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New official 1.11d patch

Posted: Fri Oct 03, 2008 2:42 pm
by Pocus
Dear players,

Here is the new AACW patch, enjoy!

http://ageoddl.telechargement.fr/latest/AACW_Patch.zip

[font="]==============================================================================[/font]
[font="]AGEod's American Civil War Update 1.11c[/font]
[font="]October 3rd, 2008[/font]
[font="]==============================================================================[/font]

[font="]This patch contains all changes since the start. [/font]
[font="]Warning: All railroads improvements will not be impacted in current games though, although no additional side effects will appears.[/font]

[font="]***[/font]

[font="]SPECIAL WARNING: When restarting a saved game after installing this update version, the new fort located at Ft Delaware (in New Jersey), will initially be the previous CSA garrison that resided at Ft De Soto in Florida. When you initiate the turn, a special one-time event converts the CSA Ft De Soto Garrison to the USA Ft Delaware Garrison. The name of the fort will remain Ft De Soto however until you complete the saved game. (The old name is embedded in the saved game file and cannot be easily changed.)[/font]

[font="]***[/font]

[font="]==============================================================================[/font]
[font="]Bugs[/font]
[font="]==============================================================================[/font]
[font="]- Patrol move (doing a round trip back to the original region) was not working anymore.[/font]
[font="]- A rare bug when a force move and should not has been fixed.[/font]
[font="]- fixed a loophole about generals & charges. If a general is removed from command and is named to another army, he will only protest if the new army is weaker and if the other general (in charge of his previous army) has less seniority. Before, the power of the 2 armies where not checked.[/font]
[font="]- fixed an issue in the Swap general order.[/font]
[font="]- A rare bug when adding back to a fleet some troops has been fixed.[/font]

[font="]==============================================================================[/font]
[font="]Interface[/font]
[font="]==============================================================================[/font]
[font="]- AACW is now available in German![/font]

[font="]- Fixed an issue with the Resume game button (shortkey: R).[/font]
[font="]- New sentry orders: [/font]
[font="]<SPACE>: In sentry for one turn. [/font]
[font="]<CTRL><SPACE>: In sentry until 90% healed.[/font]
[font="]Reminder:>[/font]
[font="]<S>: Permanent Sentry (until moving or attacked) (hit again <S> or <SPACE to remove the sentry state)[/font]
[font="]<CTRL><S>: Remove all Sentries on map.[/font]


[font="]Sentry order is useful when you browse your units with the keys E,R,T,Y (with shift as an option)[/font]

[font="]- <SHIFT><C>: Center on the destination of the unit.[/font]
[font="]Reminder: <C>: Center on the current region of the unit.[/font]

[font="]- <H>: Put directly the selected force in structure, if some available in the region.[/font]

[font="]==============================================================================[/font]
[font="]Scenarios[/font]
[font="]==============================================================================[/font]
[font="]- Bigus scenarios translated into French.[/font]

[font="]==============================================================================[/font]
[font="]Gameplay[/font]
[font="]==============================================================================[/font]
[font="]- Ships blocking troop passage over the river now have 23% chance per ship to block the passage (of all troops during the turn), up to 90%. Before this was an on/off decision.[/font]

[font="]==============================================================================[/font]
[font="]AI[/font]
[font="]==============================================================================[/font]
[font="]- The AI is much more prudent with amphibious landing.[/font]

[font="]==============================================================================[/font]
[font="]MISCELLANEOUS IMPROVEMENTS from the AACW IMPROVEMENT TEAM[/font]
[font="]Coordinator: Gray_Lensman. Thanks to Bigus, Berto, Jabberwock.[/font]
[font="]==============================================================================[/font]
[font="]1.) More River/Water region Linkage and Object placement rework.[/font]

[font="]2.) Massachusetts Bay (1493) has been redefined to "Coastal" waters. This allows any ironclads to transit to/from the other "Coastal" waters regions. There is a Short Transit JumpLink between Massachusetts Bay (1493) and both Long Island Sound (1363) and Long Island Coast (1365) to facilitate this movement.[/font]

[font="]3.) Reworked text comment linkages to the following events[/font]

[font="]a.) evt_nam_CSA_TexasRgrBde should now display "The Texas Rangers Brigade has been formed"[/font]
[font="]b.) evt_nam_CSA_GeorgiaBde should now display "The Georgia Brigade has been formed"[/font]
[font="]c.) evt_nam_CSA_MississippiBde should now display "The Mississippi Brigade has been formed"[/font]

[font="]4.) Recently fixed Naval events for the April 1861 scenario should now also display a proper text comment.[/font]

[font="]5.) Some graphic name/spelling corrections.[/font]

[font="]a.) Lawrence, PA (48) "Beaver" changed to "Rochester"[/font]
[font="]b.) Miflin, PA (68) "Miflintown" changed to "Mifflintown"[/font]
[font="]c.) Wayne, OH (414) "Wooster" changed to "Orrville"[/font]
[font="]d.) Harlan, KY (556) "Mt Pleasant" changed to "Cumberland Ford"[/font]
[font="]e.) Somerset, PA (1479) "Sommerset" changed to "Somerset"[/font]

[font="]6.) Isaac Stevens removed from 1863 2-theatre Campaign. He was killed in Sept 1862.[/font]

[font="]7.) Units introduced by the Partisan Ranger Act of 8162 event, should now all be buildable.[/font]
[font="]a.) Light Infantry should show up in random southern cities (emphasis on the South_East)[/font]
[font="]b.) Partisans and Mounted Partisans should show up in random southern cities (emphasis on the South_West)[/font]

[font="]8.) Tutorial #1 and Tutorial #2 scenarios brought up to current update status.[/font]

[font="]9.) Potomac Gunboats placed on the Potomac River. (1862 2-player scenario)[/font]

[font="]10.) Extensive Fort rework including the removal of Ft De Soto and the addition of Ft Delaware.[/font]

[font="]11.) Included some rework on the Gettysburg scenario provided by Bigus and background information for the Kentucky scenario provided by Berto.[/font]

Posted: Sat Oct 04, 2008 6:29 pm
by Franciscus
Great. Downloading :thumbsup:
A bit intrigued about amphibious AI - what are the juicy news ?? ;)

([SIZE="1"]PS: please correct the small mistake on the text - 1.11c -> 1.11d[/size]

Posted: Sat Oct 04, 2008 10:03 pm
by javelina1
merci beaucoup! just loaded it up. :)

Crashed & Burned

Posted: Sat Oct 04, 2008 11:48 pm
by billyplod
:confused: Applied patch and unable to reload game - the load sequence hangs in the first load screen. AGESETTINGS.EXE running. UNinstalled completely now unable to reinstall game !?

Posted: Sun Oct 05, 2008 12:43 am
by AndrewKurtz
I think there may be an issue with 'S' - Permanent Sentry. I've been assigning units to permanent sentry and they are right back in the rotation again next turn.

Posted: Sun Oct 05, 2008 12:47 am
by AndrewKurtz
billyplod wrote: :confused: Applied patch and unable to reload game - the load sequence hangs in the first load screen. AGESETTINGS.EXE running. UNinstalled completely now unable to reinstall game !?


Using VISTA? I've had situations where is seems to just hang at step 1/3. But after a reboot, it starts working again.

That said, more information than "unable to reinstall game" would probably be helpful.

Posted: Sun Oct 05, 2008 12:50 am
by lodilefty
AndrewKurtz wrote:Using VISTA? I've had situations where is seems to just hang at step 1/3. But after a reboot, it starts working again.

That said, more information than "unable to reinstall game" would probably be helpful.


I'm "Vistaed", and it runs OK.... :blink:

Posted: Sun Oct 05, 2008 1:05 am
by AndrewKurtz
lodilefty wrote:I'm "Vistaed", and it runs OK.... :blink:


Mine runs OK most of the time too. Just every once in a while, it seems to hang on the engine loading.

Posted: Sun Oct 05, 2008 1:04 pm
by andatiep
- Ships blocking troop passage over the river now have 23% chance per ship to block the passage (of all troops during the turn), up to 90%. Before this was an on/off decision.


I would like to modifie the AACW Strategy Guide on the community documentation (AACW WIKI) with this big change. But i'm not sure with my english speaking. What should i do with this article :
http://ageod.nsen.ch/aacwwiki/AACW_strategy_guide#Preventing_river_crossings

Should i understand that we should remove the 4 ships necessary to block a river crossing, that you have now a chance to block it with only one ship and that the enemy have now anyway a chance to cross even if there is more than 4-5 ships on the river ?

By the way : does it block immediatly or the next turn ? I mean, if my ships arrive let's say the Day 4 of the current turn and the enemy troops try to cross the day 10, will it works or should the enemy cross the next turn to be blocked ?

Posted: Sun Oct 05, 2008 3:15 pm
by javelina1
I went from 1.11a to 1.11d. No issues with my current campaign game. Running on WinXP, service pack 3.

UI problem

Posted: Sun Oct 05, 2008 7:25 pm
by Franciscus
Full uninstall, reinstall of AACW -> 1.11d. The upper left screen display of Victory points and National moral are de-centered (see pic attached. Images speak louder than words).

PS1: Running a screen resolution of 1440x900, as allways did previously. First time I noticed this is with 1.11d :(

PS2: Playing as CSA Bushrod Johnson appears in Richmond... But it was reported in another thread thap playing as USA he appears in upstate NY. Something to do with new AI routines ?? :confused:

Posted: Sun Oct 05, 2008 8:17 pm
by richfed
I'm getting that exact look, too, Franciscus.

Also, after about one year's play as CSA, 3 times the last message in the message screen has been an unspecified event - Code 27, I think it has said.

Posted: Sun Oct 05, 2008 8:50 pm
by billyplod
AndrewKurtz wrote:Using VISTA? I've had situations where is seems to just hang at step 1/3. But after a reboot, it starts working again.

That said, more information than "unable to reinstall game" would probably be helpful.


Indeed - flustration sometimes gets the better of accuracy, and rational thought. The AGESETTINGS.EXE had hung, and to cut a long story short. Edited GENERAL.OPT to insert serial and off I went. It seems Virus checker was inhibiting the AGESETTINGS from completing.

Posted: Sun Oct 05, 2008 10:58 pm
by squarian
richfed wrote:Also, after about one year's play as CSA, 3 times the last message in the message screen has been an unspecified event - Code 27, I think it has said.


I've been seeing that one too lately - I think it's "unspecified event code 27".

Playing 1.16, no mods, WinVista

Posted: Sun Oct 05, 2008 11:03 pm
by arsan
squarian wrote:Playing 1.16, no mods, WinVista

:blink:

Are you testing AACW 2 already?? ;) :neener: :D

Posted: Mon Oct 06, 2008 3:05 am
by asdicus
Anyone having problems in this patch with replacement elements not appearing as they should. When the union captures forts normally the newly appearing fort garrison infantry start at one element and then build up to 2 or 3 elements. This is not happening in v1.11d - it has always worked in the past. Is the connected at all with the new element sizes ie 600 odd men instead of 1000 ??

Posted: Mon Oct 06, 2008 4:42 am
by Gray_Lensman
deleted

Posted: Mon Oct 06, 2008 5:56 am
by Jabberwock
asdicus wrote:Anyone having problems in this patch with replacement elements not appearing as they should. When the union captures forts normally the newly appearing fort garrison infantry start at one element and then build up to 2 or 3 elements. This is not happening in v1.11d - it has always worked in the past. Is the connected at all with the new element sizes ie 600 odd men instead of 1000 ??


USA captured fort garrisons that will increase:

Ft Clark
Ft Pike
Ft Clinch
Ft Macon
Ft Marion
Ft Pulaski
Ft Gadsden
Ft Sumter
Ft Donelson

USA captured fort garrisons that won't increase:

Ft Morgan
Ft Jackson
Ft St Phillip
Island 10
Ft Fisher
Ft Caswell
Ft Moultrie
Ft Johnson
Ft Morgan
Ft Gaines

CSA captured fort garrisons won't increase. Some of the setup garrisons will, however.

Posted: Mon Oct 06, 2008 6:05 am
by Gray_Lensman
deleted

Posted: Mon Oct 06, 2008 8:19 am
by Rafiki
Jabberwock, Lord of the Data Extraction :)

Posted: Mon Oct 06, 2008 10:08 am
by Zebedee
Thanks Pocus and the volunteers who helped out with this patch.

Posted: Mon Oct 06, 2008 3:06 pm
by Pocus
1.11d has been uploaded again: The sentry order now works and National Morale string is fixed.

Posted: Mon Oct 06, 2008 3:44 pm
by asdicus
Thank-you for your detailed reply re which fort garrisons should increase in size.

In my latest v1.11d pbm game as the union I captured forts donelson and pulaski early in 1862 - it now dec 62 and neither unit has added any elements. There are always plenty of infantry replacements available. I have not seen this problem prior to the v1.11d patch.

I can send a save game to support if you wish ? If so note I am not the host - do you require the host player files as well ?

Posted: Mon Oct 06, 2008 6:42 pm
by Gray_Lensman
deleted

Posted: Wed Oct 08, 2008 8:17 am
by dooya
I was told that "Sentry one turn" only works for active units. Is this WAD?

Posted: Wed Oct 08, 2008 11:03 am
by Pocus
Gray_Lensman wrote:I've rechecked both the Units DB and the Events DB files and those particular forts garrison (Donelson and Pulaski) should be increasing in size to 3. Nothing appears to be wrong with the data files. Perhaps the game engine code changes for replacing elements has a new problem. We would need to see all the files for the saved game probably including the host player files also.


I checked and spend some time, and it works. I replied from support that I can only see Hardened attrition enabled on the host side that can prevent replacements here.

Posted: Thu Oct 09, 2008 1:48 pm
by Barker
How do you change modes in the cities? Also I have noticed that there are Union land troops starting in Chas, SC and the Cav in Az gets Dallas on the first turn. The AI is somewhat tweaked in this edition?

Posted: Fri Oct 10, 2008 7:32 am
by Gray_Lensman
Historical Accuracy MOD 20081008 released

For those interested, the Historical Accuracy MOD has been updated.

For all the recent newcomers, the Historical Accuracy MOD is actually a pre-patch with upcoming data fixes included in it, along with some graphics changes as necessary.

Check it out in the 1st and 2nd post at the following link: http://www.ageod-forum.com/showthread.php?t=6249

Posted: Tue Oct 14, 2008 12:34 am
by bigus
The "Show who is controlling strategic cities" button is broken.
It's showing Military Control.

Posted: Tue Oct 14, 2008 1:01 am
by Brochgale
Looking forward to playing again after a break from game with another brand new patch - happy to knoiw that the work goes on and I hope yu are well in life and thriving!