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---> AACW 1.05g Quickfix <---
Posted: Mon Jul 09, 2007 4:53 pm
by Pocus
Dear players,
A quickfix to clean 2 bugs encountered this week-end (this patch is comprehensive though).
The new sound mixing library is in, and will enable new sound effects.
Statics units (with a move ratio of 0) have a dedicated tooltip now.
Combats parameters have been adjusted and are less lethal. (for whose who know: 150>125 for fire and 50>40 for assault)
A full readme will be issued with upcoming 1.06 patch, due this end of the week (AI special).
http://ageoddl.telechargement.fr/latest/AACW_Patch.zip
Posted: Mon Jul 09, 2007 7:27 pm
by Paul Roberts
Thanks for the update!
An oddity: Since installing 1.05g the buttons for "return to main menu" and "proceed to next turn" on the upper-right panel have had their functions reversed. That is, the bugle now goes to the main menu and the telegraph now proceeds to the next turn. (My current game was started under 1.05f and now continued under 1.05g.)
Posted: Mon Jul 09, 2007 7:37 pm
by Hobbes
I also get this problem.
Cheers, Chris
Posted: Mon Jul 09, 2007 7:55 pm
by blackbellamy
Posted: Mon Jul 09, 2007 8:11 pm
by Hobbes
That would be a nice addition, I have pressed it by accident a few times.
Posted: Mon Jul 09, 2007 8:29 pm
by Gray_Lensman
Paul Roberts wrote:Thanks for the update!
An oddity: Since installing 1.05g the buttons for "return to main menu" and "proceed to next turn" on the upper-right panel have had their functions reversed. That is, the bugle now goes to the main menu and the telegraph now proceeds to the next turn. (My current game was started under 1.05f and now continued under 1.05g.)
Do I hear a v1.05h in the background?
Posted: Mon Jul 09, 2007 9:49 pm
by Mike
Was about the report the 'next turn' glitch, but I see I'm too late.

Posted: Mon Jul 09, 2007 11:01 pm
by Massattack
I am also getting a much longer game loading time. After a 2 hour session, I had trouble quitting with windows telling me I had low virtual memory. I have not noticed these problems with earlier patches.
Regards
Posted: Tue Jul 10, 2007 6:58 am
by boajack
I also experience an increase in the ai turn time since the 1.05f patch... .

Posted: Tue Jul 10, 2007 10:09 am
by Pocus
Your hard drive has a lot of space still available I suppose (on the system and game partition) ?
Posted: Tue Jul 10, 2007 10:11 am
by Pocus
boajack wrote:I also experience an increase in the ai turn time since the 1.05f patch... .
This comes from some adjustments in the AI for 1.06. It will increases significantly when you change from a version to another, as the AI adjust, but after some turns it should be a bit slower but not that much, hopefully.
Posted: Tue Jul 10, 2007 10:12 am
by richfed
Paul Roberts wrote:Thanks for the update!
An oddity: Since installing 1.05g the buttons for "return to main menu" and "proceed to next turn" on the upper-right panel have had their functions reversed. That is, the bugle now goes to the main menu and the telegraph now proceeds to the next turn. (My current game was started under 1.05f and now continued under 1.05g.)
This may have been done on purpose? I like it this way. I, too, have accidentally pressed "Next turn," when I meant to hit "Save."
My issue with this patch is with the sound. It sounds great, but the music is much louder than the sound effects. If I set the volume to a level that makes the music sound as I want it to, I can barely, if at all, hear the sound effects. If I set it so that the sounds are satisfactorily heard, the music blasts - way too loud.
Posted: Tue Jul 10, 2007 10:22 am
by Franciscus
Pocus wrote:Combats parameters have been adjusted and are less lethal. (for whose who know: 150>125 for fire and 50>40 for assault)
Yes, these are the parameters that I personnaly feel give "better" results.
As a side note, you should also update the text that explains this parameter in the combat file:
"cbtHitCoef = 125 // is the % chance, in 1/100 (meaning
1.5% 
here) to hit the enemy, for each final firepower point."
If the switch in buttons is intentional, it should be widely publicized as it is sure to bring a great deal of confusion
I must say that since the last 2 or 3 patches I am already feeling that the AI is significantly better on a "tactical" level. In the scenarios, athena builds stacks with more "logic" and that certainly pack more punch.
Keep up the great work, Pocus

Posted: Tue Jul 10, 2007 3:04 pm
by Massattack
Massattack wrote:I am also getting a much longer game loading time. After a 2 hour session, I had trouble quitting with windows telling me I had low virtual memory. I have not noticed these problems with earlier patches.
Regards
This may have been some problem associated with accumulating patches on top of each other. I reinstalled and applied the 1.05g quickfix patch, and all appears back to normal.
Regards
Posted: Tue Jul 10, 2007 3:21 pm
by Pocus
Until there is a full set of options for Music in the main menu, I will reduce the volume manually within the code (for the next patch, 1.06)
Posted: Tue Jul 10, 2007 3:40 pm
by mikee64
NM - idiot factor at work due to running 2 different versions of the game for different pbems... sorry.
Posted: Tue Jul 10, 2007 5:59 pm
by blackbellamy
Pocus wrote:Until there is a full set of options for Music in the main menu, I will reduce the volume manually within the code (for the next patch, 1.06)
Ah, very good. I've had to shut off the music completely because it's too intrusive, but I would love to listen to it at a lower volume to add atmosphere.
Posted: Tue Jul 10, 2007 6:57 pm
by Zoetermeer
I think I missed what this new sound mixing library does exactly...were new sounds/music added to the game, or does this allow us to add custom ones?
Posted: Tue Jul 10, 2007 7:56 pm
by Chamberlain
Zoetermeer wrote:I think I missed what this new sound mixing library does exactly...were new sounds/music added to the game, or does this allow us to add custom ones?
Zoetermeer,
Here you go :
http://www.ageod-forum.com/showthread.php?t=4805
Chamberlain
Posted: Thu Jul 12, 2007 12:36 am
by richfed
Pocus wrote:Until there is a full set of options for Music in the main menu, I will reduce the volume manually within the code (for the next patch, 1.06)
Thanks Pocus ... because I love the sounds and music. They add a lot to the game's flavor.
FYI - The intro song comes on at "normal" volume, however, during actual game play --- it roars!! Much louder than the game sounds, so it is difficult to adjust the volume to where everything is acceptable.