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---> AACW 1.06c Patch <---

Posted: Fri Aug 10, 2007 3:41 pm
by Pocus
Dear players,

A quick update to fix some of the mess of 1.06b while adding 2-3 goodies. Please note that the database has not been exported here, so errors spotted on railroads, doubled units and scenarios discrepancies will have to wait the next update (next week).

This is the public beta version which will be validated monday, the link is:

http://ageoddl.telechargement.fr/latest/patch_AACW_v1.06c.zip

==============================================================================
AGEod's American Civil War Update 1.06c (a-c) Readme
Friday, August 10, 2007
==============================================================================

This patch contains all changes since the start.


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Bugs
==============================================================================
Riverine supply was not working over long distances.
In some very rare cases, riverine move would be aborted.


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Gameplay
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The retreat rule now penalizes regions with few land adjacencies and favors the region from where the unit comes from. Parameters can be tweaked (see modding section)


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User Interface
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4 brand new filters added (ctrl-F1 to ctrl-F4), which will filter fixed units, enemy units, your land units, all units.
French version reread completely, thanks to Asa (Greg le Gall).


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Map
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Link between 689 Copiah and 690 Canton added.
Link between 716 Iberville (New Orleans) and 717 Duras added.


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Modding support
==============================================================================

8 new variables, see the file Control&Retreat.opt in the settings directory
ctlContested = 5 // Minimum control gained upon entering a region (if not passive)
ctlAllowRetreat = 5 // Minimum control to have in a region to allow a retreat into it
ctlRetreatAdjCity = 10 // Interest in retreating toward a region with a city (per level)
ctlRetreatAdjFort = 30 // Interest in retreating toward a region with a fort (per level)
ctlRetreatAdjDepot = 25 // Interest in retreating toward a region with a depot (per level)
ctlRetreatLandLink = 15 // Interest in retreating toward a region, value per land link
ctlRetreatPrevSubSpaceCoeffH_ = 250 // Coefficient applied to the interest if the region is the one where we are coming from
ctlNoBeachHead = 10 // Minimum control to have so that a region is not a beach/riverhead if you have to cross a body of water before attacking



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Posted: Fri Aug 10, 2007 6:34 pm
by AndrewKurtz
Any chance the bug related to long distance riverine movement explains why my union units in captured coastal forts run out of supply?

Or should they be running out of supply? In a recent game, I built a supply depot to see if it would help. But I had expected that US units sitting in coastal forts with 100% ocean shipping would not run out of supplies.

BTW, the forts where Phillip and Jackson near New Orleans.

Can this patch be installed into an ongoing games?

Posted: Fri Aug 10, 2007 7:29 pm
by Cetacea
I would greatly deplore the :tournepas potential loss of my ongoing game if installing this newest patch would mean I would have to restart another. Can it be safely done?

Posted: Fri Aug 10, 2007 7:37 pm
by Hobbes
Cetacea wrote:I would greatly deplore the :tournepas potential loss of my ongoing game if installing this newest patch would mean I would have to restart another. Can it be safely done?


Yes you should be fine.
Cheers, Chris

Posted: Fri Aug 10, 2007 7:38 pm
by Primasprit
Cetacea wrote:I would greatly deplore the :tournepas potential loss of my ongoing game if installing this newest patch would mean I would have to restart another. Can it be safely done?

As it is a Beta patch nothing can be safely done... ;)
If Pocus doesn't state otherwise the saved games are compatible to the new patches.
To avoid any risk you may simply copy your complete AACW folder to another location before applying the patch. If something goes wrong you can easily perform a rollback.

Cheers
Norbert

Posted: Fri Aug 10, 2007 8:31 pm
by PBBoeye
Just checking through things - the Leader Mod will have problems as the mdl_Alias.ini has new leaders (that overwrite the ones installed by the Leader Mod).

Posted: Fri Aug 10, 2007 8:46 pm
by Rafiki
Is it OK to mirror this at the wiki?

Posted: Sat Aug 11, 2007 9:59 am
by Cetacea
Hobbes wrote:Yes you should be fine.
Cheers, Chris


Installing patch 1.06c into my ongoing game was fine, without problems. The new filters are OK.

Posted: Sat Aug 11, 2007 1:00 pm
by Pocus
Rafiki wrote:Is it OK to mirror this at the wiki?


I prefer that you only link the permanent files, but no big deal either...

Posted: Sat Aug 11, 2007 6:09 pm
by bloodybucket
The filter feature is much appreciated. Thanks to the squirrel with the big teeth.

Posted: Sat Aug 11, 2007 6:43 pm
by richfed
... and, for the some reason, the slow installation problem Chamberlain & I [at least] have been experiencing with Vista since 1.05 is gone! Installed in a couple of minutes again!

Posted: Sat Aug 11, 2007 6:55 pm
by marecone
Thank you Pocus. Good to see you again.

Posted: Sun Aug 12, 2007 12:33 pm
by blackbellamy
Filtering for fixed units now allows you to determine that state in enemy units, something not available before.

Posted: Sun Aug 12, 2007 2:44 pm
by Chamberlain
richfed wrote:... and, for the some reason, the slow installation problem Chamberlain & I [at least] have been experiencing with Vista since 1.05 is gone! Installed in a couple of minutes again!


Richfed,

Absolutely, Positively correct !! I concur :)

Install time was about 1 minute or 2 and the files flew by when installing.....

Awesome !!

Chamberlain

Posted: Mon Aug 13, 2007 9:15 am
by Pocus
marecone wrote:Thank you Pocus. Good to see you again.


Hi again Marko, so how are things now that you have a significant other every hour close to you? :niark:

Posted: Mon Aug 13, 2007 9:16 am
by Pocus
blackbellamy wrote:Filtering for fixed units now allows you to determine that state in enemy units, something not available before.


I noticed that too... is this a problem, I can remove this feature anyway.

Posted: Mon Aug 13, 2007 9:16 am
by Pocus
Chamberlain wrote:Richfed,

Absolutely, Positively correct !! I concur :)

Install time was about 1 minute or 2 and the files flew by when installing.....

Awesome !!

Chamberlain


And I did nothing special. Be prepared to have the problem again in 1.07 :nuts:

Posted: Mon Aug 13, 2007 10:03 am
by morvael
Pocus wrote:I noticed that too... is this a problem, I can remove this feature anyway.


Be sure to remove the filtering just for enemy units. For own units this new feature is extremely useful...

Posted: Mon Aug 13, 2007 1:54 pm
by Chamberlain
Pocus wrote:And I did nothing special. Be prepared to have the problem again in 1.07 :nuts:


Uh Ohhhh !!!!!

Here... we... ago... again Richfed :eek:

We have some more Hocus Pocus coming our way ! :bonk: :p leure:

LOL :)

Chamberlain