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AACW (public beta) code patch 1.16 (beta 8 update October 12)
Posted: Mon May 17, 2010 5:14 pm
by Pocus
Dear players,
Here is the new public beta, code patch for AACW. You are welcome to test and try it.
Knows though that it is not save compatible.
There can be glitches ... or not

so be sure to understand that this is a beta patch and not the official, finalized one!
See post #274 for UPDATE 8
Best regards,
the AGEOD Team.
Posted: Mon May 17, 2010 7:54 pm
by Gray_Lensman
deleted
Posted: Tue May 18, 2010 7:43 am
by Pocus
It is a comprehensive patch because it is meant to be the official, all-in-one patch when stable. We won't maintain 2 lines of patches, just one, that can patch every versions since 1.00, fully.
Posted: Tue May 18, 2010 8:43 am
by Pocus
Until Beta Patch 2, please run the game WITHOUT Battle Animation ON, or the game will make an interface crash (see the checkbox in the Options window, Main Menu)
Posted: Tue May 18, 2010 9:12 am
by caranorn
Will give the patch a try this afternoon...
Please show Total-Power in Stack-Tooltip
Posted: Wed May 19, 2010 8:16 am
by Bernadotte
Could you please please add a "Total-Power" Line in the Stack-Tooltip
like the
"Also here:" Line ?!?!!!
That would be great !
And please also in WiA and NCP !
It's VERY annoying to totalize all the values by yourself, especially for enemy stacks (s. this
thread).
BTW:
Is it WAD that you sometimes don't see the "Also here:" Line when you move over a corps ?
Thank you very much,
Bernadotte
Posted: Wed May 19, 2010 4:32 pm
by Pocus
Not a bad idea, give me some time for that

Posted: Wed May 19, 2010 5:49 pm
by Drakken
Will it stop whole Corps and cavalry units from going in raids far behind enemy lines in the middle of Illinois and Wisconsin without any lines of supply?

Posted: Wed May 19, 2010 5:55 pm
by caranorn
At the start of the July 1861 (w/Kentucky) scenario the Armies in Virginia seem to display the wrong icons (army, not the leader) on map. I tried reforming the army (Confederate) and also to run a turn to see whether it might be corrected next turn. But the problem persisted...
Posted: Thu May 20, 2010 9:07 am
by Pocus
This is already fixed, but thanks

Posted: Fri May 21, 2010 9:13 am
by Hasardeur
Hallo,
in the April 61/w Kentucky Szenario some southern brigades seems to be a bit overpowered. For example :
Longstreets Bde : 372 !
Bees Bde : 311
Smiths Bde : 293
Is this WAD ?
Regards
Posted: Fri May 21, 2010 3:11 pm
by Gray_Lensman
deleted
Posted: Sat May 22, 2010 7:26 pm
by arsan
Hi!
Pocus, Gray,
Do you know if the Horse arty bug (it speed up a stack movement) fix is included on this new patch??
I bet it is as Pocus reported it as fixed some time ago, but i don't see it on the readme
Cheers!
Posted: Sat May 22, 2010 10:26 pm
by kingtaso01
Good evening, fist time posting
In my Bull Run Scenario, some Confederate brigades are also extremely overpowered, as Hasardeur pointed out before. In my case they were:
Longstree's Bde.: 594
Cocke's Bde.: 364
Both brigades have 7 elements after fully reinforcing: 4 Inf, 1 Cav, 1 Light Art. and 1 Art.
Now, after looking in-game for the problem I found something quite strange. Some elements in both brigades had some values that were really strange:
Longstreet Bde. Cavalry (3rd Virginia) had:
Experience:566878584/10000 Offensive Fire:508 Defensive Fire: 509
Initiative:510 Discipline:508 Assault:510/510 Cohesion:139/10599
Police:502 Patrol/Evade:510/510
Longstreet Bde. 12lb. Pounder (Middlesex Art) had:
Experience:566878584/10000 Offensive Fire:510 Defensive Fire: 520
Initiative:507 Discipline:505 Assault:507/507 Cohesion:111/10588
Police:500 Patrol/Evade:501/501
Cocke's Bde Cavalry (1st Virginia) had the same values as Longstreet Bde. Cavalry (3rd Virginia), only experience was different: 566467324/10000
This unit are the ones that arrive to complete the 7-element brigade, as when it first appears it normally has 5-elements until it fully reinforces. It seems some elements when they appear get a lot extra experience to the point all values have 500 more points and cohesion has 10500 more points.
I'll keep my eyes open in case I see something like this again. Also, maybe Hasardeur would like to check if the problem he has is similar to mine.
I give you all my best wishes to figure out why does this happen
Postdata: My main language is not english, in case I wrote something bad.
Posted: Sat May 22, 2010 11:24 pm
by beatoangelico
got a crash during the resolution phase of turn 2 of the july 1861 campaign with kentucky. What's the email address to send the files?
Posted: Sun May 23, 2010 12:41 am
by lodilefty
beatoangelico wrote:got a crash during the resolution phase of turn 2 of the july 1861 campaign with kentucky. What's the email address to send the files?
support@ageod.com 
Posted: Sun May 23, 2010 9:07 pm
by GillinghamFC
kingtaso01 wrote:
In my Bull Run Scenario, some Confederate brigades are also extremely overpowered, as Hasardeur pointed out before. In my case they were:
I also see this problem. I loaded up April 61 Campaign as CSA and played for a few months of peace (I turned the USA AI off). After about 6 months Longstreet's Brigade had a power of 1770
The problem elements were the 1st Virginia Cavalry and the Richmond-Thomas artillery.
As kingtaso01 says the stats for some elements in the brigade are just bizarre.
Its not just a problem of what is reported on the tooltips: the units are overpowered in combat too. I was playing as the USA and lost 50% casualties when attacked in an entrenched position by a force half my size in terms of manpower.
Posted: Sun May 23, 2010 9:48 pm
by beatoangelico
ok it wasn't just one crash...I got CTDs every time a battle happens. I've tried a clean install and fired up a small scenario but no way, still crashing

. I didn't play the game much before this week but 1.15 worked fine.
Posted: Sun May 23, 2010 9:51 pm
by richfed
Looks pretty serious ... unplayable, maybe?
Posted: Sun May 23, 2010 10:11 pm
by GillinghamFC
beatoangelico wrote:ok it wasn't just one crash...I got CTDs every time a battle happens. I've tried a clean install and fired up a small scenario but no way, still crashing

. I didn't play the game much before this week but 1.15 worked fine.
I got CTDs when battle happened, but I found that it stopped crashing if I set the "Battle Animation" option to "Masked".
Posted: Sun May 23, 2010 10:23 pm
by beatoangelico
GillinghamFC wrote:I got CTDs when battle happened, but I found that it stopped crashing if I set the "Battle Animation" option to "Masked".
thanks mate, it worked...and now I see that it was already mentioned in this thread
I'm feeling quite stupid right now

Posted: Mon May 24, 2010 9:21 am
by caranorn
I noticed that about battles too, just have no clue where that setting is...
Right now I think the patch is indeed unplayable (then again it's a beta and mostly intended for testing) as long as that replacement bug is not taken care of...
Posted: Mon May 24, 2010 11:47 am
by richfed
Yes, I was looking forward to trying it out and seeing what bugs may be present, but, it would seem one can't really play the game with all those super powered beings running around.
I'll try Beta 2 if these things are sorted out.
Posted: Mon May 24, 2010 4:35 pm
by GillinghamFC
It looks like the Prussians are having problems with overpowered units too.
I see that developers are looking at it already over in RoP forum
http://www.ageod-forum.com/showthread.php?t=17681
Posted: Wed May 26, 2010 1:06 am
by hgilmer
When those brigades are fully rested and have more cohesion, their power could go as high as 17,000!!!!
That has happened with me. That is some brigade!
Posted: Wed May 26, 2010 2:44 am
by Gray_Lensman
deleted
Posted: Fri May 28, 2010 2:27 pm
by Pocus
Patch updated to beta 2, with several bugs fixed, including weird xp gain bug and several interface glitches.
http://ageoddl.telechargement.fr/temp/patch_AACW_v1.16b2.zip
Posted: Sun May 30, 2010 12:33 am
by von Sachsen
Would there be an easy way to make the AI more or less ignore Ft. Pickens and Monroe? While I am marching through Tennesse, Bragg and A.S. Johnston insist on attacking Ft. Pickens with 20,000 troops, virtually ignoring everything else. On a similar note, after my US troops occupied Manasass without resistance, Beauregard headed north straight for Bellefonte, PA in late Sep. 1961 with about 30,000 troops. This is with b2 patch and AI on passive agressivness.
Posted: Sun May 30, 2010 12:43 am
by Pat "Stonewall" Cleburne
I haven't had any overly aggressive AI yet, but I have noticed that reinforcements build MUCH quicker than before. Even Ironclads build a maximum of 2 turns after you order them. I'm guessing this is because of the new hit recovery rules. Also, it seems like the AI might be changing the leader of the main army back and forth costing them Morale. I've seen it switch between Nathaniel Banks, Ben Butler, and Irvin McDowell a few times already. I'll need to play a little longer to confirm that though.
Posted: Sun May 30, 2010 1:57 am
by von Sachsen
To be fair, it's not the level of agressivness that is the issue, but it's lack of good direction.