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Civil War II v1.01 Update

Posted: Wed Oct 23, 2013 4:31 pm
by Philkian
The grand strategy game set during the bloody battles of the American Civil War, Civil War II is already a classic of the genre, and now aims to get better thanks to the v.1.01 Update provided by Ageod (www.ageod.com).

The v.1.01 Update fixes some minor bugs in the Terrain, the Maps, Abilities spelled incorrectly and a complete revision of the Volunteers and Kentucky options. New events have been added, such as Indian Home guard units in KS (thanks to Ol'Choctaw), and Texas-Mexico border trade. Overall Gameplay, User Interface and AI have been improved and enhanced.

The main feature of this Update is the Bonus Scenario The West Campaign, featuring the operations of famous generals Grant, Sherman, Johnston and other well-known faces. This campaign lasts 24 turns and is a great stepping-stone for people wanting to prepare for the Grand Campaign!

For the full changelog check below:

v1.01 – October 23, 2013
Bonus Scenario
There is a new mid-sized scenario proposed in this patch, the West Campaign, featuring the operations of famous generals Grant, Sherman, Johnston and a few others well-known faces. This campaign lasts 24 turns and is a great stepping-stone for people wanting to prepare for the Grand Campaign!

Interface
• Regional decisions get improved tooltips
• Flag fluttering is stopped during hosting.
• Scrolling is now done 3 messages at a time in message panel (half of message panel height).
• Leaders masking others stacks in region get more informative tooltips
• Boot icon tooltip fixed
• Tab in ledger renamed
• Changed the look of some CSA flags
• Very slow or under recruitments units get a brown ribbon.
• Shortcuts added to some special orders. Shortcuts added to postures and ROEs. Check the buttons to learn about them.
• Promotable leaders get their name pulsating with a + after their name.
• Improved leaders listing in the Units List screen.

Gameplay
• Battle planner will trigger often (there can be false positive, i.e it triggers but no battle ensues)
• Blockade Runner 'income' increased (were suffering from the reduction from 'easy OMB handling')
• Development level increases moderately movement cost (-20% speed in wild region, -10% in cleared, no change above)
• Weather will be more variable depending of the grand weather zones.
• Neutral units can't pillage your regions.
• Battle planner will only trigger if a battle is certain. At most 5 deployments shown and usable.
• Strategic redeployment now requires a continuous rail line from start to end. In addition, if your redeploy outside the theater (filter 6) you pay 10% of the weight (minimum 1) from wear and tear in rail pool. Finally, redeployment is now limited to non combat units.
• Damage potential of fleets upped (from 25 to 40). Damage potential of land batteries lowered (from 50 to 40). After verifications, Ironclads will shave off as expected most hits, transforming them in cohesion losses instead.
• Can't use fixed units in divisions anymore.
• XP kept when training decreased from 50% to 10%, to prevent veteran militia becoming elite regular infantry.
• Powder Mill produce much more ammunitions.
• Iron Works produce 20% less war supplies

AI
• Recon&Raid max distance from 5 to 2 regions
• AI Aggressivity down, overall and in Mid-Atlantic particularly
• AI dismisses brigades more often resulting in improved formations with more punch!
• Optimized slightly AI recruitments

Events
• Added events (USA) for Indian Home guard units in KS (thanks Ol'Choctaw)
• Unlocked Tennessee in July
• Union River Ironclads can be built earlier
• KY neutrality event cancelled
• Added event for Texas-Mexico border trade
• Several new flavor events added for CSA and USA
• Fixed CSS Alabama construction events
• Fixed volunteers options
• Fixed Slaves options
• Improved Industrial Options (icons on the map)
• Divisions can now be formed from October 61 only (no limit)
• Corps can now be formed from March 62 only (no limit)
• Double McCook/Shields in West Campaign 62 removed
• KY neutrality/Invasion events chain fixed by Lodilefty
• Fixes and changes in volunteers, Emancipation and financials options.

Data
• Naval Engineer ability added (explains they speed up ship construction/repair)
• Added rail repair fastest attribute (x2) to engineers and pioneers
• Fixed movement type of rangers (and 'light' units) to avoid their frequent 'walk on water' capabilities, plus a terrain cost was fixed
• Fixed links between AZ OMB and map
• Fixed some VA multiple entry ports
• Fixed intermixed images of J. Palmer (admiral and general were swapped)
• Reduced Defensive Works decisions trenches level from 8 to 4 and increased its duration to 2 turns instead of 1
• Fixed some wronged weather names on terrains
• Fixed wrong elements names of Longstreet and Cocke's brigades
• Added Nashville force + Zollicoffer in April campaign (June reinforcement missing)
• Removed double Central California garrison
• Fixed wrong Army names at start
• Union cottonclads are now Tinclads
• Brigades OH/PA are in the game
• Minor Map fixes (St Paul MN)
• Added initial shipyards in Cairo IL and Saint Louis MO
• Fixed Models for erroneous abilities and pictures (siege art)
• Fixed Units for erroneous zones of construction (siege arty)
• Fixed some abilities displayed wrongly
• Fixed regions for proper city sprite position displays
• Minor Terrain fixes
• Added Dynamic Graphics to give more feedback on region structures to player
• Fixed some upstate NY cities wrong location
• Fixed Indian territory settlements and forts
• Added some CSA redoubts (Camden AR, Ft Pillow)
• Fixed Eastern TN unionists + added Knoxville and Chattanooga as strategic cities
• John Baylor has now his proper portrait
• CSA Mounted Volunteers are now corrected (not a support unit)


To download the update, players can run “Check for Update” via the game menu or download it on the product download page.

Direct link being:
ftp://ftp.matrixgames.com/pub/CivilWarII/CivilWarII-UpdateComp-v101.zip
(the 2 lines above added by Pocus.)

Get more information on Civil War II from its official product page.

Posted: Wed Oct 23, 2013 5:21 pm
by ajarnlance
Looks like the AGEOD team has been hard at work improving this awesome game, as always. Thanks guys! There is a contradiction, however, in the announced changes to the battle planner:
1) "Battle planner will trigger often (there can be false positive, i.e it triggers but no battle ensues)"
2) "Battle planner will only trigger if a battle is certain."
Which is it?

Sorry to start your next "to do list" but the problem of AI generals wandering around behind enemy lines with no troops, or just sitting in a region, again with no troops, is spoiling the game. Please see this thread for details, NOTE other players are also experiencing the same problems. http://www.ageod-forum.com/showthread.php?32934-Stranded-generals

Thanks again for being such responsive developers. I know you are a small company but your devotion to your customers is inspiring!

Posted: Wed Oct 23, 2013 5:24 pm
by Ace
ajarnlance wrote:Looks like the AGEOD team has been hard at work improving this awesome game, as always. Thanks guys! There is a contradiction, however, in the announced changes to the battle planner:
1) "Battle planner will trigger often (there can be false positive, i.e it triggers but no battle ensues)"
2) "Battle planner will only trigger if a battle is certain."


No 2) is the final one. No 1) was in beta patch, it has been improved since then.

Posted: Wed Oct 23, 2013 5:34 pm
by minipol
Thanks for the game update :thumbsup:

Posted: Wed Oct 23, 2013 5:45 pm
by derfderf
Thans for the update. However, if we have updated using the Beta should we still update? If we do update again will the beta create any problems?

Posted: Wed Oct 23, 2013 6:05 pm
by ajarnlance
Ace wrote:No 2) is the final one. No 1) was in beta patch, it has been improved since then.


Thanks Ace.

Posted: Wed Oct 23, 2013 8:51 pm
by Ebbingford
Why isn't the link to the download here?

Posted: Wed Oct 23, 2013 8:53 pm
by bob.
Try the updater through the game menu, that should be the easiest way.

Posted: Wed Oct 23, 2013 11:30 pm
by derfderf
My updater doesn't work

Posted: Wed Oct 23, 2013 11:53 pm
by Topeka
derfderf wrote:My updater doesn't work


My updater also doesn't work

Posted: Thu Oct 24, 2013 12:24 am
by Franciscus
yup, Matrix updater does not work (gets stuck "creating handle")

But the link to download it via the so called product's page is working.

Posted: Thu Oct 24, 2013 12:25 am
by Aurelin
http://www.ageod.co.uk/products/500/downloads/

My updater stops to update itself, then runs and d/ls.

Posted: Thu Oct 24, 2013 12:28 am
by Franciscus
I agree the link to download the patch should be on this forum too

Posted: Fri Oct 25, 2013 9:05 am
by Pocus

Posted: Fri Oct 25, 2013 9:21 am
by Ebbingford
:thumbsup:

Posted: Fri Oct 25, 2013 7:28 pm
by geoffreyg
My opponent and I had already reached November 61 in a game without division status being available and then patched.
After a turn or two still no sign of this.
Does anyone know when it will arrive?

Posted: Fri Oct 25, 2013 8:05 pm
by Ol' Choctaw
geoffreyg wrote:My opponent and I had already reached November 61 in a game without division status being available and then patched.
After a turn or two still no sign of this.
Does anyone know when it will arrive?


You must have hit a glitch somewhere. It has been the early Oct. turn for me every time.

Posted: Fri Oct 25, 2013 8:07 pm
by geoffreyg
Many thanks.

Posted: Sat Oct 26, 2013 11:43 pm
by Q-Tips
Just downloaded the update. Now that i start a new game (The coming fury campaign) it looks to be missing the Norfolk force and CSS Virginia in Norfolk. Isnt it supposed to be anymore?

Posted: Mon Oct 28, 2013 3:44 pm
by PhilThib
It looks like the fix required by some Betas on Norfolk capture was mishandled by me when I rewrote the event. This part is indeed missing. Will come with next patch. Thanks for the catch

Posted: Tue Nov 05, 2013 11:00 pm
by John S. Mosby
PhilThib wrote:It looks like the fix required by some Betas on Norfolk capture was mishandled by me when I rewrote the event. This part is indeed missing. Will come with next patch. Thanks for the catch


Which leads us to the next question... any time frame on the next patch?

Posted: Wed Nov 06, 2013 8:57 am
by PhilThib
Quite soon ;)

Posted: Sat Nov 16, 2013 3:03 pm
by Congoblue
Any date for the next patch?
Cheers.

Posted: Mon Nov 18, 2013 9:28 am
by Pocus
Hopefully before December.