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---> AACW Official Patch 1.09e

Posted: Wed Mar 12, 2008 6:16 pm
by Pocus
Dear players,

Here is the new official patch, with some improvements and fixes. :nuts:

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

==============================================================================
AGEod's American Civil War Update 1.09 a > e
February 21st, 2008 > March 14th, 2008
==============================================================================

This patch contains all changes since the start.
Warning: All railroads improvements will not be impacted in current games though, although no additional side effects will appears.

[1.09e]
- added: The keys 'Q' and 'W' can now be used to cycle through fixed units
- fixed: a bug preventing the redeployment order to function properly.
- changed: units which are fixed can still use the 'Don't bombard passing ships' order. This is the sole order doable while fixed.
- changed: unactivated leaders can still destroy depots & forts (for consistency purpose compared to leaderless troops able to do so already).


[1.09d]
- Patch published.

[1.09c]
- Slight modifications to the model database, for the Gun per Hits entry. A more significant set of modifications are planned latter.
- fixed: A bug preventing the longuer transitions costs between 2 regions to be calculated correctly.

[1.09b]
- IP was still polled somewhere.
- Some events were duplicated in the Various events script (fix by Gray_Lensman)
- fixed: in some cases non-legit combinations of units were allowed.

[1.09a]
- fixed: Friendly ships were not negating the effects of enemy forts (for blockade).
- fixed an 'activation' exploit involving merging a leader in a unit
- fixed a redeploy exploit involving leaders and corps. You can only redeploy leaders without charges.
- Transmississppi scenario updated (courtesy of Bigus)
- New Spanish localization strings (courtesy of Arsan and the Spanish subforum)
- You never march to the sound of guns if you have the Evade Fight order.
- Minimum chance to hit and routing chances have been augmented. (10%)
- Battle report now shows forces at start and losses, expressed in men, horses, guns. (data done by John Caivano)
- Increased the division limits to 60 for the USA and 30 for the CSA. This is a slight increase from the original game settings of 48/24.
- More Railroads rework by Gray_Lensman.
- More Regions rework by Gray_Lensman.
- Canal Linkage Rework by Gray_Lensman.
- various rework from Gray_Lensman, see http://www.ageod-forum.com/showthread.php?t=6249
- IP address is no more polled at start, it could blocks some rare computers. (the game don't access internet in any way).
- Modding support, new variables added to Command&Leaders.opt
- the Autogarrison feature of NCP can now be actived by modders in AACW.

109d?

Posted: Thu Mar 13, 2008 2:21 am
by Zoso
A simple question here. What does this patch do? :siffle:

Posted: Thu Mar 13, 2008 3:22 am
by GShock
Thx from Cali, Pocus.

Working 16 hours a day, then playing the most wonderful ACW game and then, hit 20 pages of Battle Cry of Freedom and then fall asleep while reading it. And this is everyday...and now what, another patch?

OMG Just....lovely :)

Posted: Thu Mar 13, 2008 9:14 am
by Rafiki
Zoso wrote:A simple question here. What does this patch do? :siffle:

Check Pocus' post at the top of this thread that I just merged your question into :)

Posted: Thu Mar 13, 2008 1:58 pm
by gekkoguy82
Will current saved games be affected by this patch or do they need to be started over for the changed to take effect?

Posted: Thu Mar 13, 2008 2:13 pm
by Rafiki
There have been some changes to the railroads that will be reflected graphically, but not game-wise, e.g. there are places that don't show railroads but that have them (west from Rolla, to name an example). Other than that, I think things should be straight-forward

Posted: Thu Mar 13, 2008 2:34 pm
by gekkoguy82
Oh, duh, I guess Pocus said that in his original post, i just didn't read carefully enough apparently :fleb:

Railroad improvements

Posted: Thu Mar 13, 2008 9:58 pm
by icarri
Will I have to re-install the railroad improvements mod after installing this patch or does include those?

Still 48 Divs with 1.09d

Posted: Thu Mar 13, 2008 10:34 pm
by bk6583
Saved game didn't change to the new limit of 60 divs. Any way I can go into one of the files and change it?

Redeploy

Posted: Thu Mar 13, 2008 10:38 pm
by lodilefty
Redeploy doesn't seem to work for me.
Set option = 1/turn
General is active, not locked, not 'in command' of anything [tried several generals]
In region that is controlled

The button is 'lit', saying I have 1 redeploy available, but won't 'activate'

Posted: Thu Mar 13, 2008 11:06 pm
by arsan
Hi!

i still have not installed the official patch (currently playing a campaign with 1.09c beta patch) but a Spanish player (picaron) is reporting the same error lodilefty says: redeployment is not working.
On the last beta it didn't worked for HQ, but you could redeploy leaders and support units without problem.
Another bug reported by this spanish player is some display problems with the battle report numbers of guns. It seem instead of numbers, he sees question marks.
This guy has played with the last beta patch without problems like this.

I have seen another strange thing on my 1.09c beta campaign but i´m not sure if its a bug or WAD. :innocent:
The thing is that locked stacks cannot activate the "bombard passing ships" button.
This way the garrison stacks you get for free on Saint Louis or Cairo which are permanently locked but include heavy and naval guns cannot fire at passing ships as they are not in forts, just inside cities.. :bonk:
Pretty useless :p leure:
I will also like to know if this 1.09d patch includes the lasts Gray works on railroads and the last general portraits done by Jabberwock and Jackfox.
I hope it does. :coeurs:

Regards!

Posted: Thu Mar 13, 2008 11:45 pm
by marecone
lodilefty wrote:Redeploy doesn't seem to work for me.
Set option = 1/turn
General is active, not locked, not 'in command' of anything [tried several generals]
In region that is controlled

The button is 'lit', saying I have 1 redeploy available, but won't 'activate'


Confirming bug

Posted: Fri Mar 14, 2008 1:49 am
by Gray_Lensman
deleted

Posted: Fri Mar 14, 2008 1:50 am
by Gray_Lensman
deleted

Canals

Posted: Fri Mar 14, 2008 11:47 am
by lodilefty
This patch has the 'Oswego' version of the Erie canal:
allows te USS Michigan to 'escape'

Posted: Fri Mar 14, 2008 4:31 pm
by Pocus
Bug on redeployement is fixed. For the Spanish problem, I guess it is some texts which is not localized.

Posted: Fri Mar 14, 2008 5:28 pm
by Pocus
patch updated to 1.09e version, first post too.

Posted: Fri Mar 14, 2008 10:49 pm
by Hobbes
Using 1.09e I am unable to redeploy a combined Army leader and HQ although I can redeploy them separately - seems a bit odd?

Cheers, Chris

Posted: Fri Mar 14, 2008 11:15 pm
by Rafiki
IIRC, it was done like that to avoid exploits in "teleporting" a stack commander to an army commander to grant corps status and then "teleport" back to the other side of the country (well outside army command range) and vice versa, i.e. "teleporting" an army commander to a corps-commander-to-be.

Posted: Sat Mar 15, 2008 12:46 am
by Franciscus
Hobbes wrote:Using 1.09e I am unable to redeploy a combined Army leader and HQ although I can redeploy them separately - seems a bit odd?

Cheers, Chris


Is this not WAD ?. IMHO a general combined with an army HQ is an Army. Armies were never supposed to be redepolyed...

Firing on Passing Ships Function

Posted: Sat Mar 15, 2008 2:52 pm
by bk6583
Ok - a leftover from a previous post. It was noted that "locked" artillery in a city were not able use the fire on passing ships icon - it was grayed out. With this patch that icon is no longer grayed out, but clicking on it has no effect. Is this a still a left over bug?

Posted: Sat Mar 15, 2008 3:19 pm
by Pocus
argh... it seems so! I'll double check that.

Chris: yes you can only redeploy lone leaders or lone HQs, not combined into an army HQ, to prevent exploits.

Posted: Sat Mar 15, 2008 7:06 pm
by arsan
bk6583 wrote:Ok - a leftover from a previous post. It was noted that "locked" artillery in a city were not able use the fire on passing ships icon - it was grayed out. With this patch that icon is no longer grayed out, but clicking on it has no effect. Is this a still a left over bug?


I can confirm this problem :siffle:
Regards

EDIT (related issues)

Playing with 1.09e it seems the bombard button works wrong (in normal stacks. I´m not talking about fixed ones here).
By the tooltip, you need to press the button to fire, but on my campaign a stack with arty and level 5+ entrench but the bombard button not pressed has just dealt 30 hits to a passing stack using riverine movement.

By the way, two related things
- Does Athena "know" she should not use riverine movement pass entrenched guns? :siffle:
- Did evasion values on river zones get decreased on last patch? I remember something was talked about it, but on my campaign Foote's fleet can't catch any enemy fleet/riverine movement stacks passing his position on the Mississippi :grr:
On 6 months of game time patrolling the great confluents area i have not managed to engage a single enemy fleet, and at least a dozen had bypassed my patrols and penetrated up river :tournepas
I know that river is very wide, but it should be very difficult/impossible to evade an enemy fleet on a river, IMHO.

Regards!

Posted: Sun Mar 16, 2008 12:16 am
by arsan
Hi again!
I notice that the patch does not include the new general portraits done by Jabberwock and Jackfox.
I hope they can be included in a future 1.09f as the previous batch of portraits were included some patches ago :siffle:
Their work is first rate and add a lot of flavor to the game :coeurs: :coeurs: :coeurs:
Without any doubt, it deserves official status! :cwboy:
Regards!

Riverine Ships

Posted: Sun Mar 16, 2008 2:13 pm
by bk6583
"On 6 months of game time patrolling the great confluents area i have not managed to engage a single enemy fleet, and at least a dozen had bypassed my patrols and penetrated up river
I know that river is very wide, but it should be very difficult/impossible to evade an enemy fleet on a river, IMHO."

This has been my very frustrating experience with several campaigns as the Union player. Seems union river ships have a "bond" with their Conferderate counterparts and as a result they just let them pass without a shot fired. The only effective way to counter bad guys sailing past you is to buy a bunch of arty and stack them in river cities.

Posted: Sun Mar 16, 2008 3:12 pm
by AndrewKurtz
bk6583 wrote:"On 6 months of game time patrolling the great confluents area i have not managed to engage a single enemy fleet, and at least a dozen had bypassed my patrols and penetrated up river
I know that river is very wide, but it should be very difficult/impossible to evade an enemy fleet on a river, IMHO."

This has been my very frustrating experience with several campaigns as the Union player. Seems union river ships have a "bond" with their Conferderate counterparts and as a result they just let them pass without a shot fired. The only effective way to counter bad guys sailing past you is to buy a bunch of arty and stack them in river cities.


I agree totally. That has been my Unon experience as well.

The odds of evading on a river should be slim to none. I beleive changes where made to generic river transport, but in my opinion, evade possibility should be next to nothing for all ships on rivers, not just generic transport.

Posted: Sun Mar 16, 2008 3:22 pm
by Le Ricain
arsan wrote:Hi again!
I notice that the patch does not include the new general portraits done by Jabberwock and Jackfox.
I hope they can be included in a future 1.09f as the previous batch of portraits were included some patches ago :siffle:
Their work is first rate and add a lot of flavor to the game :coeurs: :coeurs: :coeurs:
Without any doubt, it deserves official status! :cwboy:
Regards!


I agree 100%. This work is indeed first class and should be included.

I have tried twice to download the leader graphics mod without success. I am now prepared to wait until the portraits become official.

Posted: Sun Mar 16, 2008 4:16 pm
by arsan
AndrewKurtz wrote:I agree totally. That has been my Union experience as well.

The odds of evading on a river should be slim to none. I believe changes where made to generic river transport, but in my opinion, evade possibility should be next to nothing for all ships on rivers, not just generic transport.


I´m glad i´m not the only one getting frustrated by this! :grr: :niark:
With my current campaign as the USA with the different 1.09 patches it seem i can't even catch units using riverine movement :bonk:
Before, I usually played as the CSA and with Island 10 and Henry&Donelson my part or the river was mostly secure, but now as the USA... CSA AI routinely ferries full brigades and militia and Cavalry up the Ohio to east Kentucky and south Indiana ignoring Foote's fleet :grr:

Regards!

Posted: Sun Mar 16, 2008 5:10 pm
by Rafiki
Does posture matter for naval stacks? If they do, then naval stacks in defensive posture will not engage enemies.

I base this belief on having had stacks in offensive posture that have been engaging enemy ships, also with the latest patches.

Posted: Sun Mar 16, 2008 5:13 pm
by Jabberwock
Rafiki wrote:Does posture matter for naval stacks? If they do, then naval stacks in defensive posture will not engage enemies.

I base this belief on having had stacks in offensive posture that have been engaging enemy ships, also with the latest patches.


It is my understanding that posture matters except in the blockade and shipping boxes.