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---> AACW quick fix 1.02d <---

Posted: Sat May 05, 2007 8:02 pm
by Pocus
Same as 1.02c, but with a fix where the AI was disabling itself after one turn... :sourcil:

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

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AGEod's American Civil War Update 1.02c Readme
Saturday, May 5, 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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User Interface
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fixed: CSA Army HQ image was missing.

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Scenarios Additions and Changes
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Free garrison in forts upon capture fixed (some would trigger erroneously)



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AGEod's American Civil War Update 1.02b Readme
Friday, May 4, 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
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fixed: The trainer ability had a bug.
fixed: Slocum and Schofield leaders had an erroneous data specified, leading to a possible crash.

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User Interface
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The 'Save Under a new name' procedure have been improved, files should always save correctly (hopefully!)
Non active leaders get a full tooltip telling how much CP they generate and need.
A promotable leader has a pulsating name in the ledger.
New System Option, 'Max Texture Size', which will allows the game to run in a safer mode.
See the technical forum thread for more details.

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Scenarios Additions and Changes
==============================================================================
Kentucky events rechecked, a bug corrected.
Taking a coastal fort will now give a small free garrison (the first time only)


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AI
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AI will be more clever when raiding
AI will put more emphasize on blockade.


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Posted: Sat May 05, 2007 8:56 pm
by runyan99
I just did a late September '61 turn under 1.02c. Longstreet appeared, but without the division HQ he used to get.

Is the removal intentional?

Posted: Sat May 05, 2007 9:14 pm
by runyan99
Oh, and is the replacements for CSA coastal forts issue still not resolved? I thought you said you were going to limit the garrisons to one regiment. The forts in my game are still sucking up my replacements like crazy.

Posted: Sat May 05, 2007 9:28 pm
by LMUBill
Methinks Pocus must be paid by the patch instad of by the hour. :bonk:

Posted: Sat May 05, 2007 11:37 pm
by pasternakski
LMUBill wrote:Methinks Pocus must be paid by the patch instad of by the hour. :bonk:


Yeah, you know? I guess we ought to call it "piecework," because I'd hate to think it was "patchwork."