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--- 1.05 patch <---

Posted: Sat Apr 01, 2006 8:30 am
by Pocus
Download it from here

http://ageoddl.telechargement.fr/BoA_patch1.05.exe

Readme:


*** Birth of America patch 1.05 readme ***
Wednesday, March 29, 2006

WARNING : This patch won't allow saves of previous versions to be continued (changes in the data format).


***Bugs fixes***
1- Renaming a saved game prevented new events to appears.
2- 'Save as' function not working properly (performed a simple save)
3- Loyalty messages were sometime inverted.
4- The tooltip dealing with armies postures in the battle report was erroneous.
5- Indians should not burn any more their villages when they switch allegiances.
6- The winner in combat is now determined in a more logical way.
7- "Saving as" twice in the same turn could cause a crash, because the files are still locked by the system. Now you will get a message to retry some seconds later (can be 1 mn on some rare systems).
8- Droping a unit onto an army tab would cause a crash if the tab was not graphically displayed over a region. (this is possible in the British West Indies off-map box)
9- The battle report will show a more accurate count of units engaged in the fight, both initially and during the battle. Before units which were commited at round 2+ would not be displayed (so were displayed some strange results where you would have suffred losses without having any units displayed initially!).

*** Gameplay additions & changes ***
1- New game concept, roads & tracks. Each region has now a network level (separate from its civilization level): none, tracks, roads.
Roads are on the map, tracks are in every region with a city and generally in non-wild areas (you don't get a visual clue though). A road will allow your units to move with the terrain cost of a clear terrain, whatever the real terrain. A track will have your units spend at most 150% of the clear cost, if the cost would have been higher (so you benefit from a track in moutain or forest, but it has no real importance in clear terrain).
2- The maximum damages done by besieging units has been refined. Irregulars can no longer inflict such damages (they can starve you to death or assault the structure though).
3- Most Irregulars can now capture some structures (depot, villages, harbor), will burn some others (level 1 fort) and won't be able to capture/destroy cities or fortresses. For gameplay reasons they can still assault, but the owner will not change even if they kill everybody. British Light Infantries are irregulars but don't have this behavior.
4- An army intercepting another friendly army will target the region the second army is moving in, not the initial region.

*** User interface additions ***
1- A message will tell you more precisely why you can't move into a given region (Carleton leader trying to move outside of Canada eg).

*** AI ***
1 - The AI can now receive a detection bonus, helping her making the right moves against a human opponent.

*** Scenarios changes ***
1- All scenarios reexported to accomodate with the new gameplay rule on roads & tracks
2- The initial English units in the British West Indies in 1775-1776 are now fixed for a few months (they would jump early on Charleston otherwise)
3- Some Indians villages belonging to the French were mistakenly given to the English faction.

Posted: Sat Apr 01, 2006 8:32 am
by Pocus
Note on the AI: Because of time constraints, the upgrade work was not finished for 1.05. Improvements will be there in 1.06 though.

¡great¡

Posted: Sat Apr 01, 2006 9:04 am
by unbbmas
Updates are so fast than I dont have time to play with 1.04b
Thanks

Posted: Sat Apr 01, 2006 6:53 pm
by Sol Invictus
Yeah, Pocus is such a busy guy that I can't help but imagining him actually looking like his avatar. Once again, cudos on the continuing great support. :hat:

Posted: Sat Apr 01, 2006 10:51 pm
by MarkShot
Pocus wrote:Download it from here
*** AI ***
1 - The AI can now receive a detection bonus, helping her making the right moves against a human opponent.


This reads (in English) like it is an option. However, neither the in game options nor the GENERAL.OPT file indicate whether there is any way to enable/disable this feature.

I thought you had previously settled on that the AI would not cheat, but that there would be an increased difficulty option to permit the AI to cheat if the player wanted it.

Anyway, I am concerned that this sort of invalidates the whole concept of stealth as far as the player is concerned.

Does this make AGE like the EU2 engine family where for the AI OPFOR there is no FOW? Thus, you can never really surprise the AI. Of course, the EU2 engine familly needs every crutch it can get to play a good game, but I had hoped that AGE was going to prove to be a much more refined and sophisticated "she" than the aging and intellectually challenged EU2 engine familly.

Thanks.

Posted: Sat Apr 01, 2006 10:59 pm
by MarkShot
Pocus,

AIDetectBonus = 0

Okay, I now see the option in-game and in the file. I am not sure why I didn't originally see it.

I guess for myself, I would rather give the AI bonuses of better commanders/fire power ratios than invalidate the FOW mechanism. It would be nice to have some examples in your FOW mechanics thread of how this actually alters the rules.

Thanks.

Posted: Sun Apr 02, 2006 7:55 am
by Pocus
Mark, it's an option! It asked me less than one hour to provide it, and in no way this mean that I have interrupted my work on AI improvement. In fact there is several uncommited changes to the AI already in the code, and as soon as I can take 20 hours to finish the things, you should notice a fair upgrade in 1.06.

A small, quickly assembled option. That's all.

Posted: Mon Apr 03, 2006 11:22 am
by Quercus
Traditional patch question: does 1.05 require a clean install or can it be installed over patch 1.04b?

over path 1.04b

Posted: Mon Apr 03, 2006 1:41 pm
by unbbmas
Quercus wrote:Traditional patch question: does 1.05 require a clean install or can it be installed over patch 1.04b?


I install over path 1.04b and seems to be all right

Posted: Mon Apr 03, 2006 2:10 pm
by Strategyinformer

Posted: Mon Apr 03, 2006 3:11 pm
by Pocus
Yes, unless specified as incremental patch, all the patches can update any version of BoA.

As noted, your saved games of version 1.04 are not compatible with 1.05 though

Posted: Mon Apr 03, 2006 11:19 pm
by blackbellamy
*** AI ***
1 - The AI can now receive a detection bonus, helping her making the right moves against a human opponent.


Thank you! Exactly what I was asking for.

Posted: Tue Apr 04, 2006 2:58 am
by CJMello
Pocus wrote:Note on the AI: Because of time constraints, the upgrade work was not finished for 1.05. Improvements will be there in 1.06 though.


Good job, keep us posted.

Posted: Tue Apr 04, 2006 4:49 am
by Queeg
Which brings up another thing I find so great about AGEOD: they keep us updated on the progress and projected timetable for patches. Instead of the usual "It will be ready when it's ready" evasion we get from most developers, Pocus has done a very nice job of giving us a general idea of what to expect and when. Nobody expects that his projections are set in stone, but it sure is nice to know his plans.

You guys really do have a great instinct for what gamers want . Very rare. Thanks.

Posted: Tue Apr 04, 2006 7:57 am
by Pocus
Queeg wrote:Which brings up another thing I find so great about AGEOD: they keep us updated on the progress and projected timetable for patches. Instead of the usual "It will be ready when it's ready" evasion we get from most developers, Pocus has done a very nice job of giving us a general idea of what to expect and when. Nobody expects that his projections are set in stone, but it sure is nice to know his plans.

You guys really do have a great instinct for what gamers want . Very rare. Thanks.

Hello Queeg,

This is because we are gamers. Speaking of myself, I still find time to play very often. These days I'm on Gal Civ II and Strategic Command II (<- yes, I'm privileged...) :)