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lodilefty
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WIA Patch 1.10d Official = November 7, 2012

Sat Oct 27, 2012 11:25 am

Updated November 7, 2012.

This is to be considered the Legacy Patch for WIA.
Only a catastrophic failre [something that simply does not function and stops gameplay] could result in another patch.

Modders may now be confident that no new patches will occur to disrupt their efforts.

Thank you for Playing Wars in America!



Saves from 1.10 or later are compatible.
[B]This patch is comprehensive, containing all changes since the original release of WIA [version 1.00b]

[/B]


  • Game Engine [updated to version 121011]

    • 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 1.08]

      • 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
    • Exported several additional Game parameters [see \Settings .opt files]
    • Enabled new Main Menu Options:

      • 120 DPI fonts
      • Dynamic Borders [caution: may cause slow map scrolling]
    • Reduced “away from home” move penalty [affects Militia and Irregular Units that have a defined “home area”]
    • 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
  • Setups

    • All scenarios recompiled
    • 1813 Great Lakes

      • Isle Orleans ocean region unblocked to allow bateaux access to port
  • Events

    • 1755 Campaign [original and COL variant]

      • The Spanish transport at Penacola now unlocks when Spain enters the war
    • 1689 King William's War

      • Added check for absence of an existing fort to the French Option to build a fort at Quebec
    • 1812 Campaign and 1813 Great Lakes

      • Changed Tecumseh and his Indian units to Winter at Shawnee Village
  • Graphics, Text, Models and Units:

    • Includes all Models, Units and Graphics for King Philip's War mod
    • Changed all Leaders with “Entrencher” ability to have “Defensive Engineer”
    • Spansh Naval units now all have 0 Command Cost
    • Latest version of LocalStrings__AGE.csv included
    • Corrected several text references for Units and Models

      • Unit UID 700 $Unit_ShortName_GBR_ArtPW
      • Model UID 711 $Model_ShortName_ING_UncasKW
    • Unit Home Area changes

      • Rangers, Mountain Boys and Couereurs now “at home” anywhere in North America
      • American Riflemen and Morgan's Light Infantry are “at home” anywhere in North America
    • Completed a review and update of AutoRaise rule assignments to Units.
  • Documentation

    • The Strategic Maps v2.0
    • created by Emx77 are included. Thank you!!!
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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ERISS
AGEod Guard of Honor
Posts: 2205
Joined: Mon Aug 23, 2010 10:25 am
Location: France

Sat Oct 27, 2012 2:13 pm

Again the black fonts on DarkVision sheet style forum.

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lodilefty
Posts: 7613
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Sat Oct 27, 2012 2:32 pm

ERISS wrote:Again the black fonts on DarkVision sheet style forum.


Again I'm caught running an experimental color scheme :bonk:


Sorry :blink:
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Hobbes
Posts: 4436
Joined: Sat Mar 11, 2006 12:18 am
Location: UK

Sat Oct 27, 2012 3:06 pm

A huge thank you for all your work on WiA and for your support of my mods over the past few years Lodi! :love:
I'll post the version of the King Philip's War scenario that goes with the final patch a little later or tomorrow.
The end of an era (hopefully :) )

Thanks,
Chris

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Paul Roberts
Posts: 520
Joined: Sun Apr 15, 2007 9:26 pm
Location: Between the Schuylkill and the Wissahickon

Sat Oct 27, 2012 4:37 pm

Hobbes wrote:A huge thank you for all your work on WiA and for your support of my mods over the past few years Lodi! :love:
I'll post the version of the King Philip's War scenario that goes with the final patch a little later or tomorrow.
The end of an era (hopefully :) )

Thanks,
Chris


This. Three cheers for lodilefty!

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Xaloc
General of the Army
Posts: 610
Joined: Wed Sep 13, 2006 8:14 pm
Location: Majorca

Sun Nov 04, 2012 10:01 am

thank you very much for all the work done lodilefty :coeurs:

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lodilefty
Posts: 7613
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Wed Nov 07, 2012 3:26 pm

Updated to 1.10d

The "all Development levels Wild" bug reported in AACW was discovered also in WIA....

My apologies to the community :bonk:

Re-download from post 1:
http://www.ageod-forum.com/showthread.php?26783-WIA-Patch-1-10d-Official-November-7-2012&p=252943&viewfull=1#post252943

The fix is only effective in newly started games.
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shotgunfacelift
Corporal
Posts: 59
Joined: Mon Nov 12, 2012 11:16 am
Location: Bordeaux

Mon Nov 12, 2012 11:32 am

Hey
I've started a new 1755 campaign with 1.10d.Many structures are missing, leaving colonists and militias out in the wilderness :p leure:
Is it a bad installation or...

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lodilefty
Posts: 7613
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Mon Nov 12, 2012 12:07 pm

shotgunfacelift wrote:Hey
I've started a new 1755 campaign with 1.10d.Many structures are missing, leaving colonists and militias out in the wilderness :p leure:
Is it a bad installation or...


Bug. Old setup that omits the Settlements and Stockades!
For now play the 1755 Colonial variant, as it is more up to date...
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Taijian
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Posts: 24
Joined: Mon Jul 18, 2011 2:07 pm

Mon Nov 12, 2012 2:32 pm

Aaaaaaaaaaaaand I have one more for you to fix! :(

In my current 'War of 1812' PBEM as Britain, I have run into the problem that I did not receive most of the reinforcements and replacements I should receive in 1814 after Napoleon goes into exile. As far as I can tell, this is caused by the following:

a) Napoleon went into exile early, the event 'evt_nam_Abdicate' fired in January 1814.

b) This in turn caused the event 'evt_nam_Exile' to also fire at he earliest date possible - i.e. in March 1814.

c) The event 'evt_nam_Exile_count' thus starts counting in March 1814 (March = 1, April = 2, etc...).

d) Most of the British reinforcement & replacement events in 1814 are triggered by a combination of 'MinDate = ...' & 'EvalEvent = evt_nam_Exile_count;=;X'. This leads to a situation where in my case the 'Exile count' ran ahead of the 'MinDate', thus making the event impossible to trigger.

So, unless this is WAD (which I doubt), IMHO the 'EvalEvent' triggers need to be changed to '>=' and the max occurence of the events then be reduced to '1'. It is already done this way for the big fleets (to burn Washington and try to capture New Orleans, so they do appear, even for me).

Could you please confirm this bug, so that I can change my files locally and convince my PBEM partner to accept this edit?

Thank you for all you've done for this game!

homet
Corporal
Posts: 54
Joined: Fri Jun 22, 2012 11:55 pm
Location: Los Angeles

Tue Nov 13, 2012 4:01 am

The same issue reported with the missing structures in the 1755 Campaign game is also present in the FIW campaign. It appears the the short term fix is also the same. Use the "Colonial" variant.

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lodilefty
Posts: 7613
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Tue Nov 13, 2012 1:25 pm

Taijian wrote:Aaaaaaaaaaaaand I have one more for you to fix! :(

In my current 'War of 1812' PBEM as Britain, I have run into the problem that I did not receive most of the reinforcements and replacements I should receive in 1814 after Napoleon goes into exile. As far as I can tell, this is caused by the following:

a) Napoleon went into exile early, the event 'evt_nam_Abdicate' fired in January 1814.

b) This in turn caused the event 'evt_nam_Exile' to also fire at he earliest date possible - i.e. in March 1814.

c) The event 'evt_nam_Exile_count' thus starts counting in March 1814 (March = 1, April = 2, etc...).

d) Most of the British reinforcement & replacement events in 1814 are triggered by a combination of 'MinDate = ...' & 'EvalEvent = evt_nam_Exile_count;=;X'. This leads to a situation where in my case the 'Exile count' ran ahead of the 'MinDate', thus making the event impossible to trigger.

So, unless this is WAD (which I doubt), IMHO the 'EvalEvent' triggers need to be changed to '>=' and the max occurence of the events then be reduced to '1'. It is already done this way for the big fleets (to burn Washington and try to capture New Orleans, so they do appear, even for me).

Could you please confirm this bug, so that I can change my files locally and convince my PBEM partner to accept this edit?

Thank you for all you've done for this game!


Confirmed that you are mostly correct.
The Exile count event should also have a MinDate = 1814/06/01
Will be corrected in upcoming patch
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shotgunfacelift
Corporal
Posts: 59
Joined: Mon Nov 12, 2012 11:16 am
Location: Bordeaux

Tue Nov 13, 2012 1:29 pm

Okay, started a new COL variant, played 3 years in, but it seems I'm not getting free replacements anymore from depots as well :sherlock:
Dunno if wad, but quite challenging :rofl:

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lodilefty
Posts: 7613
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Tue Nov 13, 2012 3:16 pm

Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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