User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

--> AACW patch 1.07 <--

Tue Sep 25, 2007 5:22 pm

Dear players,

The patch 1.07 is officially out:

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

==============================================================================
AGEod's American Civil War Update 1.07 Readme
Friday, September 14th, 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
==============================================================================
fixed: A rare crash could occurs when a structure was captured.
fixed: An Admiral, in a special circumstance could be irritated by having a general promoted before him.
fixed: An erroneous value in a text file prevented the new retreat algorithm to triggers properly.
fixed: Troops surrendering after a siege will give the right amount of VP, morale and prisoners.
fixed: wounded during battle where thrice as much as planed (resulting in a big increase of the conscript pool).
fixed: Spy network trait was not functionning properly.
Added: Units crossing a river are forced to attack as soon as they cross.
Added: A lone Army HQ stack can now be engaged in combat as easily as another force.
fixed: Load/unload cost from river move were not impacted fully.


==============================================================================
User Interface
==============================================================================
You will get a message telling you what you earn after a surrender.
The number of divisions being formed will be indicated in the tooltip button 'form a division'.
The promotion potential is indicated in the detail panel about a general. 'Yes' means he can be potentially promoted (given the fact he earns seniority). 'No' means he can never be promoted to a new rank (the database lock the promotion, on purpose).
New special order: Relocate Unit. It can be used up to 3 time a turn to relocate instantly a leader or an army HQ into another controled region (this order is still experimental, an option will be proposed to disable it)
New special order: No Bombardment. Prevents land units to bombard passing ships and to be bombarded by them.

==============================================================================
AI
==============================================================================
fixed: In some circumstances, the AI could have a stack locked erroneously.
fixed: In some circumstances, the AI would not use an army HQ to form an army, even if possible.
added: The AI uses the new relocate order to send army HQ efficiently.
Added a new setting for the AI: Activation bonus (from 0 to +3). See Options Window, AI panel.

==============================================================================
Gameplay
==============================================================================
Sea regions are now blockaded by counting the number of elements (in combat ships), not the number of units.
You can't bombard an harbor if the sea zone you are in is not an exit point of the said harbor.
You can now set the forts in such a way that they are sufficient to blockade an harbor (see modding section)
Captured units lose all their experience.
Destroying a depot destroy most of the regional supply.
Stacks now randomize every combat round their target among the list of enemy stacks attacking them. Will prevent the effect of having 2 corps A & B engaged against one single enemy stack, with A being severely damaged and B being intact (because it was targeted first by the enemy).
Relocate order created, see user interface.
No Bombardment order created, see user interface.
changed: Overcautious trait now works in a more subtle way. It can prevents the leader activation if he is in hostile territory.
added: there is now a hard limit to the number of hits inflicted against a land force by a fleet. The reverse exists too (see the modding section for the actual values)

==============================================================================
Data & Map
==============================================================================
266 discrepancies (!) and improvements in regions linking done, Courtesy of Michael McDougal, aka Gray_Lensman. See the modding forum for explainations about these modifications gone official.

Rail network reviewed, courtesy of PBoeye.See the modding forum for explainations about these modifications gone official.

Weather patterns improved, courtesy of Mike1962. See the modding forum for explainations about these modifications gone official.

Artilleries values rebalanced, courtesy of Jagger. See the modding forum for explainations about these modifications gone official.

27 regions graphics retouched, courtesy of PBoeye. You have to install the graphic pack for that.

39 generals portraits done, courtesy of Jabberwock. You have to install the graphic pack for that.

==============================================================================
Modding
==============================================================================
Variables regarding forts & blockade mechanism exported to ACW\settings\Bombard&Blockade.opt:
bloAdjFriendlyFort = -6 // brown water blockade, bonus given by adjacent fort
bloAdjEnemyFort = 6 // same, for an enemy fort (malus)
bloMinSUToBlockade = 12 // Nb of SoL elements needed or pts given by a fort to blockade a zone
bmbHitCoeffLand = 20 // coefficient (in hundredth)to land efficiency for bombard
bmbHitCoeffNav = 5 // coefficient (in hundredth)to ship efficiency for bombard
bmbMaxHitsDoneByLand = 50 // How many hit points can be done by Land units against a fleet
bmbMaxHitsDoneByNav = 25 // the reverse
ACW\settings\Command&Leaders.opt:
ldrGHQStackMinRange = 3 // Minimum GHQ (Army) range
ldrGHQStackCoeffRange = 100 // Strat Value coefficient to get GHQ (Army) range (100% = 100% of strat rating)
ldrGHQStackBonusRange = 0 // Strat Value bonus to get GHQ (Army) range (after ldrGHQStackCoeffRange_ is applied)

--------------------
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Lafrite
Posts: 847
Joined: Mon Nov 14, 2005 9:00 pm
Contact: Website

Tue Sep 25, 2007 6:22 pm

Gray_Lensman, PBoeye, Mike1962,Jagger,Jabberwock


:fleurs: :fleurs: :fleurs:

Serpent77
Sergeant
Posts: 65
Joined: Fri Sep 21, 2007 5:46 pm

Tue Sep 25, 2007 7:19 pm

"You have to install the graphic pack for that."

Is it included into the patch? Where could i get this graphic pack?


User avatar
GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Tue Sep 25, 2007 8:31 pm

yessssssssssss

User avatar
Cat Lord
Posts: 1806
Joined: Thu Nov 17, 2005 2:07 pm
Location: Lausanne, Suisse

Tue Sep 25, 2007 11:07 pm

I think you said pioneers cannot be captured anymore, as part of the bug fixes.

No ?

Cat

User avatar
Franciscus
Posts: 4571
Joined: Fri Apr 20, 2007 8:31 pm
Location: Portugal

Wed Sep 26, 2007 12:22 am

Zollicoffer still blank on the map... (July 1861 scenario, 1st turn)
Attachments
zollicoffer blank.JPG

Big Muddy

Wed Sep 26, 2007 1:51 am

Looks great, but I'll wait till the weekend to download, just to see how everything pans out.

User avatar
Jabberwock
Posts: 2204
Joined: Thu May 31, 2007 12:12 am
Location: Weymouth, MA
Contact: ICQ

Wed Sep 26, 2007 1:58 am

Franciscus wrote:Zollicoffer still blank on the map... (July 1861 scenario, 1st turn)


I just did a fresh install and confirmed this issue. Zollicoffer was only half fixed, both files needed to be renamed. Franciscus - if you drop this file in /ACW/Graphics/Armies&Fleets he will display properly for you.
Attachments
Army_CSA_FKZollicoffer.png
[color="DimGray"] You deserve to be spanked[/color]

Image

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Wed Sep 26, 2007 8:34 am

Cat Lord wrote:I think you said pioneers cannot be captured anymore, as part of the bug fixes.

No ?

Cat


yes. You got some?
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Cat Lord
Posts: 1806
Joined: Thu Nov 17, 2005 2:07 pm
Location: Lausanne, Suisse

Wed Sep 26, 2007 12:46 pm

Pocus wrote:yes. You got some?
No, but this is not in your list of fixed bug. ;)

Cat

simovitch
Corporal
Posts: 51
Joined: Mon Aug 13, 2007 4:54 pm

Region Railroads

Wed Sep 26, 2007 3:00 pm

It appears that most of the broken links that I found in the old 1.07 rc's have been addressed, but I noticed a couple more broken with a RR graphic. Not sure if this is intended?

Richmond <> Hanover
Suffolk <> Norfolk

Also, I don't see PBBoeye's 'Proposed railway deletions' project showing up in the patch.

I have by no means checked them all since I'm still not sure where the developers are going with this. I patched over rc5, I hope this is OK.

cheers

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Thu Sep 27, 2007 11:29 am

Nice job on the graphics, guys. Having those new general portraits is like having new commanders. I admit, I was a bit leary of new map graphics not done by Ageod, but it all looks great. You fellows are to be commended!!

Thanks for adopting these changes, Pocus and Company.

Could you please add a Division icon??? ala the Corps & Army HQs ....
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Sep 27, 2007 4:46 pm

New quick update, 1.07a

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


==============================================================================
AGEod's American Civil War Update 1.07a Readme
Thursday, September 27th, 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.


fixed: Surrender event happened too often during siege.
fixed: Transit through the Erie Canal was disabled.
fixed: A new general portrait (Bee) was not there.
fixed: You can no longuer capture pioneers and sappers.
fixed: The Redeploy Unit order had 2 exploits.

added: the Graphic pack is now directly integrated into this patch. One single file to rule them all ...
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Franciscus
Posts: 4571
Joined: Fri Apr 20, 2007 8:31 pm
Location: Portugal

Thu Sep 27, 2007 5:13 pm

Amazing support, as usual ! :coeurs:

Be careful, though, as you have set for yourself a very high standard indeed (and napoleon is coming...)

Ardie
Captain
Posts: 152
Joined: Fri Mar 31, 2006 5:35 pm
Location: Finland

Thu Sep 27, 2007 5:29 pm

Dammit! It seems I have dl this...no rest for the lazy ones.

User avatar
lodilefty
Posts: 7616
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Thu Sep 27, 2007 6:22 pm

One file to find them....
One file to bind them....
One single file to rule them all ...


In the land where brightness rules!!!! :coeurs:

Thank you very much, Pocus (and all)

User avatar
runyan99
Posts: 1420
Joined: Tue Dec 19, 2006 6:34 am

Thu Sep 27, 2007 6:23 pm

I think eventually we will need an option to turn off the redeployment button. The idea that I can have, say, General Jackson anywhere on the map at the beginning of a turn, and I could move him every turn if I wanted to, cross country, into or out of isolated pockets, across blockaded rivers, etc, well this seems fraught with potential for abuse. You think you're going to attack Sterling Price? Hah, fooled you, I just beamed in General Longstreet instead.

As a tool for the assistance of the AI, it is one thing, but I don't think it's appropriate for a 2-player game.

User avatar
runyan99
Posts: 1420
Joined: Tue Dec 19, 2006 6:34 am

Thu Sep 27, 2007 6:33 pm

Also, it is a very minor thing, but with 1.07a I notice the Union garrisons of Ft. Pickens and Ft. Monroe start the game outside the fort, not inside.

User avatar
Hobbes
Posts: 4438
Joined: Sat Mar 11, 2006 12:18 am
Location: UK

Thu Sep 27, 2007 7:04 pm

Pocus wrote:New quick update, 1.07a

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


==============================================================================
AGEod's American Civil War Update 1.07a Readme
Thursday, September 27th, 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.


fixed: Surrender event happened too often during siege.
fixed: Transit through the Erie Canal was disabled.
fixed: A new general portrait (Bee) was not there.
fixed: You can no longuer capture pioneers and sappers.
fixed: The Redeploy Unit order had 2 exploits.

added: the Graphic pack is now directly integrated into this patch. One single file to rule them all ...


I was really hoping this would not be the case. There is no way to play without the leader mod now? I much prefer the old graphics as the new ones although very well drawn are not as sharp as the old and this really jars to my eyes and gives the game an amateur appearence.

Cheers, Chris

User avatar
runyan99
Posts: 1420
Joined: Tue Dec 19, 2006 6:34 am

Thu Sep 27, 2007 7:15 pm

Not the leader mod, the graphics add on.

AGEOD contracted Jabberwock to do the graphics for the missing generals, so the new portraits are official, not a 'mod'.

User avatar
Hobbes
Posts: 4438
Joined: Sat Mar 11, 2006 12:18 am
Location: UK

Thu Sep 27, 2007 7:19 pm

runyan99 wrote:Not the leader mod, the graphics add on.

AGEOD contracted Jabberwock to do the graphics for the missing generals, so the new portraits are official, not a 'mod'.


Oops, yes the graphics add on. I suppose I can always replace the new ones with the old default once I have worked out which files have been changed.

Cheers, Chris

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Sep 27, 2007 8:17 pm

Jabberwock is indeed working under a small contract for us, so we intend to have his work as an official one. On the other hand I understand that he has not the same style as Sandra, which was not retouching photos but only using them as a template, so this make a difference in approach.

What we can do is provide a small archive which will replace new graphics by the unknown one, this should not take much time on our side.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Sep 27, 2007 8:18 pm

runyan99 wrote:I think eventually we will need an option to turn off the redeployment button. The idea that I can have, say, General Jackson anywhere on the map at the beginning of a turn, and I could move him every turn if I wanted to, cross country, into or out of isolated pockets, across blockaded rivers, etc, well this seems fraught with potential for abuse. You think you're going to attack Sterling Price? Hah, fooled you, I just beamed in General Longstreet instead.

As a tool for the assistance of the AI, it is one thing, but I don't think it's appropriate for a 2-player game.


Yes this is planned but time was short these days.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Spharv2
Posts: 1540
Joined: Sat Feb 25, 2006 5:39 am
Location: Tallahassee, FL

Thu Sep 27, 2007 8:34 pm

27 regions graphics retouched, courtesy of PBoeye. You have to install the graphic pack for that.


Is this the one that adds the red and blue borders and such? Any way to make that optional? Just my opinion, but to me it really detracts from the look of the map.

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Clovis
Posts: 3222
Joined: Wed Nov 09, 2005 7:43 pm
Location: in a graveyard
Contact: Website

Thu Sep 27, 2007 9:07 pm

Just to say I like the Jabberwock work :cwboy:

User avatar
Hobbes
Posts: 4438
Joined: Sat Mar 11, 2006 12:18 am
Location: UK

Thu Sep 27, 2007 11:25 pm

Pocus wrote:Jabberwock is indeed working under a small contract for us, so we intend to have his work as an official one. On the other hand I understand that he has not the same style as Sandra, which was not retouching photos but only using them as a template, so this make a difference in approach.

What we can do is provide a small archive which will replace new graphics by the unknown one, this should not take much time on our side.


That would be great. I think Jabberwock's work is very good indeed but it is just a different look. If all the leader portraits were done with the same look as Jabberwock's there would be no problem but side by side with Sandra's work there is an obvious difference.

Cheers, Chris

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Cat Lord
Posts: 1806
Joined: Thu Nov 17, 2005 2:07 pm
Location: Lausanne, Suisse

Fri Sep 28, 2007 12:12 am

Fantastic work Pocus ! :)

Cat

Big Muddy

Fri Sep 28, 2007 1:51 am

Where is the redeployment button.

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Jabberwock
Posts: 2204
Joined: Thu May 31, 2007 12:12 am
Location: Weymouth, MA
Contact: ICQ

Fri Sep 28, 2007 1:55 am

Hobbes wrote:Oops, yes the graphics add on. I suppose I can always replace the new ones with the old default once I have worked out which files have been changed.

Cheers, Chris


Hi Chris -
Here is a list of the mdl files I used for the zip file. I'm sure for the official version Ageod used an excel edit, but I don't think there were other files modified by excel.

375USAJames Palmer
377USAGeorge Pearson
380USAChristopher Auger
382USAThomas Meagher
481CSAGustavus W. Smith
484CSABarnard E. Bee
486CSAJohn B. Floyd
488CSABushrod Johnson
490CSADavid R. Jones
493CSABenjamin McCulloch
495CSAGustavus W. Smith
497CSAWilliam B. Taliaferro
502CSACharles S. Winder
504CSAFelix K. Zollicoffer
507CSAM. Bonham
508CSAD. Ruggles
509CSAW.H.C. Whiting
510CSAM. Bonham
511USAEdwin Sumner
512USAErasmus D. Keyes
517USALewis L. Wallace
522USAEdwin Sumner
524USAErasmus D. Keyes
527USADavid B. Birney
528USADaniel Butterfield
540USALewis L. Wallace
543USADavid B. Birney
544USAC. Hamilton
549USAD. Hunter
553USAR. Milroy
554USAC. Schurz
555USAJ. Shields
556USAG. Morell
558USAS. Hurlbut
559USAW. Nelson
560USAT. Wood
561USAC. Schurz
563USAL. Blenker
564USAA. Asboth
565USAC. Griffin
566USAA. Humphreys
567USAA. Howe
569USAR. Milroy
594USAT. Runyon
595USAD.Tyler
603USAD. Hunter

On a personal note, I don't think I adequately thanked you for providing feedback when I asked for it. Although these images may not be to your taste, I think more people are enjoying them because you provided me with helpful criticism. So by way of thanks, here are copies of the files from 1.06:
Attachments
Models.zip
(28.14 KiB) Downloaded 244 times
[color="DimGray"] You deserve to be spanked[/color]



Image

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