stuttgart, Germany
Posts: 105
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A warm thank you to Pokus from the start of a cold week
The .exe file inside the lownloaded .zip definitely is named patch_AACW_v1.15.exe, so that much is certainly correct. 1.14f is probably just an oversight. A small change that I've noticed: it used to be that if you've turned off viewing unmovable units (<CTRL><F1>) but clicked on a city containing such units, they would still be displayed in the unit display bar at the bottom. Now they will not be displayed. It's okay with me, but it's just something I've noticed. |
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#7 |
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Lead Developer Philippe Malacher Join Date: October 2005
Location: Lyon (France)
Posts: 15,074
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Wait then, I'm uploading the version.
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#8 |
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Lead Developer Philippe Malacher Join Date: October 2005
Location: Lyon (France)
Posts: 15,074
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Please download again.
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#9 |
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Captain
Join Date: January 2008
Location: buying moustache wax
Posts: 196
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Hello,
When I click on the supply filter button - bottom left of screen, my depots do not appear in dark green like in past versions. Areas in supply do show up, and the stacks of cannonballs and general supplies show up. I did a fresh install of AACW then downloaded and installed v1.15. Everything else is working fine so far.
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"I destroy my enemies when I make them my friends." ~ President Abraham Lincoln Last edited by gchristie; October 21st, 2009 at 14:39. |
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#10 |
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General of the Army
Sir Memory-a-lot Join Date: April 2007
Location: Portugal
Posts: 993
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Thanks, Pocus
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#11 |
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Captain
Join Date: December 2007
Location: Lecco (Italy)
Posts: 180
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Hello I haven't play the game after v1.14 was released, were could I find a list of changes/bugfix from this version ?
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#12 |
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Lead Developer Philippe Malacher Join Date: October 2005
Location: Lyon (France)
Posts: 15,074
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There is ACW Updates.rtf copied with all patches.
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#13 |
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Lieutenant
Join Date: April 2008
Posts: 102
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I'm assuming that the games I have going now won't work with the new patch?
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"Have you got the rascal?" "No but he has got you!" |
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#14 |
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Conscript
Join Date: July 2009
Location: Nürnberg, Germany
Posts: 17
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#15 |
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Major
Join Date: April 2009
Posts: 224
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Thanks Pocus! Cheers!
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Oh my God, lay me down! |
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#16 | |
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Lead Developer Philippe Malacher Join Date: October 2005
Location: Lyon (France)
Posts: 15,074
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Quote:
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#17 |
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AGEod Grognard
Join Date: March 2007
Posts: 923
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Could anybody confirm this? I have both a 1.14c and a 1.15 PBEM, and if possible I'd like to spare me the confusion of having two separate installs.
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"These Savages may indeed be a formidable Enemy to your raw American Militia, but, upon the King's regular & disciplined Troops, Sir, it is impossible they should make any Impression." -- General Edward Braddock "... and keep moving on." -- General U.S. Grant Colonial Campaigns Club (supports BoA and WiA) American Civil War Game Club (supports AACW) |
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#18 |
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Captain
Join Date: January 2008
Location: buying moustache wax
Posts: 196
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Is anyone else experiencing the supply filter not working properly? I've twice uninstalled AACW and any remaining folders, then reinstalled from the disk and then installed the 1.15 patch. And again the depot regions do not turn dark green when I use the supply filter button like they did in 1.13b, making it harder to identify my depots. Is this WAD?
Perhaps I'm being impatient, wouldn't be the first time... I do realize AGEOD is a small outfit and relies heavily on the dedication of volunteers. But if "legacy" patch means no need to report potential problems with the patch, someone please make that clear. Or perhaps there is somewhere else to post observations of possible glitches? I remain, A dedicated fan
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"I destroy my enemies when I make them my friends." ~ President Abraham Lincoln |
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#19 |
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AGEod Guard of Honor
WIA Beta Alumnus
Join Date: April 2007
Posts: 1,037
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Pocus: Please send me my code for reloading AACW! Lost all stuff in fire. Thanks Larry3
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#20 |
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Serial Modder
VGN Beta Team Join Date: June 2006
Location: Ciudad Autónoma de Buenos Aires, Argentina
Posts: 2,551
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If you will play different versions, then it is a lot more secure to have two different installations... if not, sooner or later, something will fail.
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"History is the version of past events that people have decided to agree upon." Napoleon Bonaparte BOA-AAR: ¡Abajo el imperialismo Británico! (en español) AGEOD Facebook Fanpage - news & screenshots about the upcoming games! |
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#21 | |
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Serial Modder
VGN Beta Team Join Date: June 2006
Location: Ciudad Autónoma de Buenos Aires, Argentina
Posts: 2,551
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Quote:
You should send a Private message to him, so he doesn't miss your message.
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"History is the version of past events that people have decided to agree upon." Napoleon Bonaparte BOA-AAR: ¡Abajo el imperialismo Británico! (en español) AGEOD Facebook Fanpage - news & screenshots about the upcoming games! |
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#22 | |
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WIA Beta Team
AACW Beta Team Join Date: November 2006
Location: Madrid, Spain
Posts: 5,028
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Quote:
Don't take this as any kind of official answer as i haven't even installed the new AACW pacth still But while someone that really knew the answer sees this...(Pocus?) ![]() I suspect what your are seeing (no dark green depot regions) has nothing to do with a problem in your installation, and is more a "new" WAD than a bug. ![]() ![]() The latest AGE engine code includes some tweaks on how the supply filter is represented. I suspect this changes have passed to the new patches of all games with the improved AI and the rest of the new tweaks. For example on the new WIA patch (which i have beta tested) the supply is represented now slightly different than before, as Lodilefty explained on the read me here (on blue text) http://www.ageod-forum.com/showthread.php?t=15566 Probably some changes on the supply filter have passed also to AACW (but different than the explained for WIA as the supply system of both games are pretty different). Probably the old AACW supply presentation was more informative than the new. But the supply system seems to works OK at least. ![]() Cheers |
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#23 |
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Captain
Join Date: January 2008
Location: buying moustache wax
Posts: 196
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Thank you, Arsan.
I plan to read the ACW Updates.rtf copied with the patch before I give 1.15 another go. Regards.
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"I destroy my enemies when I make them my friends." ~ President Abraham Lincoln |
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#24 |
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Lead Developer Philippe Malacher Join Date: October 2005
Location: Lyon (France)
Posts: 15,074
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Indeed, this is an unexpected side effect of a revision of the supply filters code. Sorry for that... but we won't be able to patch again AACW before some weeks at least. At least, this is not a CTD bug...
Tag, I'll send you all your keys. |
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#25 |
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Captain
Join Date: January 2008
Location: buying moustache wax
Posts: 196
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Indeed.
Glad to know this wasn't from a faulty install on my part. Thanks for this, and everything else, Pocus.
__________________
"I destroy my enemies when I make them my friends." ~ President Abraham Lincoln |
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#26 |
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Sergeant
Join Date: August 2007
Location: Indianapolis
Posts: 75
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#27 |
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Private
Join Date: March 2009
Posts: 24
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I'm noticing that static units aren't unlocking when attacked. Locked units are but static aren't. I haven't tested it on a clean install or multiple games yet, but it's happened 3 or 4 times in my current game.
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#28 | |
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WIA Beta Team
AACW Beta Team Join Date: November 2006
Location: Madrid, Spain
Posts: 5,028
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Quote:
IIRC static units are not supposed to unlock even if attacked. I think this has been like this since always. It's the main different between static and locked units. Static are something like local defense unmovable forces. But i may be wrong as i haven't played AACW "seriously" for some months... (too much WIA lately )Cheers! |
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#29 |
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Colonel
RoP Beta Team
Join Date: March 2008
Location: Fairfield, OH (near Cincinnati)
Posts: 358
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My (USA) static units in Ft Monroe unlocked when they were attacked. Not that I want to move them anywhere else, but it is interesting. Another interesting thing that happened when they unlocked by being attacked is that the command point requirements changed. Before they unlocked, Butler and a one-star provided more than enough CPs. Now, after unlocking, the group of ne'er-do-wells inside Ft Monroe are 10% penalized for CP shortage.
These are just observations, not suggestions to fix anything. For all I know, it's WAD, and that's perfectly fine with me!
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#30 |
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WIA Beta Team
AACW Beta Team Join Date: November 2006
Location: Madrid, Spain
Posts: 5,028
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That sound like fixed units not static ones.
For example, i remember the militias that pop up to "liberate" an ungarridoned enemy city on a region with a high loyalty % for the other side are "static". As are the units that pop up automatically in response to enemy raiders in an area. But i could be wrong, as i have not played much lately. ![]() Regarding the CP change...are you sure the stack has not received reinforcements/replacements?? Cheers! |
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