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Pocus
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---> AACW 1.05g Quickfix <---

Mon Jul 09, 2007 4:53 pm

Dear players,

A quickfix to clean 2 bugs encountered this week-end (this patch is comprehensive though).

The new sound mixing library is in, and will enable new sound effects.

Statics units (with a move ratio of 0) have a dedicated tooltip now.

Combats parameters have been adjusted and are less lethal. (for whose who know: 150>125 for fire and 50>40 for assault)

A full readme will be issued with upcoming 1.06 patch, due this end of the week (AI special).

http://ageoddl.telechargement.fr/latest/AACW_Patch.zip
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Paul Roberts
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Location: Between the Schuylkill and the Wissahickon

Mon Jul 09, 2007 7:27 pm

Thanks for the update!

An oddity: Since installing 1.05g the buttons for "return to main menu" and "proceed to next turn" on the upper-right panel have had their functions reversed. That is, the bugle now goes to the main menu and the telegraph now proceeds to the next turn. (My current game was started under 1.05f and now continued under 1.05g.)

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Hobbes
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Location: UK

Mon Jul 09, 2007 7:37 pm

I also get this problem.
Cheers, Chris

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blackbellamy
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Mon Jul 09, 2007 7:55 pm

That's excellent news considering the next turn button doesn't have a confirmation dialog! :niark: :niark: :niark:

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Hobbes
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Mon Jul 09, 2007 8:11 pm

blackbellamy wrote:That's excellent news considering the next turn button doesn't have a confirmation dialog! :niark: :niark: :niark:


That would be a nice addition, I have pressed it by accident a few times.

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Gray_Lensman
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Location: Who is John Galt?

Mon Jul 09, 2007 8:29 pm

Paul Roberts wrote:Thanks for the update!

An oddity: Since installing 1.05g the buttons for "return to main menu" and "proceed to next turn" on the upper-right panel have had their functions reversed. That is, the bugle now goes to the main menu and the telegraph now proceeds to the next turn. (My current game was started under 1.05f and now continued under 1.05g.)


Do I hear a v1.05h in the background?

Mike
Sergeant
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Mon Jul 09, 2007 9:49 pm

Was about the report the 'next turn' glitch, but I see I'm too late. :siffle:

Massattack
Conscript
Posts: 11
Joined: Mon Jul 02, 2007 11:13 pm

Mon Jul 09, 2007 11:01 pm

I am also getting a much longer game loading time. After a 2 hour session, I had trouble quitting with windows telling me I had low virtual memory. I have not noticed these problems with earlier patches.

Regards

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boajack
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Tue Jul 10, 2007 6:58 am

I also experience an increase in the ai turn time since the 1.05f patch... . :tournepas

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Pocus
Posts: 25673
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Location: Lyon (France)

Tue Jul 10, 2007 10:09 am

Your hard drive has a lot of space still available I suppose (on the system and game partition) ?
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Pocus
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Location: Lyon (France)

Tue Jul 10, 2007 10:11 am

boajack wrote:I also experience an increase in the ai turn time since the 1.05f patch... . :tournepas


This comes from some adjustments in the AI for 1.06. It will increases significantly when you change from a version to another, as the AI adjust, but after some turns it should be a bit slower but not that much, hopefully.
Image


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

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Tue Jul 10, 2007 10:12 am

Paul Roberts wrote:Thanks for the update!

An oddity: Since installing 1.05g the buttons for "return to main menu" and "proceed to next turn" on the upper-right panel have had their functions reversed. That is, the bugle now goes to the main menu and the telegraph now proceeds to the next turn. (My current game was started under 1.05f and now continued under 1.05g.)

This may have been done on purpose? I like it this way. I, too, have accidentally pressed "Next turn," when I meant to hit "Save."

My issue with this patch is with the sound. It sounds great, but the music is much louder than the sound effects. If I set the volume to a level that makes the music sound as I want it to, I can barely, if at all, hear the sound effects. If I set it so that the sounds are satisfactorily heard, the music blasts - way too loud.

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Franciscus
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Location: Portugal

Tue Jul 10, 2007 10:22 am

Pocus wrote:Combats parameters have been adjusted and are less lethal. (for whose who know: 150>125 for fire and 50>40 for assault)


Yes, these are the parameters that I personnaly feel give "better" results.

As a side note, you should also update the text that explains this parameter in the combat file:
"cbtHitCoef = 125 // is the % chance, in 1/100 (meaning 1.5% :bonk: here) to hit the enemy, for each final firepower point."

If the switch in buttons is intentional, it should be widely publicized as it is sure to bring a great deal of confusion

I must say that since the last 2 or 3 patches I am already feeling that the AI is significantly better on a "tactical" level. In the scenarios, athena builds stacks with more "logic" and that certainly pack more punch.

Keep up the great work, Pocus :cwboy:

Massattack
Conscript
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Joined: Mon Jul 02, 2007 11:13 pm

Tue Jul 10, 2007 3:04 pm

Massattack wrote:I am also getting a much longer game loading time. After a 2 hour session, I had trouble quitting with windows telling me I had low virtual memory. I have not noticed these problems with earlier patches.

Regards


This may have been some problem associated with accumulating patches on top of each other. I reinstalled and applied the 1.05g quickfix patch, and all appears back to normal.

Regards

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Pocus
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Location: Lyon (France)

Tue Jul 10, 2007 3:21 pm

Until there is a full set of options for Music in the main menu, I will reduce the volume manually within the code (for the next patch, 1.06)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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mikee64
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Posts: 413
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Location: Virginia
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Tue Jul 10, 2007 3:40 pm

NM - idiot factor at work due to running 2 different versions of the game for different pbems... sorry.

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blackbellamy
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Tue Jul 10, 2007 5:59 pm

Pocus wrote:Until there is a full set of options for Music in the main menu, I will reduce the volume manually within the code (for the next patch, 1.06)


Ah, very good. I've had to shut off the music completely because it's too intrusive, but I would love to listen to it at a lower volume to add atmosphere.

Zoetermeer
Sergeant
Posts: 71
Joined: Sun Jun 03, 2007 4:08 pm
Location: Memphis, TN

Tue Jul 10, 2007 6:57 pm

I think I missed what this new sound mixing library does exactly...were new sounds/music added to the game, or does this allow us to add custom ones?

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Chamberlain
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Location: New York

Tue Jul 10, 2007 7:56 pm

Zoetermeer wrote:I think I missed what this new sound mixing library does exactly...were new sounds/music added to the game, or does this allow us to add custom ones?


Zoetermeer,

Here you go :

http://www.ageod-forum.com/showthread.php?t=4805

Chamberlain

richfed
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Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
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Thu Jul 12, 2007 12:36 am

Pocus wrote:Until there is a full set of options for Music in the main menu, I will reduce the volume manually within the code (for the next patch, 1.06)


Thanks Pocus ... because I love the sounds and music. They add a lot to the game's flavor.

FYI - The intro song comes on at "normal" volume, however, during actual game play --- it roars!! Much louder than the game sounds, so it is difficult to adjust the volume to where everything is acceptable.

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