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Pocus
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---> AACW 1.01a quickfix <---

Fri Apr 20, 2007 6:15 pm

Hello,

A little fix to clear a bug that caused a crash in several games. And some little more tweaks too.

Download it from the permanent library, or here (as usual):

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

==============================================================================
AGEod's American Civil War Update 1.01a Readme
Friday, April 20, 2007
==============================================================================

This patch contains all changes since the start.
You can continue a saved game created before the patch. Most entry will apply, but not all.

==============================================================================
Bugs Fixes
==============================================================================
fixed: The first turn of some scenarios could crash, if a division had two leaders. The second leader is now split during the first hosting.
fixed: some oceangoing ships were built in riverine harbors.
fixed: Seaborne supply did not resplenish low level cities and towns.

==============================================================================
User Interface
==============================================================================
Oceangoing ships and riverine ships are now separated in two tabs in the buying interface.

==============================================================================
Game Play, Rules Additions and Changes
==============================================================================
Blockade patrol percentage further tweaked down.

==============================================================================
Scenarios Additions and Changes
==============================================================================
The Union Merrimack frigate (which was under repair) and the Gosport guards (Norfolk) have been removed from setup.
Fort Clark and Morgan are now CSA in 1861 scenarios
Image


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

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Hinkel
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Contact: ICQ

Fri Apr 20, 2007 6:52 pm

I have to say, that this is the best and fastest patch/fix support i've ever seen! :hat:
Thank you, you guys are great! ;)

tc237
Colonel
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Location: Allegheny Arsenal

Fri Apr 20, 2007 7:15 pm

Pocus,
The installer points to: C:\Civil War

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Pocus
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Location: Lyon (France)

Fri Apr 20, 2007 8:22 pm

tried and it points to
C:\Program Files\AGEod's American Civil War
for me, but this kind of installer retrieve old installation path sometime, did you ever installed to c:\civil war the game?
Image


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

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NewAgeNapolean
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Location: Born and raised in Lincolnton,NC, currently living in Honolulu,HI
Contact: WLM

Ft's Morgan and Clark

Fri Apr 20, 2007 8:43 pm

1861 Cam. after v1.01a, CSA units in these forts are all at minimal strength levels. Is this intentional?

iceboy
Corporal
Posts: 55
Joined: Sat Apr 14, 2007 12:47 am

Fri Apr 20, 2007 9:04 pm

The Union Merrimack frigate (which was under repair) and the Gosport guards (Norfolk) have been removed from setup.


Does this mean these events have been removed? Just curious as to why? :confused:

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Rafiki
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Location: Oslo, Norway

Sat Apr 21, 2007 12:43 am

Nice work :)

Didn't know that the seaborne supply problems I had was a bug, but I'm looking forward to getting my Floridian forts replenished from now on :)

tc237
Colonel
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Location: Allegheny Arsenal

Sat Apr 21, 2007 12:44 am

You are correct Pocus, my fault again.
I must of installed one of the other updates as a test to that dir.

benway9
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Posts: 30
Joined: Sat Dec 30, 2006 8:51 pm
Location: New York City

Sat Apr 21, 2007 3:42 am

i read in another thread that there are no more than 1 free HQ's. i just found that out in a new game because the Army of the Shenandoah had no army HQ in the stack when it was created. is this correct, i now have to build that HQ? just want to make sure it's working as planned.

flintlock
Captain
Posts: 182
Joined: Sat Oct 07, 2006 9:20 pm

Sat Apr 21, 2007 4:21 am

Hinkel wrote:I have to say, that this is the best and fastest patch/fix support i've ever seen!

I've been singing this praise since day one (BoA), and yet this level of support still never ceases to amaze me. It's all too easy to get spoiled, especially when compared to other titles/companies.

I'll never tire of writing this; kudos AGEod!

:hat:

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Pocus
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Location: Lyon (France)

Sat Apr 21, 2007 6:07 am

NewAgeNapolean wrote:1861 Cam. after v1.01a, CSA units in these forts are all at minimal strength levels. Is this intentional?


yes, so that they succumb easily to the Union :king:

We don't have the exact figures on the CSA garrison, but I don't think we are far from reality.
Image


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)

Sat Apr 21, 2007 6:09 am

iceboy wrote:Does this mean these events have been removed? Just curious as to why? :confused:


The guards were preventing an easy taking by the CSA, so this could be a real problem as the capture of Norfolk triggers many things.

The Merrimack frigate was being captured by CSA, but historically was transformed into what you know. The script was a problem here, but you will still get the ironclad on the CSA side.
Image


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)

Sat Apr 21, 2007 6:11 am

benway9 wrote:i read in another thread that there are no more than 1 free HQ's. i just found that out in a new game because the Army of the Shenandoah had no army HQ in the stack when it was created. is this correct, i now have to build that HQ? just want to make sure it's working as planned.


You now get army HQ some turns before the historical creation of new armies, but you have to buy them now, they don't come free. Also the force pool gradually increase in army HQ, you just don't have all of them from the start.
Image


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

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nemethand
Colonel
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Location: Budapest

Sat Apr 21, 2007 7:33 am

Hello Pocus,

any idea when you will release the next patch? (I am just wondering whether to restart or not... :tournepas )

More precisely, are you planning any more changes effecting the starting positions/setup, etc. or just gameplay issues? (I know, stupid question, but maybe...)

Thx, András

Snoob
Sergeant
Posts: 74
Joined: Wed Apr 11, 2007 7:54 am

Sat Apr 21, 2007 8:36 am

Actually, on the restart issue (and since in my Union campaign the CSA was having serious difficulties capturing Norfolk) should I consider a restart to get a more "accurate" starting situation?

I freel admit I know only the "basics" about the American Civil War (being a southeastern European myself) so any suggestions would be greatly appreciated.

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Pocus
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Sat Apr 21, 2007 2:57 pm

the setups won't change much now (not that we did major changes since release, a militia there, a fort there, that's all). The planned changes will be mostly on user interface and AI now, so you can start when you want.
Image


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

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nemethand
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Location: Budapest

Sat Apr 21, 2007 5:05 pm

Thanks Pocus.

I in no way meant or implied that AACW needed (or had undergone) significant changes; on the other hand, a great game I am really much enjoying.

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