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

New official 1.11d patch

Fri Oct 03, 2008 2:42 pm

Dear players,

Here is the new AACW patch, enjoy!

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

[font="]==============================================================================[/font]
[font="]AGEod's American Civil War Update 1.11c[/font]
[font="]October 3rd, 2008[/font]
[font="]==============================================================================[/font]

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

[font="]***[/font]

[font="]SPECIAL WARNING: When restarting a saved game after installing this update version, the new fort located at Ft Delaware (in New Jersey), will initially be the previous CSA garrison that resided at Ft De Soto in Florida. When you initiate the turn, a special one-time event converts the CSA Ft De Soto Garrison to the USA Ft Delaware Garrison. The name of the fort will remain Ft De Soto however until you complete the saved game. (The old name is embedded in the saved game file and cannot be easily changed.)[/font]

[font="]***[/font]

[font="]==============================================================================[/font]
[font="]Bugs[/font]
[font="]==============================================================================[/font]
[font="]- Patrol move (doing a round trip back to the original region) was not working anymore.[/font]
[font="]- A rare bug when a force move and should not has been fixed.[/font]
[font="]- fixed a loophole about generals & charges. If a general is removed from command and is named to another army, he will only protest if the new army is weaker and if the other general (in charge of his previous army) has less seniority. Before, the power of the 2 armies where not checked.[/font]
[font="]- fixed an issue in the Swap general order.[/font]
[font="]- A rare bug when adding back to a fleet some troops has been fixed.[/font]

[font="]==============================================================================[/font]
[font="]Interface[/font]
[font="]==============================================================================[/font]
[font="]- AACW is now available in German![/font]

[font="]- Fixed an issue with the Resume game button (shortkey: R).[/font]
[font="]- New sentry orders: [/font]
[font="]<SPACE>: In sentry for one turn. [/font]
[font="]<CTRL><SPACE>: In sentry until 90% healed.[/font]
[font="]Reminder:>[/font]
[font="]<S>: Permanent Sentry (until moving or attacked) (hit again <S> or <SPACE to remove the sentry state)[/font]
[font="]<CTRL><S>: Remove all Sentries on map.[/font]


[font="]Sentry order is useful when you browse your units with the keys E,R,T,Y (with shift as an option)[/font]

[font="]- <SHIFT><C>: Center on the destination of the unit.[/font]
[font="]Reminder: <C>: Center on the current region of the unit.[/font]

[font="]- <H>: Put directly the selected force in structure, if some available in the region.[/font]

[font="]==============================================================================[/font]
[font="]Scenarios[/font]
[font="]==============================================================================[/font]
[font="]- Bigus scenarios translated into French.[/font]

[font="]==============================================================================[/font]
[font="]Gameplay[/font]
[font="]==============================================================================[/font]
[font="]- Ships blocking troop passage over the river now have 23% chance per ship to block the passage (of all troops during the turn), up to 90%. Before this was an on/off decision.[/font]

[font="]==============================================================================[/font]
[font="]AI[/font]
[font="]==============================================================================[/font]
[font="]- The AI is much more prudent with amphibious landing.[/font]

[font="]==============================================================================[/font]
[font="]MISCELLANEOUS IMPROVEMENTS from the AACW IMPROVEMENT TEAM[/font]
[font="]Coordinator: Gray_Lensman. Thanks to Bigus, Berto, Jabberwock.[/font]
[font="]==============================================================================[/font]
[font="]1.) More River/Water region Linkage and Object placement rework.[/font]

[font="]2.) Massachusetts Bay (1493) has been redefined to "Coastal" waters. This allows any ironclads to transit to/from the other "Coastal" waters regions. There is a Short Transit JumpLink between Massachusetts Bay (1493) and both Long Island Sound (1363) and Long Island Coast (1365) to facilitate this movement.[/font]

[font="]3.) Reworked text comment linkages to the following events[/font]

[font="]a.) evt_nam_CSA_TexasRgrBde should now display "The Texas Rangers Brigade has been formed"[/font]
[font="]b.) evt_nam_CSA_GeorgiaBde should now display "The Georgia Brigade has been formed"[/font]
[font="]c.) evt_nam_CSA_MississippiBde should now display "The Mississippi Brigade has been formed"[/font]

[font="]4.) Recently fixed Naval events for the April 1861 scenario should now also display a proper text comment.[/font]

[font="]5.) Some graphic name/spelling corrections.[/font]

[font="]a.) Lawrence, PA (48) "Beaver" changed to "Rochester"[/font]
[font="]b.) Miflin, PA (68) "Miflintown" changed to "Mifflintown"[/font]
[font="]c.) Wayne, OH (414) "Wooster" changed to "Orrville"[/font]
[font="]d.) Harlan, KY (556) "Mt Pleasant" changed to "Cumberland Ford"[/font]
[font="]e.) Somerset, PA (1479) "Sommerset" changed to "Somerset"[/font]

[font="]6.) Isaac Stevens removed from 1863 2-theatre Campaign. He was killed in Sept 1862.[/font]

[font="]7.) Units introduced by the Partisan Ranger Act of 8162 event, should now all be buildable.[/font]
[font="]a.) Light Infantry should show up in random southern cities (emphasis on the South_East)[/font]
[font="]b.) Partisans and Mounted Partisans should show up in random southern cities (emphasis on the South_West)[/font]

[font="]8.) Tutorial #1 and Tutorial #2 scenarios brought up to current update status.[/font]

[font="]9.) Potomac Gunboats placed on the Potomac River. (1862 2-player scenario)[/font]

[font="]10.) Extensive Fort rework including the removal of Ft De Soto and the addition of Ft Delaware.[/font]

[font="]11.) Included some rework on the Gettysburg scenario provided by Bigus and background information for the Kentucky scenario provided by Berto.[/font]
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

Sat Oct 04, 2008 6:29 pm

Great. Downloading :thumbsup:
A bit intrigued about amphibious AI - what are the juicy news ?? ;)

([SIZE="1"]PS: please correct the small mistake on the text - 1.11c -> 1.11d[/size]

javelina1
Conscript
Posts: 9
Joined: Sun Jul 20, 2008 6:50 pm
Location: Arizona

Sat Oct 04, 2008 10:03 pm

merci beaucoup! just loaded it up. :)

User avatar
billyplod
Civilian
Posts: 4
Joined: Thu Jan 31, 2008 5:38 pm

Crashed & Burned

Sat Oct 04, 2008 11:48 pm

:confused: Applied patch and unable to reload game - the load sequence hangs in the first load screen. AGESETTINGS.EXE running. UNinstalled completely now unable to reinstall game !?

AndrewKurtz
Posts: 1167
Joined: Tue Jan 30, 2007 2:49 am
Location: Greenville, SC

Sun Oct 05, 2008 12:43 am

I think there may be an issue with 'S' - Permanent Sentry. I've been assigning units to permanent sentry and they are right back in the rotation again next turn.

AndrewKurtz
Posts: 1167
Joined: Tue Jan 30, 2007 2:49 am
Location: Greenville, SC

Sun Oct 05, 2008 12:47 am

billyplod wrote: :confused: Applied patch and unable to reload game - the load sequence hangs in the first load screen. AGESETTINGS.EXE running. UNinstalled completely now unable to reinstall game !?


Using VISTA? I've had situations where is seems to just hang at step 1/3. But after a reboot, it starts working again.

That said, more information than "unable to reinstall game" would probably be helpful.

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

Sun Oct 05, 2008 12:50 am

AndrewKurtz wrote:Using VISTA? I've had situations where is seems to just hang at step 1/3. But after a reboot, it starts working again.

That said, more information than "unable to reinstall game" would probably be helpful.


I'm "Vistaed", and it runs OK.... :blink:
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
[CENTER][/CENTER]
[CENTER]Visit AGEWiki - your increasingly comprehensive source for information about AGE games[/CENTER]

[CENTER]Rules for new members[/CENTER]
[CENTER]Forum Rules[/CENTER]

[CENTER]Help desk: support@slitherine.co.uk[/CENTER]

AndrewKurtz
Posts: 1167
Joined: Tue Jan 30, 2007 2:49 am
Location: Greenville, SC

Sun Oct 05, 2008 1:05 am

lodilefty wrote:I'm "Vistaed", and it runs OK.... :blink:


Mine runs OK most of the time too. Just every once in a while, it seems to hang on the engine loading.

User avatar
andatiep
Posts: 1429
Joined: Thu May 01, 2008 10:56 am
Location: Grenoble, France.

Sun Oct 05, 2008 1:04 pm

- Ships blocking troop passage over the river now have 23% chance per ship to block the passage (of all troops during the turn), up to 90%. Before this was an on/off decision.


I would like to modifie the AACW Strategy Guide on the community documentation (AACW WIKI) with this big change. But i'm not sure with my english speaking. What should i do with this article :
http://ageod.nsen.ch/aacwwiki/AACW_strategy_guide#Preventing_river_crossings

Should i understand that we should remove the 4 ships necessary to block a river crossing, that you have now a chance to block it with only one ship and that the enemy have now anyway a chance to cross even if there is more than 4-5 ships on the river ?

By the way : does it block immediatly or the next turn ? I mean, if my ships arrive let's say the Day 4 of the current turn and the enemy troops try to cross the day 10, will it works or should the enemy cross the next turn to be blocked ?
REVOLUTION UNDER SIEGE GOLD

javelina1
Conscript
Posts: 9
Joined: Sun Jul 20, 2008 6:50 pm
Location: Arizona

Sun Oct 05, 2008 3:15 pm

I went from 1.11a to 1.11d. No issues with my current campaign game. Running on WinXP, service pack 3.

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

UI problem

Sun Oct 05, 2008 7:25 pm

Full uninstall, reinstall of AACW -> 1.11d. The upper left screen display of Victory points and National moral are de-centered (see pic attached. Images speak louder than words).

PS1: Running a screen resolution of 1440x900, as allways did previously. First time I noticed this is with 1.11d :(

PS2: Playing as CSA Bushrod Johnson appears in Richmond... But it was reported in another thread thap playing as USA he appears in upstate NY. Something to do with new AI routines ?? :confused:
Attachments
Interface problem.JPG

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

Sun Oct 05, 2008 8:17 pm

I'm getting that exact look, too, Franciscus.

Also, after about one year's play as CSA, 3 times the last message in the message screen has been an unspecified event - Code 27, I think it has said.
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

User avatar
billyplod
Civilian
Posts: 4
Joined: Thu Jan 31, 2008 5:38 pm

Sun Oct 05, 2008 8:50 pm

AndrewKurtz wrote:Using VISTA? I've had situations where is seems to just hang at step 1/3. But after a reboot, it starts working again.

That said, more information than "unable to reinstall game" would probably be helpful.


Indeed - flustration sometimes gets the better of accuracy, and rational thought. The AGESETTINGS.EXE had hung, and to cut a long story short. Edited GENERAL.OPT to insert serial and off I went. It seems Virus checker was inhibiting the AGESETTINGS from completing.

User avatar
squarian
Brigadier General
Posts: 485
Joined: Thu Aug 07, 2008 7:41 pm
Location: Pittsburgh, Pennsylvania

Sun Oct 05, 2008 10:58 pm

richfed wrote:Also, after about one year's play as CSA, 3 times the last message in the message screen has been an unspecified event - Code 27, I think it has said.


I've been seeing that one too lately - I think it's "unspecified event code 27".

Playing 1.16, no mods, WinVista

User avatar
arsan
Posts: 6244
Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Sun Oct 05, 2008 11:03 pm

squarian wrote:Playing 1.16, no mods, WinVista

:blink:

Are you testing AACW 2 already?? ;) :neener: :D

asdicus
Sergeant
Posts: 87
Joined: Fri Aug 31, 2007 2:40 pm

Mon Oct 06, 2008 3:05 am

Anyone having problems in this patch with replacement elements not appearing as they should. When the union captures forts normally the newly appearing fort garrison infantry start at one element and then build up to 2 or 3 elements. This is not happening in v1.11d - it has always worked in the past. Is the connected at all with the new element sizes ie 600 odd men instead of 1000 ??

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Mon Oct 06, 2008 4:42 am

deleted

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

Mon Oct 06, 2008 5:56 am

asdicus wrote:Anyone having problems in this patch with replacement elements not appearing as they should. When the union captures forts normally the newly appearing fort garrison infantry start at one element and then build up to 2 or 3 elements. This is not happening in v1.11d - it has always worked in the past. Is the connected at all with the new element sizes ie 600 odd men instead of 1000 ??


USA captured fort garrisons that will increase:

Ft Clark
Ft Pike
Ft Clinch
Ft Macon
Ft Marion
Ft Pulaski
Ft Gadsden
Ft Sumter
Ft Donelson

USA captured fort garrisons that won't increase:

Ft Morgan
Ft Jackson
Ft St Phillip
Island 10
Ft Fisher
Ft Caswell
Ft Moultrie
Ft Johnson
Ft Morgan
Ft Gaines

CSA captured fort garrisons won't increase. Some of the setup garrisons will, however.
[color="DimGray"] You deserve to be spanked[/color]

Image

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Mon Oct 06, 2008 6:05 am

deleted

User avatar
Rafiki
Posts: 5811
Joined: Thu Aug 24, 2006 9:19 am
Location: Oslo, Norway

Mon Oct 06, 2008 8:19 am

Jabberwock, Lord of the Data Extraction :)
[CENTER]Latest patches: AACW :: NCP :: WIA :: ROP :: RUS :: PON :: AJE
Visit AGEWiki - your increasingly comprehensive source for information about AGE games
[SIGPIC][/SIGPIC]
[/CENTER]

User avatar
Zebedee
Sergeant
Posts: 96
Joined: Tue Sep 09, 2008 5:56 pm
Contact: WLM Yahoo Messenger

Mon Oct 06, 2008 10:08 am

Thanks Pocus and the volunteers who helped out with this patch.
[font="Verdana"]"For God's sake, let us if possible keep out of it." - Lord Russell on British government policy towards the warring states, Hansard.[/font]

[color="Blue"]Gray's Historical Accuracy Mod for AACW[/color]

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

Mon Oct 06, 2008 3:06 pm

1.11d has been uploaded again: The sentry order now works and National Morale string is fixed.
Image


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

asdicus
Sergeant
Posts: 87
Joined: Fri Aug 31, 2007 2:40 pm

Mon Oct 06, 2008 3:44 pm

Thank-you for your detailed reply re which fort garrisons should increase in size.

In my latest v1.11d pbm game as the union I captured forts donelson and pulaski early in 1862 - it now dec 62 and neither unit has added any elements. There are always plenty of infantry replacements available. I have not seen this problem prior to the v1.11d patch.

I can send a save game to support if you wish ? If so note I am not the host - do you require the host player files as well ?

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Mon Oct 06, 2008 6:42 pm

deleted

User avatar
dooya
Posts: 1311
Joined: Wed Nov 07, 2007 9:12 am
Location: Always near to Vicky Pollard.
Contact: Website

Wed Oct 08, 2008 8:17 am

I was told that "Sentry one turn" only works for active units. Is this WAD?
No quote - No bullshit!

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

Wed Oct 08, 2008 11:03 am

Gray_Lensman wrote:I've rechecked both the Units DB and the Events DB files and those particular forts garrison (Donelson and Pulaski) should be increasing in size to 3. Nothing appears to be wrong with the data files. Perhaps the game engine code changes for replacing elements has a new problem. We would need to see all the files for the saved game probably including the host player files also.


I checked and spend some time, and it works. I replied from support that I can only see Hardened attrition enabled on the host side that can prevent replacements here.
Image


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

User avatar
Barker
Major
Posts: 209
Joined: Mon Sep 01, 2008 7:05 pm
Location: Walterboro, South Carolina

Thu Oct 09, 2008 1:48 pm

How do you change modes in the cities? Also I have noticed that there are Union land troops starting in Chas, SC and the Cav in Az gets Dallas on the first turn. The AI is somewhat tweaked in this edition?

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Fri Oct 10, 2008 7:32 am

Historical Accuracy MOD 20081008 released

For those interested, the Historical Accuracy MOD has been updated.

For all the recent newcomers, the Historical Accuracy MOD is actually a pre-patch with upcoming data fixes included in it, along with some graphics changes as necessary.

Check it out in the 1st and 2nd post at the following link: http://www.ageod-forum.com/showthread.php?t=6249

User avatar
bigus
General
Posts: 599
Joined: Wed Oct 24, 2007 11:43 pm

Tue Oct 14, 2008 12:34 am

The "Show who is controlling strategic cities" button is broken.
It's showing Military Control.

Brochgale
Brigadier General
Posts: 474
Joined: Sat Oct 27, 2007 12:22 am
Location: Scotland
Contact: Yahoo Messenger

Tue Oct 14, 2008 1:01 am

Looking forward to playing again after a break from game with another brand new patch - happy to knoiw that the work goes on and I hope yu are well in life and thriving!
"How noble is one, to love his country:how sad the fate to mingle with those you hate"
W.A.Fletcher "Memoirs Of A Confederate Soldier"

Return to “AGEod's American Civil War”

Who is online

Users browsing this forum: No registered users and 13 guests