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

Posted: Fri Apr 20, 2007 6:15 pm
by Pocus
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

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

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Bugs Fixes
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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.

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

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

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Scenarios Additions and Changes
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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

Posted: Fri Apr 20, 2007 6:52 pm
by Hinkel
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! ;)

Posted: Fri Apr 20, 2007 7:15 pm
by tc237
Pocus,
The installer points to: C:\Civil War

Posted: Fri Apr 20, 2007 8:22 pm
by Pocus
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?

Ft's Morgan and Clark

Posted: Fri Apr 20, 2007 8:43 pm
by NewAgeNapolean
1861 Cam. after v1.01a, CSA units in these forts are all at minimal strength levels. Is this intentional?

Posted: Fri Apr 20, 2007 9:04 pm
by iceboy
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:

Posted: Sat Apr 21, 2007 12:43 am
by Rafiki
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 :)

Posted: Sat Apr 21, 2007 12:44 am
by tc237
You are correct Pocus, my fault again.
I must of installed one of the other updates as a test to that dir.

Posted: Sat Apr 21, 2007 3:42 am
by benway9
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.

Posted: Sat Apr 21, 2007 4:21 am
by flintlock
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:

Posted: Sat Apr 21, 2007 6:07 am
by Pocus
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.

Posted: Sat Apr 21, 2007 6:09 am
by Pocus
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.

Posted: Sat Apr 21, 2007 6:11 am
by Pocus
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.

Posted: Sat Apr 21, 2007 7:33 am
by nemethand
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, AndrĂ¡s

Posted: Sat Apr 21, 2007 8:36 am
by Snoob
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.

Posted: Sat Apr 21, 2007 2:57 pm
by Pocus
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.

Posted: Sat Apr 21, 2007 5:05 pm
by nemethand
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.