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Hok
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BOA2 : Patch 1.05 (Public Beta)

Wed Apr 29, 2009 4:33 pm

Dear players,

You'll be able to download the lastest patch for WIA in public beta version :)

[color="Red"][SIZE="4"]The patch contains a CTD bug that is being investigated
Thank you for your patience[/size][/color]



==============================================================================
BOA2 : War in America Update 1.05
April, 2009
==============================================================================
This patch contains all changes since the start.


Note: Key commands and features added at patch 1.04

- New sentry orders:
<SPACE>: In sentry for one turn.
<CTRL><SPACE>: In sentry until 90% healed.

Reminder:
<S>: Permanent Sentry (until moving or attacked) (hit again <S> or <SPACE to remove the sentry state)
<CTRL><S>: Remove all Sentry status on map.
<C>: Center on the selected unit
<SHIFT><C>: Center on the destination of the unit.
<H>: Put directly the selected force in structure, if some available in the region.

- You can <ALT>-left-click on a force tab to rename it. Some Armies with Leaders can't be renamed though.

- New Region finder. Works with <CTRL><F>

Fixed: Shift key doesn't display movement links when a stack is selected
Fixed: FE display for GBR does not match value of USA [USA value is correct]
Fixed: Settlements, Villages and Level 1 cities need to 'burn' properly with ScorchedEarth settings
Fixed: A ship remaining in harbor prevents Indians from burning a fort
Fixed: Merchandise reports 'engaging the enemy' during battles
Fixed: Loyalty values can go negative and exceed
Fixed: Regional move restrictions [Canada, NorthWest, etc.] on units and leaders no longer has any effect.
Fixed: Bombard Ships button appears with captured shore batteries
Fixed: Units prevented from moving into regions connected by NavalInterdictLink {as between Crown Point and Winooski} when any opposing force is present
Fixed: Units blocked at river crossings by enemy ships nearby {appears to be function like in AACW}
Fixed: Fast Move, Slow Move, Ranger move not working
Fixed: Besieged location with port still unblocked now suffers 50% supply reduction [moddable in Bombard&Blockade.opt under \Settings]

Supply generated by Forts, Stockades and Settlements reduced [first step in improving siege performance]
Bonus/malus given by Forts to water region blockade requirement reduced to 4 [from 6] [fourth step in improving siege performance]
Fleet Elements needed to blockade a port reduced to 8 [from 12] [fifth step in improving siege performance]
Text strings for replacements events rewritten for clarity
Several Event graphics added or corrected
EP earned by Merchants reduced in all Campaigns [1755, 1775, 1776, 1812]
Added moddable parameters to regulate the crossing of rivers when enemy ships are adjacent. Fixes the 'crossing under guns' bug.
Parameters for Schooners and Gunboats modified to increase chance of intercepting enemy shipping
Added moddable parameters for sieges [see Bombard&Blockade.opt under \Settings][sixth step in improving seige performance]
Battoemen now only have Pontooner and Ranger Supply [game engine limitation to only one move bonus ability]
Models and Units for future Pontiac's War [1763 Campaign] scenario added
The cost to build a Fort is now expressed in elements, not Units: 4 Elements Artillery, 4 Elements Supply
The cost to build a Depot is now expressed in elements, not Units: 8 Elements Supply [Supply Wagon, Transport ship or Bateaux]


Special thanks to Carnium, Bruit Bleu, TiFlo, TheDeadEye, Tarokaja, for their inputs [seen as Community Mod]

1755 Campaign setup and events, 1756 Moncalm Events only [* = events]
Size of major fortresses and depots reduced [second step in improving siege performance]
Garrisons in Mobile and New Orleans are now French, not Canadian
Louisboug city removed, port reduced in size [third step in improving siege performance]
* Amherst's Louisbourg Expedition always arrives at Halifax
* Abercromby-Amherst promotions/replacement text clarified
* Abercromby and Amherst remain wherever currently located when promoted [they used to 'jump' to largest force]
Starting replacements quantity reduced
* Corrected duplicate appearance of Compagnie d'Irlandais
* Added graphic to event reports that were missing
* Adjusted location possibilities and event notification for 'GBR Reaction Forces'
* Corrected "Oswego Lost" event to only occur if fort is already built
* Control of Village regions set to = 100 for France when Iroquois switch sides
* Fort Oswego event expanded: Warning message, requires 4+ units to build as a stockade, gets rebuilt as Fort max 2x, VP value eliminated after total 3x destruction
Reduced probability of 'Scorched Earth' policies [these burn a fort or village during defeat of garrison]
Added depot at Fort Duquesne [too much starving happening, plus it will help AI 'go there']
General revisions to options: reduce probability and quantity to buy More Troops, Highlanders, Dragoons, Artillery
Corrected the French Militia replacements in options to be Canadian, not French
Changed the option to buy French Regular replacements to buy Canadian regular replacements
Elite and Regular replacements option corrected to allow only one chance for each type when purchased
"Weight" for transport of Battoemen reduced to be same as other Infantry
Corrected error in rare Iroquois event [involving capture of Ft Niagara and Ft Frontenac]
French AI gets a permanently locked Garrison at Ft. Duquesne in 1756
Corrected rare error with Fort William Henry and Fort Edward build events
Sudden Death rule activates in 1760 [capture all objectives and Strategic Towns to end the game]
* Fixed duplicate message that Fort Carrilion was built

1759 Annus Mirablis
Wolfe's Canadian Army starts the game already landed near Quebec

1775/76/78 Campaigns
General Burgoyne now arrives on transports at sea, vs. always landed at Quebec [the Burgoyne mod]
General update of options, to give higher AI priority to Diplomatic choices
1776 setup adjusted: ownership of Augusta and Ninety Six to USA, Norfolk under siege
Loyalists in New York City and/or Philadelphia only appear if city is captured and owned by GBR
Marquis de Lafayette 'goes home and returns' historically, but only if France has not already entered the war
French entry into war removes diplomatic options relating to Foreigh Entry
Regularly occurring Militia replacements increased [were reduced dramatically in 1.04]
Duplicate messages for Galphin event corrected
Elite and Regular replacements option corrected to allow only one chance for each type when purchased
Increased frequency and probability for Militia replacements
USA AI gets 1 free depot at The Heights [Dorchester] in 1775
Corrected duplicate 1st Virginia Militia in 1775
Modified the events "British diplomacy tries to establish a coalition in Europe" and "Comte de Vergennes"


1777 Saratoga = 15 day turns variant
Scenario objectives revised to try to get AI to move south with Burgoyne , for futher evaluation

1791 Fallen Timbers = Major scenario update
IND has a depot [Western Indian Confederacy] at Shawnee Village to facilitate replacements
All combined leaders now appear correctly on map [vs. only 'seeing' the combat unit]
Pittsburg Fort reduced to Stockade [Fort Pitt was disintegrating in 1791], depot removed, city removed
Pittburg Garrion increaed in strength
Red Fork Settlers start at Red Fork !!!
Legion of the US only appears if USA has lower Morale than IND
Fort Pitt depot is built when Legion of the US appears
IND AI interest in Pittsburg set = 0 to reduce raiding there
USA "Poor Sanitation" only can occur October through May; also set to be less severe
Frequency of USA replacements reduced, with some chance to get none
When settlements or Indian Villages are burned [removed], extra VP are awarded, and if Strategic City = status eliminated
[the effect of this is compounded: if enough settlements are burned, USA will be unable to own enough for victory]
City at Fort Miami removed
Great Lakes water regions no longer blocked
Ohio Confluent [near Pittsburg] no longer blocked [so bateaux there is useful!!!]
IND leaders Blue Jacket and Little Turtle Strategic Rating value increased
Buckongahelas added as leader of the Delawares


1812 Campaign
General revisions and corrections to Objectives and Strategic cities
Rework of some towns, forts and Garrisons [in NorthWest territory]
VP balanced at start to minimize 'sit and win' possibility
Text strings for reinforcements updated to reflect Quebec arrivals
Merchant fleet sizes reduced in all shipping lanes
Stock exchange duplicate message removed
GBR gets more naval tranports
USA can 'give weapons' to their Indian allies too
USA Home Guard Militia added [new static unit/model] appearing at declaration of war in 1812
USA Home Guard 'State reaction forces' [also static] appear in each State if British Regulars enter that State
Iberville, LA now home of the 'Pirate Camp', giving Lafitte and his people a place to be in 1814
Port added to Fort Niagra to allow the Lake Erie to Lake Ontario portage to function [in region 285Tegynagerunte]
Garrison added to Gananoque Depot
AI-oriented changes:
New Orleans invasion force in 1814 revised to assist AI with Amphibious landing [now same as was applied to 1815 scenario]
AI aggression in winter lowered
All European OMB made unplayable: British fleet at London changed to event arrival [to prevent AI assigning fleets to go blockade there]

1813 Great Lakes
Corrected replacements events and text

User avatar
Carnium
Posts: 2115
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Location: Slovenia

Wed Apr 29, 2009 5:38 pm

Wow nice work :thumbsup:

Ian Coote
Major
Posts: 212
Joined: Mon Apr 23, 2007 12:08 pm

Wed Apr 29, 2009 5:44 pm

Thanks,time to go back to WIA. :thumbsup:

Joe Bukal
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Posts: 20
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Wed Apr 29, 2009 9:12 pm

Thank you everyone for the great work on update.
Joe Bukal :thumbsup:

oldspec4
Lieutenant Colonel
Posts: 251
Joined: Sat Nov 11, 2006 1:14 pm

Thu Apr 30, 2009 12:01 am

Outstanding.. :) . Ready to crank up another 1812 campaign.

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Comtedemeighan
Brigadier General
Posts: 425
Joined: Tue Mar 18, 2008 9:51 pm
Location: Beeri, Hadoram, Israel

Thu Apr 30, 2009 11:05 am

wow excellent gonna test this out :thumbsup:
Ense petit placidam sub libertate quietem - By the Sword We Seek Peace, But Peace Only Under Liberty
-Massachusetts state motto-

"The army is the true nobility of our country."
-Napoleon III-

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Carnium
Posts: 2115
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Location: Slovenia

Thu Apr 30, 2009 6:27 pm

Bad news. Got a critical error playing Annus mirabilis as the French side on the second British turn on day 4.
This was on fresh re-install of the game and patching to this beta patch.
See my game log for details, saved game also available.
Error detail:
19:16:47 [Critical ] TFactions.GetFactionByUID The faction of UID -1 was not found
19:16:47 (Reporting) Host MakeStep
19:16:47 [Error ] THost.MakeStep Exception caught: Violation d'acces a l'adresse 005BF147 dans le module 'WIA.exe'. Lecture de l'adresse 00000000 DebugStep: Replay Creation
19:16:47 (Reporting) Host MakeStep
19:16:47 [Error ] THost.MakeStep Exception caught: Violation d'acces a l'adresse 005BF147 dans le module 'WIA.exe'. Lecture de l'adresse 00000000 DebugStep: Replay Creation
19:16:47 (Reporting) Host MakeStep
19:16:47 [Error ] THost.MakeStep Exception caught: Violation d'acces a l'adresse 005BF147 dans le module 'WIA.exe'. Lecture de l'adresse 00000000 DebugStep: Replay Creation
19:16:47 (Reporting) Host MakeStep
19:16:47 [Error ] THost.MakeStep Exception caught: Violation d'acces a l'adresse 005BF147 dans le module 'WIA.exe'. Lecture de l'adresse 00000000 DebugStep: Replay Creation
19:25:32 [Error ] TAIEngine.ApplyAgenda Exception caught: Violation d'acces a l'adresse 0065A10A dans le module 'WIA.exe'. Lecture de l'adresse 00000008 LogStep: Summary1000303 Wolfe's Army
19:25:32 [Error ] THost.LoadHostFile One or more error while generating AI files. Check the logs
Attachments

[The extension txt has been deactivated and can no longer be displayed.]


User avatar
lodilefty
Posts: 7616
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Thu Apr 30, 2009 8:05 pm

Carnium wrote:Bad news. Got a critical error playing Annus mirabilis as the French side on the second British turn on day 4.
This was on fresh re-install of the game and patching to this beta patch.
See my game log for details, saved game also available.
Error detail:


We thought we'd squished this bug :( :o

[color="Red"][SIZE="3"]Hocus Pocus[/size][/color]

Thanks for your feedback :thumbsup:

Edit: [color="Red"]Please zip and send your saved game [or the AGECrashInfo.zip file] to [/color]support@ageod.com
Please refer to this post.

Thanks :)
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Carnium
Posts: 2115
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Location: Slovenia

Thu Apr 30, 2009 9:16 pm

lodilefty wrote:[or the AGECrashInfo.zip file]


Does this file auto generate itself when the game crashes ?
I get the option to send the files to AGEOD but it seems that they are not really sent.
Using Thunderbird as my primary e-mail client.

Saves sent via my gmail adress ;)

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lodilefty
Posts: 7616
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Location: Finger Lakes, NY GMT -5 US Eastern

Thu Apr 30, 2009 10:06 pm

Carnium wrote:Does this file auto generate itself when the game crashes ?
I get the option to send the files to AGEOD but it seems that they are not really sent.
Using Thunderbird as my primary e-mail client.

Saves sent via my gmail adress ;)


Some emails will, some won't [web-based won't for sure]
The 'Send Error Report' option must be checked in Main-Options-System

Thanks! :D
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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arsan
Posts: 6244
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Location: Madrid, Spain

Thu Apr 30, 2009 10:08 pm

Carnium wrote:Does this file auto generate itself when the game crashes ?
I get the option to send the files to AGEOD but it seems that they are not really sent.
Using Thunderbird as my primary e-mail client.

Saves sent via my gmail adress ;)


Hi Carnium!
I also use Thunderbird and when i accept the game "Send Report?" window the files get sent automatically. But it's sneaky. ;)
Check your "Sent elements" folder on Thunderbird and the sent files should be there (at least they are on mine! :) )
Cheers!

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Carnium
Posts: 2115
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Location: Slovenia

Thu Apr 30, 2009 11:03 pm

Thanks Arsan, but it seems that I am unable to send the files automatically

I have also noticed a strange unit in Annus mirabilis scenario.Army of Canada has a "captured" Indian Warrior unit :confused:
Image

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lodilefty
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Thu Apr 30, 2009 11:57 pm

Carnium wrote:Thanks Arsan, but it seems that I am unable to send the files automatically

I have also noticed a strange unit in Annus mirabilis scenario.Army of Canada has a "captured" Indian Warrior unit :confused:
Image


Argh! :(

Please send saved game also :w00t:
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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Carnium
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Fri May 01, 2009 1:12 am

lodilefty wrote:Argh! :(

Please send saved game also :w00t:


Done ;)

Any chances to give James Wolfe a "pillager" trait ?
His action against civilian population in Quebec should validate it:
The British army laid siege to the city for three months. During that time, Wolfe issued a written document, known as Wolfe's Manifesto, to the French-Canadian (Québécois) civilians, as a part of his strategy of psychological intimidation. In March 1759, prior to arriving at Quebec, Wolfe had written to Amherst: "If, by accident in the river, by the enemy’s resistance, by sickness or slaughter in the army, or, from any other cause, we find that Quebec is not likely to fall into our hands (persevering however to the last moment), I propose to set the town on fire with shells, to destroy the harvest, houses and cattle, both above and below, to send off as many Canadians as possible to Europe and to leave famine and desolation behind me; but we must teach these scoundrels to make war in a more gentleman like manner."

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Hobbes
Posts: 4437
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Fri May 01, 2009 9:49 am

Carnium wrote:Bad news. Got a critical error playing Annus mirabilis as the French side on the second British turn on day 4.
This was on fresh re-install of the game and patching to this beta patch.
See my game log for details, saved game also available.
Error detail:


Same error I have been getting in Pontiac!

Cheers, Chris

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lodilefty
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Fri May 01, 2009 12:18 pm

lodilefty wrote:Argh! :(

Please send saved game also :w00t:


DB boo boo :o

In this scenario only, the "Mohawk Scouts" got entered as a GBR force with a French unit definition :bonk:

Will fix :D

Thanks!!!! :thumbsup:

Note: interesting way to start a scenario with some captured equipment ;)
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Carnium
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Fri May 01, 2009 9:16 pm

lodilefty wrote:Note: interesting way to start a scenario with some captured equipment ;)


This equipment seems very much alive to me :mdr:
Glad you managed to find and fix this (minor) bug.

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lodilefty
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Fri May 01, 2009 10:14 pm

Carnium wrote:This equipment seems very much alive to me :mdr:
Glad you managed to find and fix this (minor) bug.


oops! :blink:

I was thinking of setting up with captured artillery or supply for 'flavor' :D

...like a scenario starting right after a raid....
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Carnium
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Fri May 01, 2009 10:21 pm

lodilefty wrote:oops! :blink:

I was thinking of setting up with captured artillery or supply for 'flavor' :D

...like a scenario starting right after a raid....


That sounds fantastic. Care to tell me whats on your mind this time? :neener:

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lodilefty
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Sat May 02, 2009 11:33 am

Carnium wrote:That sounds fantastic. Care to tell me whats on your mind this time? :neener:


Oh, just feverish imagination at work.... :blink:

...any suggestions? :D
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Carnium
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Sun May 03, 2009 4:05 pm

lodilefty wrote:Oh, just feverish imagination at work.... :blink:

...any suggestions? :D


Hmmm.. you mean for captured equipment or a scenario which would use it ?
Off the top of my head I remember that the French were re-using captured guns from their victory against Braddock.

Any chance to be able to train the Indians in the near future ?
I guess someone had to teach them how to use guns and it would be nice if you would be able to do that in the game to. I read somewhere that Rangers and Indians sometimes trained together and common French-Indian raiding parties were also quite frequent.

A bit off topic:
Just found this quite interesting site

Joe Bukal
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Mon May 04, 2009 6:07 pm

How long till this is fixed ? One of my games won't load now. Do I need to go back to old patch ? If yes do I just repatch ? Or do I wait for fix ?
Joe Bukal :confused:

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KG Erwin
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Will I Have to Start All Over?

Mon May 04, 2009 7:23 pm

Along with Joe B, I'm wondering if the official 1.05 will be OK to download over the defective beta patch. Will be a fresh reinstall be necessary?

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arsan
Posts: 6244
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Mon May 04, 2009 8:09 pm

Hi

Lodilefty or Pocus will give a definitive answer when they come around.

But my best bet is that the problem is just related with wia.exe file.
When the new and fixed beta patch comes around surely you will be able to patch over this one and continue playing. :thumbsup:
Probably you could even "downgrade" repatching with the latest official patch over this beta and thing will work OK. But i'm not 100% sure :neener:

In any case, you can always put apart you saved games just in case all goes wrong. And then do a clean reinstall and patch up to 1.04c and then put the saves again in the appropriate folder.

Curiously, i have been playing with this open beta patch all evening and it works Ok for me. No CTD, no nothing :confused:
I must be the lucky one :)

Regards

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Siekster
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Tue May 05, 2009 2:35 am

Same here Arsan.... I'm 5 turns into a PBEM with the beta patch and no problems here.
"You underestimate my powers!!!"

-Anakin Skywalker, moments before jumping and having three of his extremities hacked off by a lightsaber...

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lodilefty
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Tue May 05, 2009 12:07 pm

It appears to be a random AI calculation thing. Stay tuned ....
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TiFlo
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Location: Ottawa, eh!

Tue May 05, 2009 2:14 pm

Great patch! Thank you!

Battoemen now only have Pontooner and Ranger Supply [game engine limitation to only one move bonus ability]
:blink: What...??? :D
[CENTER]« Quel pays ! Quels hommes ! Quelle guerre ! Non, ma chère maman, votre enfant n'est pas fait pour habiter cette contrée barbare. »
[/CENTER]
[CENTER] Louis-Antoine de Bougainville, 1758
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[CENTER][color=DarkGreen]WIA 1.05 Patch[/color]
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lodilefty
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Tue May 05, 2009 2:39 pm

TiFlo wrote:Great patch! Thank you!

:blink: What...??? :D


The game engine will only apply a limited number of abilities from the same 'family', so we eliminated 'Ranger Move' and kept 'Pontooner' :)
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Pocus
Posts: 25664
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Tue May 05, 2009 5:05 pm

TiFlo wrote:Great patch! Thank you!

:blink: What...??? :D


I feel ashamed. This gauntlet in the face is horrible :neener:
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Hobbes
Posts: 4437
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Sat May 09, 2009 9:58 am

lodilefty wrote:The game engine will only apply a limited number of abilities from the same 'family', so we eliminated 'Ranger Move' and kept 'Pontooner' :)


Lodi, just to be clear - I should eliminate Ranger_Pathfinding but keep Pontooner and Ranger_Survival in my model?

Thanks, Chris

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