hi all,
This is the first public release of patch 1.04, so it is still under testing.
Do not download it if you don't want to experiment from an unexpected bug. Give some more days for the patch to finalize.
Betas are working on it, I'm sure some willing players will also be happy to play and report issues too, so be patient in this case.
link:
http://ageoddl.telechargement.fr/patch_AACW_v1.04.zip last note: Don't hesitate to correct typos in the readme. We are also in search of a French-speaking man of goodwill to do the translation in French, this will save me sometime for others things. Now, the readme:
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AGEod's American Civil War Update 1.04 Readme
wednesday, June 6, 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: Units won't be disbanded (partisans and militia), if they have a leader embedded (Quantrill + 1 partisan for example)
fixed: A corps loaded on a fleet will revert to independent status.
fixed: Besieged units can't destroy rails in the region they are in.
fixed: Bombarding an unit will unfix them.
fixed: Norfolk harbor could not be blockaded (erroneous calculation in the blockade algorithm)
fixed: Some brigades would not split correctly if they had a leader.
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AI
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AI processing time has been reduced by 40% !
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User Interface Improvements and Additions
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The frozen swamp image did not appears.
Militia upgrading to regular will show the correct unit image.
Divisions now remember for each embedded brigades what was their initial regiments allocation.
Bombardment now shows the real number of hits inflicted upon the other side, not the base number.
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Game Play, Rules Additions and Changes
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Elements now lose 2 cohesion points when firing, not 1 (units will be exhausted sooner)
Retreat path calculation improved, taking account military control and the presence of friendly structure. (to be further improved)
Wounded leader can take from 1 to 6 turns to recover, not just one (they are locked to show they are recovering)
Units inside structures are always considered gaining cohesion as if they are in Passive Posture.
New set of options for the Delayed Commit Rule (Options|Gameplay window), you can now tweak from 'no delay' to 'long delay'. A long delay can means that two forces meeting in offensive posture in a region can be unable to trigger combat for the whole turn (with some bad dice rolls...). Ask if you want the variables exported for modding.
New set of options (Options|Gameplay window), called Naval Boxes Handling, which can allow you to play a simplified blockade game with less micro-managing. The standard (and default option) don't change anything. The others options will let the ships stay at sea indefinitively unless damaged by the opponent, but they will have a reduced effectivness while in the naval box (abstracted way to show the need to go to an harbor for resupplying purpose).
Ships now cost conscript, money and war supplies to repair. No more free, abusive, bombardment of CSA forts...
All artilleries firing on ships will deal +33% damages, while ships while do -25% damages. All coastal artilleries hits doubled, with 1 added protection point.
Further improved weather pattern. Higher elevation terrains will now always be as colder as a lower terrain, for the same area (ie if there is snow in plains, there can be only snow or blizzard in mountains).
CSA now has a slight VP advantage per turn in 1861, forcing the Union to act to quell the rebellion. Reminder: Having more VP than the other can favor Foreign Intervention (as having a morale higher than the opponent).
Each unit and leader in a battle can now gain some experience, depending of the duration of the battle. Hitting an enemy regiment will also give some experience. Generals can also gain some seniority just by being present in several battles.
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Scenarios/setups Additions and Changes
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The Confederate Savannah (big) garrison is not longuer fixed permanently.
Buell event had a bug in the script.
Partisans will not longuer be dismissed each turn. The roll is now at the end of the year.
US Garrison are now full from the start.
Three harbors added in Arkansas: Little Rock, Smith, Malvern.
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Data tweaks and changes
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All infantry brigades can now accept a leader.
Confederate side had duplicate ships entry in the buying interface.
AP Hills rank was erroneous in the database
Naval Artillery strengthened much (see Gameplay changes)
Canton MS, had a linking bug.
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Modding support
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3 variables exported to the ACW\Settings\Combats.opt file, so to tweak battle results:
cbtHitCoef = 150 is the % chance, in 1/100 (meaning 1.5% here) to hit the enemy, for each final firepower point.
cbtAsltCoef = 50 same, but for assault
cbtMinToHit = 5 is the minimum % to hit someone (rising this value help the side with the lower quality units)
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