AACW Patch 1.17 Oficial
Posted: Fri Nov 02, 2012 7:44 pm
Fecha: 22 de noviembre de 2012
AACW Patch 1.17a oficial
El enlace
http://www.ageod-forum.com/showthread.php?27035-AACW-Patch-1-17a-Official-November-21-2012&p=255247&viewfull=1#post255247
Todo esto es lo que contiene,
[color="#FFD700"]The patch is a comprehensive patch, meaning it can be applied directlyover your initial game installation setup version.
This Patch also includes all content from all 1.17 QwikFixes[/color]
Game Engine continues as version 121010
Python script checks run [thank you LaFrite!]
Duplicate Aliases resolved in Colors, Fonts, Move Types, Sounds, Unis
Aliases corrected in:
Factions
Settings file AI.opt
All Setups that include Brown-water blockade ports
Events
1862 East Campaign
Scenario Setups [All]
Recompiled to correct
Development levels in regions
Brown-water blockade aliases
[both affect only new games]
Events
Corrected CSA Generals in April 1861 to appear in Richmond.
Corrected USA Balloon event to find largest group by Command Points in the Mid Atlanic area
Corrected several USA and CSA 'free' Generals to ensure arrival on land.
Text
Added latest Spanish translations [thank you picaron]
Latest LocalStrings_AGE included
[color="#FFFF00"]See the AACW Updates.pdf for complete change log[/color]
Lo que viene a continuación es el comentario que se puso con el parche oficial y sus quickfixes siguientes, es a título meramente informativo
The AGEOD team recognize the enormous number of volunteer hours spent improving the Rail network accuracy, addition of new regions to enhance historical play, creation and adaptation of the "Kentucky Mods" to give a different "feel" tothe start of the war, numerous other fixes and enhancements by various modders to the Database, adjustment of on-Map Movement Waypoint and Sprite locations, and public beta testing of new executables and changes. Without the efforts of the community, AACW would not be as complete as it is today. We all know games are never perfect or can ever be considered as finished, but help and involvement of our fan base always leads to a better product, and, once again, THANK YOU ALL!
This patch is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.
Game Engine [updated to version 121010]
You can now disembark troops from a fleet trapped in ice.
Cavalry will no longer assault Forts, even if breached
Siege improvements [supplementing rules added in version 1.07]
Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
Fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
A retreating army can now split static units (abandon them) to escape better
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Fixed the exploit where a newly built unit could be incorporated into a Division, whereby the cost to build was immediately refunded
Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
Enabled Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu – System
Enabled Main Menu option to switch to 120DPI fonts [for higher resolution displays]
1861 April w-KY and 1861 July w-KY
British and Mexican forces at start do not have formed Army or Corps.
They can be formed in the event of Foreign entry.
This should improve use of the Army Locator, as these armies will not appear there until you form them.
Events
French Expeditionary force will arrive in Mexico with the Army HQ not formed. [same notes as the GBR and MEX at start]
Where appropriate, the AllowBlocked parameter is added to PickFromRegList commands [game engine default now avoids selection of blocked regions.]
Models and Units
Corrected replacement family for “National” Sharpshooters [those not raised in a particular State] from Light Infantry to Skirmisher.
Added “Home State” logo to Sharpshooters to remind player that these irregulars suffer the “away from home” penalty until combined into a Division.
Other:
Added Camden, VA (Burkeville) to the “Close to Richmond” area [was omitted from 1.16a]
LocalStrings updates and corrections [thank you Gatling, dooya and Tex Murphy]
German Manual updated [thank you dooya and Tex Murphy]
Corrected “Seaman” ability to actually give the move bonus
Added Special Orders: [aka “Spiking the Guns”]
Destroy Unit: Allows the complete destruction of the selected units, if not besieged.
Surrender: Allows the selected group to surrender while under siege.
For both, Units that are Fixed [locked] via Setup or Event cannot be destroyed.
Units being “built” and “Static Militia” [those with MoveRatio=0] CAN be destroyed.
More moddable settings exported to .opt files in \Settings
Adjusted text positioning in the Model Detail window [thank you Gatling]
Strategic Map added to Documents [thank you Emx77]
Graphics
Console commands now have RegionSprite command for in-game editing of sprite positions in each region.
Movement Waypoints and/or Sprites adjusted for over 1000 regions! Thank you Capt_Orso!!!
AACW patch 1.17 QwikFix 3
Fecha: 6 de noviembre de 2012 [/B]
Lo que contiene
You must apply patch 1.17 before installing this QwikFix.
Games started with patch 1.17 are fully compatible with this QwikFix.
•Python script checks run [thank you LaFrite!]
• Duplicate Aliases resolved in Colors, Fonts, Move Types, Sounds, Units
• Aliases corrected in:
•Factions
• Settings file AI.opt
• All Setups that include Brown-water blockade ports
• Events
•1862 East Campaign
•Scenario Setups [All]
• Recompiled to correct Development levels in regions and Brown-water Blockade aliases [affects only new games]
•Events
• Corrected CSA Generals in April 1861 to appear in Richmond.
• Corrected USA Ballon event to find latgest group by Command Points in the Mid Atlanic area
• Corrected several USA and CSA 'free' Generals to ensure arrival on land!
• Text
• Added latest Spanish translations [thank you picaron]
•Latest LocalStrings_AGE included
Please report further anomalies, as we will do a 'Legacy 2" patch at some time....
Please: Report only things to FIX, not IMPROVE! [The Balloons and 61 Generals are good examples of what may be addressed
Declaración de intenciones: Tengo que poner al día el Reglamento. apy:
A... jugar y divertirse
AACW Patch 1.17a oficial
El enlace
http://www.ageod-forum.com/showthread.php?27035-AACW-Patch-1-17a-Official-November-21-2012&p=255247&viewfull=1#post255247
Todo esto es lo que contiene,
[color="#FFD700"]The patch is a comprehensive patch, meaning it can be applied directlyover your initial game installation setup version.
This Patch also includes all content from all 1.17 QwikFixes[/color]
Game Engine continues as version 121010
Python script checks run [thank you LaFrite!]
Duplicate Aliases resolved in Colors, Fonts, Move Types, Sounds, Unis
Aliases corrected in:
Factions
Settings file AI.opt
All Setups that include Brown-water blockade ports
Events
1862 East Campaign
Scenario Setups [All]
Recompiled to correct
Development levels in regions
Brown-water blockade aliases
[both affect only new games]
Events
Corrected CSA Generals in April 1861 to appear in Richmond.
Corrected USA Balloon event to find largest group by Command Points in the Mid Atlanic area
Corrected several USA and CSA 'free' Generals to ensure arrival on land.
Text
Added latest Spanish translations [thank you picaron]
Latest LocalStrings_AGE included
[color="#FFFF00"]See the AACW Updates.pdf for complete change log[/color]
Lo que viene a continuación es el comentario que se puso con el parche oficial y sus quickfixes siguientes, es a título meramente informativo
The AGEOD team recognize the enormous number of volunteer hours spent improving the Rail network accuracy, addition of new regions to enhance historical play, creation and adaptation of the "Kentucky Mods" to give a different "feel" tothe start of the war, numerous other fixes and enhancements by various modders to the Database, adjustment of on-Map Movement Waypoint and Sprite locations, and public beta testing of new executables and changes. Without the efforts of the community, AACW would not be as complete as it is today. We all know games are never perfect or can ever be considered as finished, but help and involvement of our fan base always leads to a better product, and, once again, THANK YOU ALL!
This patch is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.
Game Engine [updated to version 121010]
You can now disembark troops from a fleet trapped in ice.
Cavalry will no longer assault Forts, even if breached
Siege improvements [supplementing rules added in version 1.07]
Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
Fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
A retreating army can now split static units (abandon them) to escape better
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Fixed the exploit where a newly built unit could be incorporated into a Division, whereby the cost to build was immediately refunded
Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
Enabled Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu – System
Enabled Main Menu option to switch to 120DPI fonts [for higher resolution displays]
1861 April w-KY and 1861 July w-KY
British and Mexican forces at start do not have formed Army or Corps.
They can be formed in the event of Foreign entry.
This should improve use of the Army Locator, as these armies will not appear there until you form them.
Events
French Expeditionary force will arrive in Mexico with the Army HQ not formed. [same notes as the GBR and MEX at start]
Where appropriate, the AllowBlocked parameter is added to PickFromRegList commands [game engine default now avoids selection of blocked regions.]
Models and Units
Corrected replacement family for “National” Sharpshooters [those not raised in a particular State] from Light Infantry to Skirmisher.
Added “Home State” logo to Sharpshooters to remind player that these irregulars suffer the “away from home” penalty until combined into a Division.
Other:
Added Camden, VA (Burkeville) to the “Close to Richmond” area [was omitted from 1.16a]
LocalStrings updates and corrections [thank you Gatling, dooya and Tex Murphy]
German Manual updated [thank you dooya and Tex Murphy]
Corrected “Seaman” ability to actually give the move bonus
Added Special Orders: [aka “Spiking the Guns”]
Destroy Unit: Allows the complete destruction of the selected units, if not besieged.
Surrender: Allows the selected group to surrender while under siege.
For both, Units that are Fixed [locked] via Setup or Event cannot be destroyed.
Units being “built” and “Static Militia” [those with MoveRatio=0] CAN be destroyed.
More moddable settings exported to .opt files in \Settings
Adjusted text positioning in the Model Detail window [thank you Gatling]
Strategic Map added to Documents [thank you Emx77]
Graphics
Console commands now have RegionSprite command for in-game editing of sprite positions in each region.
Movement Waypoints and/or Sprites adjusted for over 1000 regions! Thank you Capt_Orso!!!
AACW patch 1.17 QwikFix 3
Fecha: 6 de noviembre de 2012 [/B]
Lo que contiene
You must apply patch 1.17 before installing this QwikFix.
Games started with patch 1.17 are fully compatible with this QwikFix.
•Python script checks run [thank you LaFrite!]
• Duplicate Aliases resolved in Colors, Fonts, Move Types, Sounds, Units
• Aliases corrected in:
•Factions
• Settings file AI.opt
• All Setups that include Brown-water blockade ports
• Events
•1862 East Campaign
•Scenario Setups [All]
• Recompiled to correct Development levels in regions and Brown-water Blockade aliases [affects only new games]
•Events
• Corrected CSA Generals in April 1861 to appear in Richmond.
• Corrected USA Ballon event to find latgest group by Command Points in the Mid Atlanic area
• Corrected several USA and CSA 'free' Generals to ensure arrival on land!
• Text
• Added latest Spanish translations [thank you picaron]
•Latest LocalStrings_AGE included
Please report further anomalies, as we will do a 'Legacy 2" patch at some time....
Please: Report only things to FIX, not IMPROVE! [The Balloons and 61 Generals are good examples of what may be addressed
Declaración de intenciones: Tengo que poner al día el Reglamento. apy:
A... jugar y divertirse