Gray_Lensman wrote:These changes are reflected in QuickFix7 posted at post# 354 here: http://www.ageod-forum.com/showthread.php?t=17600&page=12
The above QuickFix7 contains a previous game engine AACW.exe file that will need to be overwritten by the above v1.16 rc2 AACW.exe file.
richfed wrote:I installed this RC2 patch over my existing Beta8 plus QF7 installation on a Windows 7 SP1 RC OS.
I just quickly played through a few turns of the '61 Campaign w/ Kentucky. So far, so good. All 3 issues I reported in the beta thread have been fixed. I was a bit worried that the QF7 files would be adversely overwritten, but it appears not - the map focus, at least, still works fine. I have not yet noticed anything wrong. Looks stable. I hope some more of you try this out so we can quickly discover anything that might be awry.
Thanks to Pocus, LodiLefty & Gray for getting this back on track and, apparently, playable again ...
oldspec4 wrote:EDIT: I still have the flag instead of signatures for financials and politics but not sure if this is WAD. Not a big thing for me. Thanks to everyone for the continued support.
asdicus wrote:Have installed QF7 then 1.16 RC2.
The prisoner message total is still wrong for battles by a factor of 10 ie if you take 200 prisoners the game message shows 2000 prisoners. The total prisoners on F9 page is correct. This is an old bug not new to this release.
lodilefty wrote:AFAIK, the QF7 is included in this release, so no need to do that
Prisoners:
Well phoo...
the patch doesn't have latest strings file:
Extract into your ACW\Settings folder
1 file will be overwritten
Hi guys
Do I Install this patch directly on top of fresh install of AACW?
Rasher
Rasher wrote:Hi guys
Do I Install this patch directly on top of fresh install of AACW?
Rasher
Paul Roberts wrote:I did a reinstallation of AACW for this patch rather than applying it on top of a previous beta. My signatures are signatures, not flags.
So far so good! Is there anything I should look for in playing?
Gray_Lensman wrote:Okay... verified as still a bug.
also for Lodilefty and/or Pocus info, see post #305 here : http://www.ageod-forum.com/showthread.php?t=17600&page=11
The source event is evt_nam_CSA_OrphanBde located in the Various Events.sct file.
Attached below is the LATEST version of the source database file for this event if interested in further investigation, otherwise I'll have to look into it towards the end of December.
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richfed wrote:This RC build looks very good!!!!
Just a couple of things:<snip>
- The Orphan Brigade event listed in the mail box is broken - the link, that is - clicking on it doesn't bring you to anywhere - save attached
Other than that, everything seems to be working as expected ... so far!!![]()
StartEvent = evt_nam_CSA_OrphanBde|1|1|NULL|NULL|NULL|NULL
Conditions
MinDate = 1862/02/01
MaxDate = 1862/03/15
EvalUnqUnit = Orphan Bde;NOT
Actions
DescEvent = evt_desc_CSA_OrphanBde
[color="Red"]SelMostNumGroup = Area $South_East;CPCount;CSA
GenMsg[/color]
SelectFaction = $CSA
CreateGroup
Posture = $Defensive
SetKind = $Land
Entranch = 0
InCS = 0
FixType = 0
SetName = Orphan Bde
Apply
CreateUnit
SetType = $uni_CSA_BdeN1
FlavorName = Col. B. Goose
SUFlavorName = 2nd Kentucky|3rd Kentucky|4th Kentucky|5th & 9th KY|6th KY Graves Bty|1st KY 'Burns' Bty|Morgan's Cav.
SetLevel = 1
SetName = Orphan Bde
Apply
EndEvent
Gray_Lensman wrote:Pocus:
According to Lodilefty and confirmed by me:
The ability to create depots from riverine/naval units has been broken in the current game engine (probably for all the AGE games).
Posted below is an AACW saved game that can be used to test for a "fixed" game engine.
Kinsale, IL (region ID#906) just to the east of Cairo, IL has a full strength riverine transport unit (with the required 4 full strength elements).
[ATTACH]13718[/ATTACH]
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Gray_Lensman wrote:Sorry, you're memory is wrong... It's never shifted the focus to anywhere...
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