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Pocus
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Location: Lyon (France)

BOA update 1.10

Sat Nov 11, 2006 10:55 am

Hi,

Download link:
http://ageoddl.telechargement.fr/BoA_patch1.10.exe

Extended manual:
http://www.ageod.com/download_patches/BIRTH%20OF%20AMERICA_109.pdf

Readme:

This patch can update any version.

==============================================================================
Birth of America Update 1.10 Readme
Friday, November 10, 2006
==============================================================================

This update tweaks many elements, provides a free scenario (from the War of 1812), and a rewritten 75’ Campaign.

You are also welcome to check our forums, http://www.ageod-forum.com/index.php to discuss about our upcoming new game on the American Civil War.

Some fonts have been replaced, it is advised that you reboot your computer before applying the update, as Windows sometime locks fonts files.

==============================================================================
Bugs Fixes
==============================================================================
The bug fixes listed here have been done in BOA sub-versions 1.09b to 1.09g also. Version 1.10 has no bug fixes per se but only compiles all the previous updates.

- An Army requested to disembark could (rarely) causes a crash if the fleet was bombarding at the same time.
- Fixed artillery batteries (Coastal Art.) are now eligible for fort building.
- Passive Indians no longer pillage.
- The Wind Gauge Indicator appeared on frozen river battles.
- Fixed 2 bugs in the fleet bombardment routine.

==============================================================================
User Interface
==============================================================================
- Army names on the small army tabs are now displayed in 2 lines to allow longer names)
- If an army has at least one fixed unit, a small pulsating lock will be shown on the envelope icon (the icon showing if the army commander is activated of not)
- Reminder: the cauldron and pile of cannon balls icons have detailed tool tips on your supply consumption and current stock for each army.
- Turns which have an order file attached now show a bright red attachment icon in the turn list. If you play PBEM, you should check that you have this icon in front of both turn files (in the file list) before processing the new turn... In any case, a dialog box will warn you if the opponent's file is missing (thus reverting to AI handling its turn).
- A new icon discriminates between harbors under blockade and harbors with all exit points frozen.
- Leaders in a stack are now all sorted by descending seniority except in cases of mixed leader, i.e. a leader integrated directly in a company
- The Army panel now shows you the total power of your units. Reminder: this combat value is just an estimate of the overall strength of the units and is not used in combat.
- The number of naval units needed to blockade a region is now indicated in a tooltip.
- Some fonts have been changed.

==============================================================================
AGE Settings
==============================================================================
- AGE Settings, the utility provided in the main Birth of America folder now shows you your current serial key. You don't have to retype it if you only want to change your videos settings.
- Better support for Display Frequency tweak.

==============================================================================
Game Play, Rules Additions and Changes
==============================================================================
- Militia levies are now at the end of turn processing and not at start.
- Fleets transporting too many troops can still move but very slowly.

Loyalty Rule Overhauled:

- If a region is loyal to you, and has no enemy troops, the opponent will loose from 1 to 6 percents of Military Control each turn.
- If a region has a very high insurgent percentage, and has an enemy held city, there is a small chance that Rebel Minutemen may appear. In this case the city reverts to the American control.
- During each turn, each Rebel Minutemen unit is checked and can spontaneously disappear. If it does, there is 50% chance that one militia replacement is added to the American Pool.


- When a leader is wounded, the code will now check the nearest town first before checking more distant towns.

- By request from some players, the entire Supply code has been rechecked. Everything works as designed. People finding that there is too much supply around can tweak easily the amount generated by structures.

- Leaders which are bound to a district (Northerner, etc.) can now leave it, but will be far less able in their ratings. This will help the AI make a better usage of these units too.

==============================================================================
Data Changes
==============================================================================
- Reading and Lancaster regions have their terrain changed from Clear to Woods.
- Supply wagons can now only transport 15 supplies each and not 20 (except for the British wagons, they transports 16). American wagons are now slightly faster compared to British ones on the other hand.


==============================================================================
Scenarios Additions and Changes
==============================================================================
- Glover’s seniority has been reduced.
- The British side received a duplicate leader in 1778
- The siege abilities now apply at the army level not at the commander level. This means that the ability will be used even if the leader having it is not the stack commander.
- Some script problems with American privateers have been fixed.
- The script bug preventing Indians to use correctly Indians replacements has been fixed.
- Supply units tweaked (see above)
- New scenario: Great Lakes 1812, with all new graphics (units and leaders!)
- Rewritten 75' Campaign, with tweaks to the initial setup of forces, flavor names for most British Foots Rgts (thanks to Le Ricain for the data), and modifications to the reinforcements (less supply wagons). The Campaign is named (Alt) for Alternate as the Standard Campaign is still there.
- 76' Campaign re-exported to make use of the British flavor names.

==============================================================================
AI
==============================================================================
- Improved how the AI responds if a small force, in a contested region with 2 big armies facing each other, can switch to offensive posture or not.
- Aggressiveness tweaking in several instances.
Image


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

flintlock
Captain
Posts: 182
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Sat Nov 11, 2006 5:37 pm

Good stuff.

Thank you very much for this Pocus. I figured you were so busy with AACW, that 1.10 was going to take a little longer to be released. What a pleasant surprise. Once again, a hearty thank you for the continued support of this great game!

:hat:

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Pocus
Posts: 25673
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Location: Lyon (France)

Sun Nov 12, 2006 8:02 am

New 1.10a patch (same link and file name as 1.10, to not invalidate links from other web sites).

Update:
1813 american leaders had some errors in seniority and leader rank (fixed). [reported by Theodotus]
Image


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

Joseignacio
Sergeant
Posts: 93
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Location: Madrid

Thu Nov 16, 2006 5:52 pm

"Loyalty Rule Overhauled:

- If a region is loyal to you, and has no enemy troops, the opponent will loose from 1 to 6 percents of Military Control each turn.
- If a region has a very high insurgent percentage, and has an enemy held city, there is a small chance that Rebel Minutemen may appear. In this case the city reverts to the American control.
- During each turn, each Rebel Minutemen unit is checked and can spontaneously disappear. If it does, there is 50% chance that one militia replacement is added to the American Pool.
"

Perhaps it should be better not to implement this. This forces the English player to leave a unit per city which is almost impossible and, anyway, not efficient.

If you want to balance the american player, an event could be better, because having to send every turn 3 o4 4 little armies to destroy the minutemen makes the game really a lot more micromanaged, even assuming that this kind of games (of which I consider BoA a milestone and my favourite just now) include a lot of miromanagement.

It's ok to have micormanagement in this games but not more than necessary.

User avatar
Pocus
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Location: Lyon (France)

Fri Nov 17, 2006 7:23 am

Search&Destroy or Hold&Secure ? ;)

Have you tried the campaign with the new rule? Because the effect is far less dire that you possibly think.

First, the rule is ment to favor a more historical approach. As the British you can no longuer only seek to kill the Americans units without consolidating your positions a bit. It does not mean by far that you have to secure everything, but it will now comes to a little price. If you move into an hostile area and don't leave garrison, then progressively the area will start to revolt and you will loose control of the cities. This is not to say that you will be submerged by hords of insurgents though.

Why? Because of the actual values used.

The base chance to get a minutemen company for the Rebel is:

Region Loyalty + 15 + CityLevel -100

So basically, if the British maintains the rebel sentiment under 85%, he is safe (or quite safe). And this is not an impossible task, by far. For that you must do 2 things:

a) garrison heavily during some months, so that the martial law effect grind a bit the Rebel %
b) focus on the same State, because when you capture a strategic city in a given state, all others strategic cities in the same state move their loyalty toward the conqueror.

If you don't spread your effort as the British, you have still very high chance to succeed.

We also balanced this rule with a reduction of the American Militia that are granted. Over all it should be ok. Now if you experiment and see that the rule is broken, don't hesitate to send me a save, we are humans after all (well not all members of the team, but the majority at least).
Image


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

Joseignacio
Sergeant
Posts: 93
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Location: Madrid

Fri Nov 17, 2006 10:31 am

Yes, I have tried the last patch and rule.

I tend to succeed usually soon in the campaigns, although not always, and for me it's easier with the English because I don't take very well that cities garrisoned with two units, even trained to provincials suddenly dissapear when I play with Americans, letting the British just pass on a stroll through my strategic and objective (goal) cities. Or I have three units and a cannon battery and suddenly there is only one inviting the enemy to take it easily, with a gift (the cannons). :grr:

I tell you this because as British player, right now I control almost all of the cities and state in the game since about turn 30, being now about the 40 of the new campaign. But continious uprisings (minimum 3 or 4 per turn) in my lines rearguard make me have several armies patrolling around for those minutemen, with orders of assaulting, with the added problem of the possible death of the leaders, cause if I try to siege them, they will be reinforced in February and July or so, and I will have to move the zone reserve armies to suffocate the rebellions.

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Pocus
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Sat Nov 18, 2006 8:04 am

If you are able to quell the rebellion in 30 turns, then it means the rule is not hard enough :)

Seriously, it does not strike me as unbalanced to see 3-4 minutemen a turn raising in cities that you don't garrison and are very loyal to the opposing side. It's a rebellion. You must station troops and Win Hearts And Minds too.

We can adjust the rule, but several others players have to express their point of view on this same topic before doing anything. And Betas should also give feedback. No hurries, no worries!
Image


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

Donegal
Corporal
Posts: 51
Joined: Sun Apr 02, 2006 5:35 pm
Location: Madrid
Contact: WLM

Supply

Sat Nov 18, 2006 2:04 pm

I have seen supply has more "weight" in 1.10. Is there any change in the rules or just in the coding?

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Pocus
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Location: Lyon (France)

Sat Nov 18, 2006 2:50 pm

changes are in the data (how much the unit can carry) and the setup and reinforcements. The rules per se have not changed.
Image


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

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Pocus
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Location: Lyon (France)

Sun Nov 26, 2006 8:38 am

1.10c uploaded (1.10 link is valid)

+ Latest Spanish Localization from Friendware
+ Fixed a bug in the 'Capture Louisbourg' event
+ Fixed a bug in the message panel
+ Fixed: Too long army names where not displayed properly.

Notes: We are considering a slight change in the Disband Militia rule.
Image


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

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Hobbes
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Tue Nov 28, 2006 10:03 pm

I just downloaded 1.10c and now I seem to be missing the region names on the F3 display.

Cheers, Chris

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Pocus
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Wed Nov 29, 2006 8:39 am

fixed, 1.10d for friday with 2 additional militia rules.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Joseignacio
Sergeant
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Joined: Thu Sep 21, 2006 9:26 am
Location: Madrid

Thu Nov 30, 2006 9:51 am

:niark:

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Pocus
Posts: 25673
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Location: Lyon (France)

Thu Nov 30, 2006 10:05 am

Update: this will be for the start of the next week, the motherboad of my work computer* has passed away, sorry.

*: and thanks to Microsoft, it means reinstalling XP and then all applications.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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MarkShot
Posts: 2306
Joined: Sat Mar 11, 2006 10:22 pm

Thu Nov 30, 2006 2:18 pm

My mobo died this year with a loud screech. I contacted my vendor (Falcon-NW; high-end gamers PC boutique company). This was three years after I bought the machine, I requested an identical mobo so that I would could be spared system recovery (and potential reinstalation). However, it is not easy to find exact match spare parts more than a year or two after original sale. They managed to find and strip an identical mobo from one of their older systems in the office. So, after two weeks, I got my PC back without having to do anything, but flip the power switch. :)

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Pocus
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Thu Nov 30, 2006 2:47 pm

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

flintlock
Captain
Posts: 182
Joined: Sat Oct 07, 2006 9:20 pm

Thu Nov 30, 2006 3:04 pm

Pocus wrote:Update: the motherboad of my work computer* has passed away, sorry.

I see my recent PC issues are contagious. :niark:

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Sol Invictus
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Location: Kentucky

Fri Dec 08, 2006 7:02 pm

Any news on 1.10d?
[SIGPIC][/SIGPIC]

"The fruit of too much liberty is slavery", Cicero

flintlock
Captain
Posts: 182
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Fri Dec 08, 2006 7:19 pm

Sol Invictus wrote:Any news on 1.10d?

Pocus was last seen in the trenches of AACW, frantically hammering away on his keyboard in the midst of an artillery barrage. Due to the smoke and subsequent collateral damage, he was unable to give a definitive date, though he remains cautiously optimistic of a release "soon." :)

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Sol Invictus
Posts: 825
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Location: Kentucky

Sat Dec 09, 2006 3:04 am

So long as he keeps his head down, all will be fine. :dada:
[SIGPIC][/SIGPIC]



"The fruit of too much liberty is slavery", Cicero

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Pocus
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Location: Lyon (France)

Tue Dec 12, 2006 11:16 am

Image


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

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