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---> AACW Patch Officiel 1.10d

Posted: Thu May 01, 2008 8:43 am
by Pocus
Chers Joueurs,

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 :coeurs:

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 :)

==============================================================================
AGEod's American Civil War Update 1.10a-b-c-d
May 16th- June 11th, 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.

[1.10d]
- 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).

********************
- 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

********************

[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]
================================================== ============================
Bugs
================================================== ============================
- 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.

================================================== ============================
Gameplay
================================================== ============================
- 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.

================================================== ============================
Map
================================================== ============================
- 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.

================================================== ============================
AI
================================================== ============================
- 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.

Posted: Thu May 01, 2008 10:57 am
by Gilian
Merci messire Pocus ainsi qu'à tous les joueurs passionnés de ce jeu qui ont aidé à la mise au point de cette mise à jour... :hat: Bon allez, je vais pouvoir y retourner au son du clairon... :dada:

Posted: Thu May 01, 2008 7:29 pm
by Woody
Un très grand merci à toute l'équipe pour ce superbe service après vente :hat:

Posted: Thu May 01, 2008 9:30 pm
by Lafrite
Un bien joli patch qui va sans nul doute me relancer dans une pbem :king:

Posted: Sun May 04, 2008 12:05 pm
by bloodybisounours
Quel beau boulot ! Bravo ! :coeurs:

Posted: Wed May 21, 2008 3:51 pm
by W.Barksdale
Le patch ci-dessus, c'est 1.10a comme le forum anglais? ou seulement 1.10?

Posted: Wed May 21, 2008 4:30 pm
by Pocus
pareil, mais avec des morceaux de grenouilles et escargots. Et même quelques frites ;)

Posted: Sun May 25, 2008 4:33 pm
by Largo
Pocus wrote:pareil, mais avec des morceaux de grenouilles et escargots. Et même quelques frites ;)


hé bien moi,j'aime bien les frites et le suivi de ce jeu :siffle:

Posted: Fri May 30, 2008 2:56 pm
by jdt
bonjour la compagnie,

Je n'arrive pas du tout à installer ce nouveau patch...

Au lieu de s'installer normalement sur le jeu, le patch fait un sous répertoire.

J'ai donc le jeu dans son ancienne version et un sous répertoire d'où je peux le lancer???

Comme vous pouvez le voir, je suis très doué avec un ordinateur... :bonk:

Posted: Fri May 30, 2008 2:58 pm
by Vegetius
Tu parles, tu dis ça pour gagner du temps sur la Grande Campagne :king: !!!

Il s'est installé tout à fait normalement chez moi, aurais-tu changé le répertoire de destination ?

Posted: Fri May 30, 2008 3:02 pm
by jdt
Argh je suis démasqué :niark:

Non non, je n'ai rien changé, je fais Ok à tous les messages comme d'habitude.


Edit : c'est bon j'ai trouvé tout seul comme un grand.

Posted: Mon Jun 23, 2008 3:18 pm
by alf
Bonjour

J'ai acquis la version italien de American Civil War.
Dans le CD il y a la version 1.07 du jeu.
C’ est possible utiliser la patch 1.10c pour ajourner le jeu ?
C’ est possible utiliser l’ astuce pour jouer en italien avec les textes de la 1.07 (files LocalStrings*.csv) ?
Je vous demande pardon pour mon francais.

merci

Posted: Mon Jun 23, 2008 5:24 pm
by Pocus
Vous pouvez parler Anglais si vous pré ferrez, mais votre français est très correct!

Oui, vous pouvez jouer en Italien après avoir patché en 1.10c, il ne devrait pas y avoir de soucis.

Posted: Mon Jun 23, 2008 5:24 pm
by PhilThib
Oui, vous pouvez faire un update en 1.10...par contre, il se peut que quelques textes en italien soient manquant (mais pas beaucoup) car nous n'avons pas eu encore les corrections... :indien:

Posted: Thu Jul 03, 2008 2:53 pm
by Vegetius
Est-il prévu de nouveaux visages de généraux sur le prochain (et imminent à n'en pas douter) patch ?

C'est plus prenant lorsque les visages ne sont pas anonymes !

Posted: Thu Jul 03, 2008 3:13 pm
by PhilThib
Les généraux qui n'ont pas de portraits....sont dus au fait qu'on a pas trouvé de source pour eux pour que l'artiste leur tire le portrait... :siffle:

Posted: Thu Jul 03, 2008 3:21 pm
by Nikel
PhilThib wrote:Les généraux qui n'ont pas de portraits....sont dus au fait qu'on a pas trouvé de source pour eux pour que l'artiste leur tire le portrait... :siffle:



Sorry for posting here in english.


But is this true too for NCP?

Posted: Thu Jul 03, 2008 3:25 pm
by PhilThib
I was speaking about NCP indeed...but it is true also for most games... :siffle:

Posted: Thu Jul 03, 2008 3:27 pm
by Nikel
I searched for several french generals with missing portraits. So if I post them somebody will do a portrait valid for the game and will be included in a future patch?

Posted: Thu Jul 03, 2008 3:36 pm
by Pocus
That's not that simple though, now that the game is out, we will get charged by the artists for each portrait done. During the development stage it is less problematic because things can be asked by batch.

Posted: Thu Jul 03, 2008 3:37 pm
by Vegetius
Il me semblait que Jabberwock bossait sur ce point, il a arrêté ? Il doit avoir accès à de bonnes sources vu le boulot qu'il a déjà fait.

Mais peut-être n'est-ce pas prioritaire vu ce que vous avez sur le feu :innocent: .

Posted: Thu Jul 03, 2008 5:40 pm
by Nikel
Pocus wrote:That's not that simple though, now that the game is out, we will get charged by the artists for each portrait done. During the development stage it is less problematic because things can be asked by batch.



I see, so the artist that made the units graphics and portraits is not part of your team?


Well, in any case I will create a new thread about this, perhaps your team or your artist or a volunteer (difficult) will be encouraged ;)


And I will do it in batches :niark:

Posted: Thu Jul 03, 2008 6:19 pm
by Korrigan
We used to have an in-house artist (Sandra) but she left (for a more interesting job (creation wise) and much better paid) roughly at the end of AACW. We still miss her... :coeurs:

For NCP and BoA 2, we have been using free-lance artists.

Cheers,

Ludovic