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AACW patch 1.07i in Public Beta Test

Posted: Wed Dec 12, 2007 11:30 am
by Pocus
Dear players,

Here is the new AACW patch (compatible with previous saves). This is not the Christmas Patch (which won't be compatible with previous saves and which will be named 1.08).

In Public Beta Test. Do not download if you only want officially approved patches.

http://ageoddl.telechargement.fr/latest/patch_AACW_v1.07i.zip

Readme:



==============================================================================
AGEod's American Civil War Update 1.07a-b-c-d-e-f-g-h-i Readme
Sept. 14th / Sept. 26th / Oct. 6th / Oct. 7th / Oct. 9th / Oct. 25th / Nov 2nd / Nov 16th / Nov 20nd / Dec 12th
==============================================================================

This patch contains all changes since the start.
You can continue a saved game created before the patch. Most entry will apply, but not all.

NOTIFICATION: A special Christmas patch will be issued soon, which will be version 1.08 and won't be compatible with previously saved games.

----------

1.07i


==============================================================================
Bugs
==============================================================================
Capturing naval units will maintain the correct (capturing) army name.
Redeployement usage was not saved when you reloaded a game under planification.
Fixed the 'dancing forces' effect (display glitch) at the start of AI thinking.
Rare bug fixed where some elements could be integrated to another, unrelated, unit after hosting.
Riverine movement did not suffer from passing fire, fixed.


==============================================================================
Gameplay changes or additions
==============================================================================
Routed elements in a routed stack can now surrender if fired upon.
Captured units now create a separate stacks (eg fortress artillery won't slow down the capturing stack)


==============================================================================
Scenario Updates & Bugs fixes
==============================================================================
Changed: Several transportation levels (railroads) and miscellaneous icons positionning by Gray_Lensman. Some graphic touchups too, see the forum for the complete list of changes.


==============================================================================
Data tweaks
==============================================================================
Several terrains will get a more accurate weather.
Revised historical names at the regiment level (thanks to player Joe et al.)


==============================================================================
Interface
==============================================================================
Save Game can be done with the ctrl-shift S shortcut (reminder: Ctrl-F9 Ends the turn)
You can press [control] while you drop a stack in an adjacent region, to disable pathfinding.
The force list now always show the leaders ratings if filtered by leaders.


==============================================================================
Modding Support
==============================================================================
Auto-garrisons rule from Napoleon's Campaigns can now be added by modders.
The ChangeActorPool command bug is fixed.


---------------


Comprehensive Gray_Lensman notes for this patch:

Minor TransLink Adjustments Batch 5

The RR Linkages in and around Nashville allowed for some rather peculiar combinations of rail movement. Regions affected: 579 Hickman TN, 580 Davidson TN, 582 Maury TN, and 586 Rutherford TN. I re-adjusted the TransLinks associated with these regions.

There was an extra bypass RR link between 696 Brandon MS and 689 Copiah MS. Regions affected 696 Brandon MS and 689 Copiah MS. I re-adjusted the TransLinks associated with these regions.

TransLink mistakenly removed between 440 Saint Clair MI <-> 1072 Saint Clair UC. Reinstalled TransLinks. Fixed.

The RR Linkages in and around Toledo, IL needed rework. Fixed.

Pillage icon misplaced in 83 Cumberland PA. Placed Pillage icon within region boundaries. Fixed.

Pillage icon misplaced in 274 Charleston SC. Placed Pillage icon within region boundaries. Fixed.

Slightly adjusted the objects placement in 56 Luzerne PA. Fixed.

Slightly adjusted the objects placement in 76 Susquehanna PA. Fixed.

Slightly adjusted the objects placement in 77 Allegany PA. Fixed.

Slightly adjusted the objects placement in 79 Perry PA. Fixed.

Slightly adjusted the objects placement in 85 Montgomery PA. Fixed.

Slightly adjusted the objects placement in 87 Rockland NJ. Fixed.

Slightly adjusted the objects placement in 90 Warren NJ. Fixed.

Slightly adjusted the objects placement in 92 Ocean NJ. Fixed.

Slightly adjusted the objects placement in 100 Worcester MD. Fixed.

Slightly adjusted the objects placement in 101 Sommerset MD. Fixed.

Slightly adjusted the objects placement in 103 Queen Anne's MD. Fixed.

Slightly adjusted the objects placement in 107 Anne Arundel MD. Fixed.

Slightly adjusted the objects placement in 120 Westmoreland VA. Fixed.

Slightly adjusted the objects placement in 126 Spotsylvania VA. Fixed.

Slightly adjusted the objects placement in 127 Caroline VA. Fixed.

Slightly adjusted the objects placement in 130 Alleghany VA. Fixed.

Slightly adjusted the objects placement in 136 Hanover VA. Fixed.

Slightly adjusted the objects placement in 142 Roanoke VA. Fixed.

Slightly adjusted the objects placement in 171 Campbell VA. Fixed.

Slightly adjusted the objects placement in 172 Halifax VA. Fixed.

Slightly adjusted the objects placement in 272 Jackson SC. Fixed.

Slightly adjusted the objects placement in 288 Elbert GA. Fixed.

Slightly adjusted the objects placement in 289 Burke GA. Fixed.

Slightly adjusted the objects placement in 312 Heard GA. Fixed.

Slightly adjusted the objects placement in 328 Decatur GA. Fixed.

Slightly adjusted the objects placement in 436 Eaton MI. Fixed.

Slightly adjusted the objects placement in 668 Austin Ms. Fixed.

Slightly adjusted the objects placement in 695 Forrest Ms. Fixed.

Slightly adjusted the objects placement in 716 Iberville LA. Fixed.

Slightly adjusted the objects placement in 718 Jackson LA. Fixed.

Slightly adjusted the objects placement in 764 Tyler TX. Fixed.

Slightly adjusted the objects placement in 807 Ozark AR. Fixed.

Slightly adjusted the objects placement in 812 Jacksonport AR. Fixed.

Slightly adjusted the objects placement in 824 Itta AR. Fixed.

Slightly adjusted the objects placement in 847 Galena WI. Fixed.

Slightly adjusted the objects placement in 873 Gilead IL. Fixed.

Slightly adjusted the objects placement in 876 Bath IL. Fixed.

Slightly adjusted the objects placement in 893 Chester IL. Fixed.

Slightly adjusted the objects placement in 906 Kinsale IL. Fixed.

Slightly adjusted the objects placement in 939 Charles MO. Fixed.

Slightly adjusted the objects placement in 945 Saint Louis MO. Fixed.

Slightly adjusted the objects placement in 973 Reel MO. Fixed.

Slightly adjusted the objects placement in 976 Dodge IA. Fixed.

Slightly adjusted the objects placement in 984 Boyer IA. Fixed.

Slightly adjusted the objects placement in 1004 Anamosa IA. Fixed.

Slightly adjusted the objects placement in 1009 Council Bluffs IA. Fixed.

Slightly adjusted the objects placement in 1022 Keokuk IA. Fixed.

Slightly adjusted the objects placement in 1031 Woods LA. Fixed.

Slightly adjusted the objects placement in 1037 Nebraska KS. Fixed.

Slightly adjusted the objects placement in 1043 Leavenworth KS. Fixed.

Slightly adjusted the objects placement in 1060 Wayne IT. Fixed.

Slightly adjusted the objects placement in 1077 Victoria UC. Fixed.

Slightly adjusted the objects placement in 1078 Talbot UC. Fixed.

Slightly adjusted the objects placement in 1080 Amherst UC. Fixed.

Slightly adjusted the objects placement in 1102 Ft Monroe VA. Fixed.

Slightly adjusted the objects placement in 1106 Ft Fisher NC. Fixed.

Slightly adjusted the objects placement in 1107 Ft Caswell NC. Fixed.

Slightly adjusted the objects placement in 1108 Ft Moultrie SC. Fixed.

Slightly adjusted the objects placement in 1110 Ft Johnson SC. Fixed.

Slightly adjusted the objects placement in 1111 Ft Pulaski GA. Fixed.

Slightly adjusted the objects placement in 1117 Ft Gadsden FL. Fixed.

Slightly adjusted the objects placement in 1119 Ft Morgan AL. Fixed.

Slightly adjusted the objects placement in 1121 Ft Pike LA. Fixed.

Slightly adjusted the objects placement in 1122 Ft Philipp LA. Fixed.

Slightly adjusted the objects placement in 1123 Ft Jackson LA. Fixed.

Slightly adjusted the objects placement in 1125 Middle Hudson River. Fixed.

Slightly adjusted the objects placement in 1127 Raritan River. Fixed.

Slightly adjusted the objects placement in 1129 Schuylkil River. Fixed.

Slightly adjusted the objects placement in 1134 Chowan River. Fixed.

Slightly adjusted the objects placement in 1138 Upper Cape Fear River. Fixed.

Slightly adjusted the objects placement in 1141 Lumber Springs. Fixed.

Slightly adjusted the objects placement in 1146 Lower Pee Dee River. Fixed.


Graphics Touchups - 2

The following Graphic Touchup .bmps do not require any Linkage or TranportLvl changes to implement, just replace the existing .bmp graphics files with these files.


101Sommerset, MD.bmp - removed ahistorical RR line from Salisbury to Princess Anne
Winter_101Sommerset, MD.bmp - removed ahistorical RR line from Salisbury to Princess Anne

103Queen Anne's, MD.bmp - named the small MD town "Easton"
Winter_103Queen Anne's, MD.bmp - named the small MD town "Easton"

136Hanover, VA.bmp - smoothed out previous blocky river graphics
Winter_136Hanover, VA.bmp - smoothed out previous blocky river graphics


Thanks again Michael. :coeurs:

Posted: Wed Dec 12, 2007 12:05 pm
by GShock
Considering Gray is the guru of translinks, what is the current AgeOD policy with his graph/translink works? Does all of his stuff get acknowledged the official status and thus get delivered by default in all AACW patches?

Ps. I second this, if possible :)

Ps.2 Xmas presents are generally surprises but AgeOD would be so kind to undisclose at least some of the planned fixes & implements in the 1.08? That would be much appreciated even though curiosity killed the cat i've still got 3 or 4 lives left! ;)

Posted: Wed Dec 12, 2007 1:00 pm
by Pocus
Yes, what is in the patch is official. That it came from Gray or the team is irrelevant at this stage, this is officially approved.

The Xmas patch will have a few new gameplay features or tweaks. Rumors speak of the addition of the Rules of Engagments buttons from NCP ;)

Posted: Wed Dec 12, 2007 2:47 pm
by GShock
Pocus wrote:The Xmas patch will have a few new gameplay features or tweaks. Rumors speak of the addition of the Rules of Engagments buttons from NCP ;)


That we already know!

Try again. :)

Posted: Wed Dec 12, 2007 4:15 pm
by Paul Roberts
I'm glad to see this patch! Thanks, Pocus.

Posted: Wed Dec 12, 2007 5:43 pm
by Franciscus
A small question: If we have already intalled the last of Gray's fixes (available in the Mod forum, and I think incorporating all the RR fixes of this patch), is it ok to install this patch over it or is it better to make a new clean installation of AACW ?

Thanks

Posted: Wed Dec 12, 2007 10:47 pm
by arsan
Hi!

It isn't mentioned on the readme, but checking the patch I see that the problem with units inside structures don't showing on the mini map is fixed now. Thanks! :coeurs:

I had seen a problem with RR links already reported and discussed on previous patches (1.07 g or h i think) remains.
Probably Gray (Thaks for your work!!!:coeurs :) already knows it and is working on it but just in case... :siffle:

There is something strange with RR links on Louise, VA juts north of Richmond. It seem the connexion with Spotsilvania and Amherst doesn't work.
You cannot go by RR from Richmond to Fredericksburg or Charlottesville, for example. :8o:

Cheers!

Posted: Wed Dec 12, 2007 11:17 pm
by berto
Pocus wrote:The Xmas patch will have a few new gameplay features or tweaks. Rumors speak of the addition of the Rules of Engagments buttons from NCP ;)


Fantastic!

That, together with the in-game battle AARs promised for spring, and this polished gem of a game will sparkle ever more brightly.

Can't wait! :niark:

Posted: Thu Dec 13, 2007 12:00 am
by tagwyn
Not to be dogmatic but Christians prefer "Christmas" to XMas. I consider it to be a slight to my religion. Thanks. T

Posted: Thu Dec 13, 2007 12:26 am
by Korrigan
English isn't our mother language. Unfortunately, we can be clumsy without willing too.
We might consider calling the next patch "Patch de Noël" (du Père Pocus)
:cwboy:

Posted: Thu Dec 13, 2007 12:28 am
by McNaughton
tagwyn wrote:Not to be dogmatic but Christians prefer "Christmas" to XMas. I consider it to be a slight to my religion. Thanks. T


What about those who perfer Xmas in lieu of their beliefs? You call it what you want it to be called, and let others call it the way they want it to be called.

Posted: Thu Dec 13, 2007 1:49 am
by lodilefty
McNaughton wrote:What about those who perfer Xmas in lieu of their beliefs? You call it what you want it to be called, and let others call it the way they want it to be called.


Xmas as in ΙΧΘΥΣ ΧΡ

Posted: Thu Dec 13, 2007 4:02 am
by berto

Posted: Thu Dec 13, 2007 1:23 pm
by Mauzophis
Hm, if it's called X-mas does this also mean that Santa Claus is one of the X-Men..? :innocent:
Interesting question, but unfortunately a little off topic... :)

Posted: Thu Dec 13, 2007 1:29 pm
by lodilefty
Mauzophis wrote:Hm, if it's called X-mas does this also mean that Santa Claus is one of the X-Men..? :innocent:
Interesting question, but unfortunately a little off topic... :)


We're all off topic. Back to the patch. :siffle:

Any issues? I've been testing beta for the BoA patch, haven't loaded AACW in a while.... :D

Posted: Fri Dec 14, 2007 3:17 am
by Nial
There seems to be a problem with naming save games. No matter what I change the name to, using ctr-left click. It always defaults back to the original game name from the start of the campaign.

Posted: Fri Dec 14, 2007 5:08 am
by bigus
I'm getting Problems when I try too EDIT my scenerio :8o:


[ATTACH]1471[/ATTACH]



This is an error at the END of turn 1....... Not sure where the "end event" error is coming from....?


bigus

Posted: Fri Dec 14, 2007 6:45 am
by willgamer
Nial wrote:There seems to be a problem with naming save games. No matter what I change the name to, using ctr-left click. It always defaults back to the original game name from the start of the campaign.


I'm getting this one as well; it doesn't seem to save under a new name at all.

Another minor glitch is F1 to bring up the generals screen, then try to select a general at the bottom of the list (either left or right side) by clicking on the stars has quit working (res: 1920x1200).

Posted: Sat Dec 15, 2007 12:06 am
by berto
Pocus wrote:Here is the new AACW patch (compatible with previous saves).

...

Fixed the 'dancing forces' effect (display glitch) at the start of AI thinking.


Okay, but what about the 'dancing forces' effect during turn execution?

In an Atlanta scenario game I've just started, on turn one I moved the Army of the Cumberland, together with Hooker's Corps (and Howard's Corps), south from Hamilton, TN (Chatanooga) to Floyd, GA, and (because he was inactive) left Thomas' Corps in Hamilton, TN.

On day 11, Johnston's Army of Tennessee engaged the Army of the Cumberland in Floyd, GA. When the battle results screen showed (a Union defeat, BTW)--and despite his corps participating in the battle--Hooker's force icon was clearly above the battle window, three or four regions far to the north in Putnam, TN (near Sparta). Moreover, Thomas, who had been ordered to stay put in Hamilton, TN, was shown to be one or two regions to the north, in Grundy (or maybe Emory, I'm not sure), TN.

After the battle and at the end of the 15 day turn, all Union forces were back where they started, in Hamilton, TN.

How is it that within 15 days, Hooker can move one region south, jump three to four regions north, then end up back where he started? And how can Thomas (despite orders, and despite the battle action being to the south) seemingly temporarily move one or two regions northward, then end up back where he started?

I will try to send you a save game of this.

Posted: Sat Dec 15, 2007 10:15 am
by Pocus
Got your save, thanks.

Posted: Sun Dec 16, 2007 7:40 am
by runyan99
In 1.07h, all of my land units using river movement automatically go into offensive stance. Is this WAD?

Posted: Sun Dec 16, 2007 7:40 pm
by bigus
bigus wrote:This is an error at the END of turn 1....... Not sure where the "end event" error is coming from....?


I found the problem. It seems CSV Splitter added an EndEvent to the main scenerio SCT event file. I'm not sure why it addded the "endevent" but the scenerio edits fine now in 1.07i.
This is not an 1.07i issue or bug.

bigus

Posted: Mon Dec 17, 2007 3:59 pm
by Pocus
runyan99 wrote:In 1.07h, all of my land units using river movement automatically go into offensive stance. Is this WAD?


I'll check that.

Posted: Tue Dec 18, 2007 5:11 pm
by Pocus
runyan99 wrote:In 1.07h, all of my land units using river movement automatically go into offensive stance. Is this WAD?


Fixed.

Posted: Wed Dec 19, 2007 12:30 am
by richfed
Is it possible that the ambush order for Indians and Partisans might not be working correctly? It seems I am very, very rarely getting a "successful" message compared to previous patches.

Posted: Wed Dec 19, 2007 9:28 am
by Pocus
The tooltip indicates the Ambush %, see if it seems right.

Posted: Wed Dec 19, 2007 10:53 am
by GShock
Pocus, when an irregular has the button highlighted and i select it *and* move the unit, what will happen? The unit will go into ambush mode and then move or it will move and enter ambush mode in the destination region?

Posted: Wed Dec 19, 2007 11:25 am
by Pocus
You ambush in the region you are currently in.

Posted: Wed Dec 19, 2007 7:11 pm
by willgamer
Pocus wrote:You ambush in the region you are currently in.


Speaking of ambush, is there any downside to always selecting ambush... i.e. is there some cost? Is there any reason not to keep it alway selected?

Posted: Thu Dec 20, 2007 2:04 pm
by richfed
Pocus wrote:The tooltip indicates the Ambush %, see if it seems right.


Pocus, the percentage is at 44% - I figure the Cherokees are successful in their ambush attempts maybe 5% of the time, or less.

Another minor error: When Belle Boyd is arrested, there are still 2 identical messages to that effect in the mail box.