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Public beta patch 1.12a (RC7) (Jan 19th)

Posted: Fri Dec 05, 2008 12:33 pm
by Pocus
Dear players,

A patch fixing some bugs and adding even more historical accuracy.

(updated to Release Candidate 4 December, 16th, see the latest posts)



[font="]==============================================================================[/font]
[font="]AGEod's American Civil War Update 1.12a[/font]
[font="]December, 5th 2008[/font]
[font="]==============================================================================[/font]

[font="]This patch contains all changes since the start. [/font]
[font="]Warning: All railroads improvements will not be impacted in current games though, although no additional side effects will appears.[/font]



[font="]Bugs[/font]
[font="]==============================================================================[/font]
[font="]- Auto-retreat rule could use damages from a previous battle in the first round, in some rare cases.[/font]
[font="]- Sometime a corps could help a corps of another army, in the March to the Sound of Guns rule.[/font]
[font="]- Foreign Entry could not go below zero in 1.12, fixed.[/font]

[font="]Game Balance[/font]
[font="]==============================================================================[/font]
[font="]- Auto-retreat rule triggers at a higher level of losses if you choose the Defend at all cost ROE.[/font]
[font="]- Fleets with too low ammo or too low cohesion will switch to defensive posture and abort all out attack ROE, before a battle. Land units with too low cohesion will switch to defensive posture, abort all out attack ROE, abort structure assault before a battle[/font]

[font="]Map / Database[/font]
[font="]==============================================================================[/font]
[font="](Work led by AACW Coordinator Gray_Lensman). Special Thanks to Jabberwock and Bigus.[/font]

1.)Reworked placement area of several units, (Bushwackers, Mounted Partisans, and Partisans).

2.) Incorporated more of Jabberwock's General's graphics work.

3.) Preplaced more Militia units at critical locations for both sides to better help the AI defend these locations. Note: This was done for all the 2-player Campaign games other than the April 1861 Campaign scenario.

4.) Removed the "TechUpg" setting for CSA early cavalry to late cavalry.

4a.) Adjusted the associated CSA Early to Late cavalry conversion events to roughly 1/2 the original chance of occurance. Also, removed any chance of conversion prior to 01/01/1862. These events may have to be adjusted more later.

5.) Reworked the 6 lb Artillery to "TechUpg"rade to the 12 lb Artillery. Also removed the "TechUpg"rade for 12 lb Artillery. (They should remain 12 lbers throughout the war).

6.) Corrected the starting ranks of the following generals in both the 1861 July scenario and the Bull Run scenario. Thanks to Bigus for pointing out these discrepancies.

a.) CSA M. Bonham starting rank = 1 star
b.) CSA T. J. Jackson starting rank = 1 star
c.) CSA James Longstreet starting rank = 1 star
d.) CSA Theophilus Holmes starting rank = 1 star

All 4 of these generals were incorrectly ranked at this time of the Civil War. Each of them have their own brigade at the start of these specific scenarios. Also CSA James Longstreet was missing from both scenarios. This has now been corrected and the delayed event which adds him later has been removed.

Cooresponding promotional events have also been created for Jackson, Longstreet, and Holmes in early 1862, if they are not otherwise promoted prior to that time.

7.) Reworked the Bull Run Scenario to more closely match the July 1861 scenario in regards to missing units. Also, limited the scope of the scenario to prevent non-historic amphibious movement during the time of this scenario.

8.) Split "1222 Kentucky Confluent" into 2 separate regions. The upper half remains the same and is still associated with the Ohio River system. The lower half is now known as "1525 Kentucky River" and is associated with Kentucky. This work was done to prevent direct movement from the original Kentucky Confluent region to either "536 Mercer, KY" and "537 Fayette, KY".

9.) Graphically reworked "1233 Great Confluent" to prevent direct movement to either "528 Trigg, KY" or "1524 Collies Mills, KY".

====================================================
[color="Blue"]EDIT: Link to latest full Release Candidate (1.12aRC6): http://ageoddl.telechargement.fr/temp/patch_AACW_v1.12aRC6.zip

After installing RC6, you need to replace the AACW.exe-file (in the main game directory) with the one you can find in http://www.ageod-forum.com/showthread.php?p=126403#post126403 to bring the game to RC7

The above feature list is not quite exhaustive for RC7[/color]

Posted: Fri Dec 05, 2008 12:37 pm
by lodilefty
Game Balance
================================================== ============================
- Auto-retreat rule triggers at a higher level of losses if you choose the Defend at all cost ROE.
- Fleets with too low ammo or too low cohesion will switch to defensive posture and abort all out attack ROE, before a battle. Land units with too low cohesion will switch to defensive posture, abort all out attack ROE, abort structure assault before a battle


Testing these in WIA beta right now, and they make a significant positive contribution to realistic simulation! :D

Thank you kind sir! :coeurs:

Posted: Fri Dec 05, 2008 1:44 pm
by Inside686
Thank you ! :D

Posted: Fri Dec 05, 2008 4:21 pm
by Ian Coote
Thanks guys

Posted: Fri Dec 05, 2008 7:26 pm
by Gray_Lensman
Pocus:

All submitted files are in place and intact and a quick scan of the game map, shows no graphic anomalies.

Are the new keywords SetHealthPerc and SetCohesionPerc as applicable to AlterCuSubUnit|ApplyToList|combination included for scripting usage?

edit> The new keywords are fully functional and work together chained in sequence. These particular commands are already being put to use in the Kentucky work.

Thanks again Pocus

Posted: Sun Dec 07, 2008 5:24 pm
by richfed
Check the flags for fleets in ports ... clicking on the blue flags causes the unit panel to disappear!

Posted: Sun Dec 07, 2008 6:29 pm
by Gray_Lensman
deleted

Posted: Sun Dec 07, 2008 7:52 pm
by Gray_Lensman
deleted

Posted: Mon Dec 08, 2008 10:05 am
by Pocus
About the interface problem, it is being checked by Celtic, just wait a day or two!

Posted: Tue Dec 09, 2008 4:10 pm
by Pocus

Posted: Tue Dec 09, 2008 9:44 pm
by Gray_Lensman
Pocus wrote:http://ageoddl.telechargement.fr/temp/patch_AACW_v1.12aRC2.zip

Should fix the issues you saw.


Pocus:

Rechecked this new RC2 patch and all submitted files still remain in place and intact and a quick scan of the game map, shows no graphic anomalies.

Do Not Officialize This Patch

Posted: Wed Dec 10, 2008 2:36 am
by Gray_Lensman
deleted

Posted: Fri Dec 12, 2008 5:03 pm
by Pocus
[font="]http://ageoddl.telechargement.fr/temp/patch_AACW_v1.12aRC3.zip

[/font]

[font="]
[/font]

[font="]1.12a - RC3[/font]

[font="]AI[/font]
[font="]==============================================================================[/font]
[font="]- AI much more prudent when moving troops with riverine move.[/font]
[font="]- In some rare cases, the Defend Mission could have his path aborted. Fixed.[/font]
[font="]- Depot destruction much more rare.[/font]
[font="]- AI slightly less prone to make distant operations (attack-defense).[/font]

[font="]Modding[/font]

[font="]- loyChangeByMartialLaw variable exported. It represents the max. % the loyalty can change by the Police factor of troops (Regional Martial Law).[/font]
[font="]- New script command SetFormedCmdMax (parameters are the max number of corps | max number of armies – it is recommended to set the number of armies to 9999 as the on map HQ limit is sufficient). In absence of any scripting, 9999 will be read for max number of corps = if you do nothing, current games are not altered.[/font]

[font="]Interface[/font]
[font="]==============================================================================[/font]
[font="]- The irritating double-tick sound when closing the Element Detail panel has been removed.[/font]


[font="]Game Improvements[/font]
[font="]==============================================================================[/font]
[font="]- Militias and irregulars within their home state now get the +10 cohesion bonus anytime, not just during battle.[/font]
[font="]- Precision: Due to code constraint, the Militiaman trait can only work during battle. (All abilities of the category ‘Battle Bonus’ work only during battle and Militiaman is of this category).[/font]
[CENTER][CENTER][font="]----------[/font][/CENTER]
[/CENTER]

Posted: Sat Dec 13, 2008 11:54 am
by Franciscus
Pocus wrote:[font="]http://ageoddl.telechargement.fr/temp/patch_AACW_v1.12aRC3.zip

[/font]

[font="]
[/font]

[font="]1.12a - RC3[/font]

[font="]AI[/font]
[font="]==============================================================================[/font]
[font="]- AI much more prudent when moving troops with riverine move.[/font]
[font="]- In some rare cases, the Defend Mission could have his path aborted. Fixed.[/font]
[font="]- Depot destruction much more rare.[/font]
[font="]- AI slightly less prone to make distant operations (attack-defense).[/font]

[font="]Modding[/font]

[font="]- loyChangeByMartialLaw variable exported. It represents the max. % the loyalty can change by the Police factor of troops (Regional Martial Law).[/font]
[font="]- New script command SetFormedCmdMax (parameters are the max number of corps | max number of armies – it is recommended to set the number of armies to 9999 as the on map HQ limit is sufficient). In absence of any scripting, 9999 will be read for max number of corps = if you do nothing, current games are not altered.[/font]

[font="]Interface[/font]
[font="]==============================================================================[/font]
[font="]- The irritating double-tick sound when closing the Element Detail panel has been removed.[/font]


[font="]Game Improvements[/font]
[font="]==============================================================================[/font]
[font="]- Militias and irregulars within their home state now get the +10 cohesion bonus anytime, not just during battle.[/font]
[font="]- Precision: Due to code constraint, the Militiaman trait can only work during battle. (All abilities of the category ‘Battle Bonus’ work only during battle and Militiaman is of this category).[/font]
[CENTER][CENTER][font="]----------[/font][/CENTER]
[/CENTER]


Link ?

Posted: Sat Dec 13, 2008 12:48 pm
by arsan
Franciscus, the link is the first post of the thread :)

Posted: Sat Dec 13, 2008 1:54 pm
by Franciscus
arsan wrote:Franciscus, the link is the first post of the thread :)


:thumbsup: :siffle: :hat:

Beta RC3 Issue

Posted: Mon Dec 15, 2008 1:58 pm
by viper73
Tried to use it last evening and with each attempt on the second turn... some Union units vanished and I recieved a critical error. Who should I send the files to so they can see.

Thanks

Posted: Mon Dec 15, 2008 3:41 pm
by cwhomer
I've also experienced the same problem with the April 1861 scenario. After a clean install and redownloading the patch, I got the same result.

Edit: You should probably post the files as attachments in the RC3 thread.

Posted: Mon Dec 15, 2008 4:05 pm
by viper73
Yes, I did the same thing. I tried multiple scenarios and always ended with the same result. I went back to RC2 at this point.

Posted: Mon Dec 15, 2008 10:09 pm
by Gray_Lensman
deleted

Posted: Mon Dec 15, 2008 10:40 pm
by Rafiki
Gray_Lensman wrote:I'll have Rafiki do his magic moderator thing. :D

[color="Blue"]Asante sana, squash banana, wiwi nugu, mimi apana[/color] :D

Posted: Mon Dec 15, 2008 11:24 pm
by cwhomer
Gray_Lensman wrote:You guys will have to furnish more information than "Some units vanished".


Hmm. I was more or less letting Viper know he wasn't alone in experiencing problems (didn't even notice the units were vanishing, just that there was a CTD) and directing him to the right place. Since it seems like he's gone back to RC2, I'll post the save and log files.

To make it a little clearer as to what is happening: I've fired up the April and July 1861 scenarios, selected the Union side, hit next turn, reached Turn 2, hit next turn, then a critical error occurs. After this happens, the game runs through some/all(?) of the supply phase and then CTDs. I can't speak for disappering units, it's not something I've noticed.

Posted: Tue Dec 16, 2008 1:09 am
by Franciscus
I confirm this bug. 1.12a RC3, April campaign. During 2nd turn processing, playing either as USA or CSA, a CTD. Seems reproducible.
Saves and log sent to support by email.


[SIZE="1"]PS: It has been ages since my last CTD with AACW. Could it be that [color="Black"]Calvinus[/color] is working in the code now ?? ;) :wacko:
PPS: I am just kidding, of course :) [/size]

Posted: Tue Dec 16, 2008 1:15 am
by Gray_Lensman
deleted

Posted: Tue Dec 16, 2008 2:13 am
by Gray_Lensman
deleted

Posted: Tue Dec 16, 2008 2:53 am
by Gray_Lensman
deleted

Posted: Tue Dec 16, 2008 5:20 am
by cwhomer
Gray_Lensman wrote:Since I'm getting some sort of AI error, could one of you guys post a screen shot of your AI tab in the Options selection screen? The CTD may be dependent on one of the AI settings. (Mine may be different)


Here's the AI setting for the most recent attempt:

Image

But that's after a clean install, which means the game has default AI settings. I first came across this problem with this setup:

Image

At least I think it's that setup. It was something very, very close to that if not it exactly. In any event, the important thing (probably) is that the same problem was caused by different AI settings.

Posted: Tue Dec 16, 2008 11:05 am
by Franciscus
My test was done with AI activated ( :) ), normal difficulty level, all behaviors on, default activation, medium detect bonus, low aggressiveness and with "more time" on.
I did not test it with other parameters, though...

Posted: Tue Dec 16, 2008 2:38 pm
by Pocus
Bug fixed, sorry guin ... err gents!!

This has to do with a new feature of the AI that I'm adding these days. The AI thinks by mission (called Agenda internally) and she is now capable of remembering over several turns what are the missions each force is doing with an interest value associated to the mission, plus a 'lock' value, to check if a force can be borrowed (diverted) for something else in urgency.

Posted: Tue Dec 16, 2008 3:02 pm
by Franciscus
Pocus wrote:This has to do with a new feature of the AI that I'm adding these days. The AI thinks by mission (called Agenda internally) and she is now capable of remembering over several turns what are the missions each force is doing with an interest value associated to the mission, plus a 'lock' value, to check if a force can be borrowed (diverted) for something else in urgency.


Great news ! :thumbsup: :coeurs:
If (when) you pull this out, it would be a great addition to the game!