Le voici! Aprés plusieurs semaines de tests, il devrait vous faire bénéficier de pas mal d'améliorations dans vos parties.
Merci à tous les testeurs et joueurs ayant participés à sa création

http://ageoddl.telechargement.fr/latest/AACW_Patch.zip
Nb: Le lisez-moi n'est plus traduit (sauf par un volontaire) à partir de cette version. L'équipe doit faire des choix (et puis c'est le 1er mai :nuts

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AGEod's American Civil War Update 1.10a-b-c-d
May 16th- June 11th, 2008
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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.
[1.10d]
- fixed a bug in gunboat blockades.
- Historical Accuracy mod: Removed spelling deficiencies, corrected weather for Texas, removed a left over Division HQ in 1862 West scenario.
- Artillery can now bombard if entrenched to level 4 (was 5). The gun range should be 5 though (all units with this range can fire in fact).
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- progressive entrenchment Max level:
1861 April Campaign - starts with MaxEntrenchLevel set to 4
1861 July Campaign - starts with MaxEntrenchLevel set to 4
1862 Campaign - starts with MaxEntrenchLevel set to 5
1863 Campaign - starts with MaxEntrenchLevel set to 6
1864 Campaign - starts with MaxEntrenchLevel set to 8
The Scripted Events change these levels over time on the following schedule:
In 1861, there is a small chance each turn from Aug thru Dec for the Level to increase to 5
---- with a definite increase to 5 in Jan 1862
In 1862, there is a small chance each turn from May thru Dec for the Level to increase to 6
---- with a definite increase to 6 in Jan 1863
In 1863, there is a small chance each turn from May thru Aug for the Level to increase to 7
---- with a definite increase to 7 in Sep 1863
In 1863, there is a small chance each turn from Oct thru Dec for the Level to increase to 8
---- with a definite increase to 8 in Jan 1864
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[1.10c]
- fixed: a bug which prevented gunboat blockades (of rivers) to works correctly under some circumstances. Number needed is moddable.
- changed: Ships don't have to be in offensive posture to block rivers.
- changed: Map rework, courtesy of Gray_Lensman
- changed: Because of low-level cleaning, the AI thinnk *differently*, for good or bad. Don't hesitate to report of the new behaviors seen.
- improved: The AI garrisons more and stay put more often when moves are not needed.
- improved: RailRepair algorithm, supply unit algorithm
[1.10b]
- Modding: You can now tweak a new variable, bmbrange, in Blockades.opt. This is the range needed by guns to fire on passing ships.
- Minor rail rework by Gray_Lensman
- Numbers of horses and guns were not valid for the Mexican - fix courtesy of Gray_Lensman
- AI: Added a new experimental algorithm: 'Repair Rail Network'. Please report if needed.
- AI: Improved: the 'Force In Being' algorithm has been improved. The AI will now consider better if remaining in place is not the best 'move'.
[1.10a]
- Number of units recruited was wrong when above a given number. Fixed also a display bug in the recruitment window.
- When a depot or village is burned, supply is reduced to the stock needed for one turn of supply (of the units present in the region).
- fixed: Divisions could go above 18 elements.
- Changed: In the Naval Box (where the US merchants dwell), ships can now try to avoid engaging the fleet they found, if the convoy is too strong for them.
- fixed: River obstruction by ships was not working properly.
[1.10]
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Bugs
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- fixed: lone artillery could be redeployed.
- fixed: a rare bug where a ZIP gamefile would not be recognized correctly.
- fixed: General nickname removed (it was replacing real name in some cases).
- fixed: Partisans units were not shown in the Unit List (Ledger page F1)
- fixed: a bug of password querying.
- fixed: A problem with the 'Bombard Passing ships' order. Clarification: this order is only used for units which are not in forts, so they have the choice to be near the shore or not (and bombard and be bombarded...). Units in a fort don't have this choice. Fixed units now can toggle this order.
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Gameplay
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- changed: Cities and harbors produce 25% less Supply than before.
- changed: Generals being discharged from army command, or bypassed by another general when an army is formed will now lose 1 to 4 seniority ranks.
- changed: To prevent troops from crossing rivers, you must now have at least 4 ships elements in offensive posture (was 1 in any posture)
- changed: Weather zones have slightly less mud.
- changed: Minor crossing links can now be interdicted by fleets (some navigable rivers have minor crossing)
- added: Divisions can now replace whole lost elements.
- Fatigue and losses of men both from movements and standing attrition revised. Historical Attrition should be less harsh. Attrition from movements is higher in bad weather, but is less important from enemy territory.All parameters have been exported into a new option file for modders. See the modding forum for further instructions.
- Various adjustments in the database.
- changed: Raider ships in the Shipping Box are twice as efficient as before.
- March to the Sound of Guns improvements: a corps can intervene once per day maximum, and 1 cohesion point / day of 'virtual' march is lost doing so.
- changed: movement speed now takes the slowed element within an unit.
- changed: Seniority changes are now 50% faster (in good ... or bad)
- Units in a structure are always considered as being passive for Cohesion recovery (netting a +2 per day overall, +1 from Passive, +1 from Structure). Reminder,if besieged, you lose -1.5 though.
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Map
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- More railroad fixes from Gray_Lensman (Ohio RR and canal fixes).
Interface
- added: In Element Detail Window, general nickname added after real name.
- Expected costs to form up divisions is now shown in the ledger.
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AI
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- AI: Better decision making for standing outside or inside structures.
- AI: Raider ships will go more often to the Blockades and Shipping boxes and will never perform naval superiority mission elsewhere.
- AI: AI can now burn depots in very hostile areas.
- AI: More Rail and riverine points bought, if affordable. Also now tied to the state of the railroad net on map.
- AI: Slightly less industrialization.
- AI: More line and militia replacements points bought, compared to others types.
- AI improvement: AI is more clever in the use of Army HQ.