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Pocus
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---> AACW 1.06d Patch <---

Mon Aug 13, 2007 2:20 pm

Dear players,

The 1.06d patch is now out officially (1.06c lived only during the week-end and was a public beta patch). 1.06d is very similar to 1.06c, with 2 bugs killed and 1-2 micro features added, and most notably, many new brigades names, thanks to McNaughton (modder extraordinaire!).

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

==============================================================================
AGEod's American Civil War Update 1.06d (a-d) Readme
Monday, August 13th, 2007
==============================================================================

This patch contains all changes since the start.
You can continue a saved game created before the patch. Most entry will apply, but not all.

==============================================================================
Bugs
==============================================================================
Riverine supply was not working over long distances.
In some very rare cases, riverine move would be aborted.
A bug could occurs in the Financial AI logic phase.

==============================================================================
Gameplay
==============================================================================
The retreat rule now penalizes regions with few land adjacencies and favors the region from where the unit comes from. Parameters can be tweaked (see modding section)
Corps outside of their Army range are not dismissed but suffers from -1 to strat and -1 to off rating (and won't get the Army commander bonus).

==============================================================================
User Interface
==============================================================================
4 brand new filters added (ctrl-F1 to ctrl-F4), which will filter fixed units, enemy units, your land units, all units.
French version reread completely, thanks to Asa (Greg le Gall).


==============================================================================
Map
==============================================================================
Link between 689 Copiah and 690 Canton added.
Link between 716 Iberville (New Orleans) and 717 Duras added.

==============================================================================
Data
==============================================================================
Thanks to McNaughton, brigades now have new, historical names.
Semmes could be duplicated once the CSS Alabama was released from service.
Boston harbor had a weather zone problem, preventing ship from entering the port.


==============================================================================
Modding support
==============================================================================

8 new variables, see the file Control&Retreat.opt in the settings directory
ctlContested = 5 // Minimum control gained upon entering a region (if not passive)
ctlAllowRetreat = 5 // Minimum control to have in a region to allow a retreat into it
ctlRetreatAdjCity = 10 // Interest in retreating toward a region with a city (per level)
ctlRetreatAdjFort = 30 // Interest in retreating toward a region with a fort (per level)
ctlRetreatAdjDepot = 25 // Interest in retreating toward a region with a depot (per level)
ctlRetreatLandLink = 15 // Interest in retreating toward a region, value per land link
ctlRetreatPrevSubSpaceCoeffH_ = 250 // Coefficient applied to the interest if the region is the one where we are coming from
ctlNoBeachHead = 10 // Minimum control to have so that a region is not a beach/riverhead if you have to cross a body of water before attacking



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

PBBoeye
General
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Mon Aug 13, 2007 3:18 pm

Pocus wrote:
1) A bug could occurs in the Financial AI logic phase.

2) Corps outside of their Army range are not dismissed but suffers from -1 to strat and -1 to off rating (and won't get the Army commander bonus).


1) What bug was that?

2) You, sir.... are.... Brilliant! (Guiness commercial)

Pocus wrote:Thanks to McNaughton, brigades now have new, historical names.


That SHOWOFF!! :niark:

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GShock
Posts: 1134
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Mon Aug 13, 2007 3:47 pm

PBBoeye wrote:
You, sir.... are.... Brilliant! (Guiness commercial)


Yeah, He's da man! :coeurs:

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Pocus
Posts: 25673
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Mon Aug 13, 2007 4:03 pm

(1): This would get you a crash anyway, so you would have known if you had it. This can only happen if you use a VP cost heavy option while you have very few VP...
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

LSSpam
Sergeant
Posts: 74
Joined: Wed Aug 08, 2007 3:05 pm

Mon Aug 13, 2007 8:01 pm

4 brand new filters added (ctrl-F1 to ctrl-F4), which will filter fixed units, enemy units, your land units, all units.


Huge. Thank you.

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James D Burns
Posts: 561
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Location: Salida, CA

Mon Aug 13, 2007 8:19 pm

Pocus wrote:Semmes could be duplicated once the CSS Alabama was released from service.


The Union River Ironclad Cairo can be duplicated as well if players build one before the event bringing it onto map occurs. Its name should be deleted from those chosen for units built by players.

Jim

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Pocus
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Location: Lyon (France)

Tue Aug 14, 2007 9:29 am

ok, I moved it last in the list
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Flashman007
Corporal
Posts: 52
Joined: Wed May 17, 2006 4:54 pm

Tue Aug 14, 2007 11:07 am

With 106d which i just downloaded last night the "end turn" and "return to Menu" have been reversed.

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

Tue Aug 14, 2007 11:46 am

Flashman007 wrote:With 106d which i just downloaded last night the "end turn" and "return to Menu" have been reversed.


This was intentional. I can't remember where I saw Pocus state that, but it is in purpose to be more logical.

I'd still love to see a "Are you sure you want to end your turn" message as, last night, when trying to save and ORD in a PBEM game, I accidentally ran the turn. Oh well. I didn't need any replacements or reinforcements anyway. :p leure:

PBBoeye
General
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Tue Aug 14, 2007 12:51 pm

well, eventually you'll get used to it, so I think it's better to wait for that than add a permanent extra (annoying) step.

Someone could always do some light color-coding of one of those buttons, if someone wants it done that way. It might help.

AndrewKurtz
Posts: 1167
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Location: Greenville, SC

Tue Aug 14, 2007 1:53 pm

PBBoeye wrote:well, eventually you'll get used to it


Been playing since the day AACW was released, and BoA before that.

I didn't hit it on purpose. I knew which button to click. Just too quick to click the mouse (there was lag between the hand movement and the mouse movement).

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Rafiki
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Location: Oslo, Norway

Tue Aug 14, 2007 4:39 pm

I'd like to see (an option for?) an "Are you sure you are done giving orders?" pop-up. Though it doesn't happen often, it's very frustrating when you click the wrong button, since it takes quite a while before you can even think of doing anything about it.
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Jabberwock
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Wed Aug 15, 2007 12:56 am

PBBoeye wrote:well, eventually you'll get used to it, so I think it's better to wait for that than add a permanent extra (annoying) step.

Someone could always do some light color-coding of one of those buttons, if someone wants it done that way. It might help.


Goes in Graphics\FrontEnd\Top Right Panel
Attachments

[The extension bmp has been deactivated and can no longer be displayed.]

[color="DimGray"] You deserve to be spanked[/color]

Image

AndrewKurtz
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Wed Aug 15, 2007 1:09 am

Jabberwock wrote:Goes in Graphics\FrontEnd\Top Right Panel


Thanks!

But like I said, it is not confusion about what to hit. It is sometimes spasdic hand/eye coordination.

PBBoeye
General
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Wed Aug 15, 2007 1:15 am

Jabberwock wrote:Goes in Graphics\FrontEnd\Top Right Panel


Nice!

goodwood
Lieutenant
Posts: 136
Joined: Thu May 03, 2007 3:28 pm
Location: Toongabbie Vic Oz

Wed Aug 15, 2007 2:52 am

G'day all, I have just loaded patch 1.6d, but when I load the game the version shown on start up is 1.6, is this correct.
Happily Grumpy:siffle:

roboczar
Conscript
Posts: 12
Joined: Thu Jul 26, 2007 2:16 pm

Wed Aug 15, 2007 3:51 am

I'm able to build much, much bigger divisions now than I used to. Is that intentional? I'm able to fit 17 brigades and 1 general, whereas before it was 11 + 1?

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Rafiki
Posts: 5811
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Wed Aug 15, 2007 3:54 am

roboczar wrote:I'm able to build much, much bigger divisions now than I used to. Is that intentional? I'm able to fit 17 brigades and 1 general, whereas before it was 11 + 1?

Divisions being limited to 12 elements was a bug introduced in 1.06b. 18 is the correct limit :)
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Gray_Lensman
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Wed Aug 15, 2007 3:57 am

deleted

Stuie
Conscript
Posts: 13
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Location: Upper Gwynedd, PA

Wed Aug 15, 2007 4:00 am

Do I need 1.06 and 1.06d, or just 1.06d?

Edit: Looking at the files, I'm thinking just 1.06d is fine, but more instructions for the not-so-computer-literate would be a good idea.

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Gray_Lensman
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Wed Aug 15, 2007 4:07 am

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Rafiki
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Wed Aug 15, 2007 4:27 am

Indeed. All patches so far have been full patches, i.e. you just need the last one to get eveything patched. I'd be very suprised if AGEod changed that without telling us :)
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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Aug 16, 2007 7:58 am

yes, just use 1.06d.

As for the buttons. Don't use them :)

Return to main menu: hit ESCAPE

Processing the turn: CTRL-F9 *




*: this is the compile project key for peole using Delphi (or any other Borland language I believe)
Image


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

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Jabberwock
Posts: 2204
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Thu Aug 16, 2007 9:10 am

Pocus wrote:Processing the turn: CTRL-F9 *


This can be color-coded as well, just use nail polish or model paint. :niark:
[color="DimGray"] You deserve to be spanked[/color]



Image

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arsan
Posts: 6244
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Location: Madrid, Spain

Sat Aug 18, 2007 9:17 am

Jabberwock wrote:This can be color-coded as well, just use nail polish or model paint. :niark:


:niark:
I think i will better stick to your modified bmp
Thanks for it!! :hat:

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fremen
Colonel
Posts: 336
Joined: Sun Aug 05, 2007 7:56 pm

Sat Aug 18, 2007 8:37 pm

To Pocus or anyone in charge:

I just upgrade the game to 1.06d version.
Playing with CSA i noticed that the MAIN ARMY around Richmond in the Full Campaign scen is named "Army of the Potomac".

The fact, the "Army of the Potomac" was the Union main Army, the CSA Army was the "Army of the Northern Virginia".

Is an error in OOB?

PBBoeye
General
Posts: 563
Joined: Sun Jul 01, 2007 12:59 am
Location: Richmond, VA

Sat Aug 18, 2007 9:02 pm

No, it is historic. Each side had an AoP, the South at first, the North a bit later. There are others here much more able to explain it.

Game is quite historical.

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Hobbes
Posts: 4438
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Sat Aug 18, 2007 9:44 pm

There have been several threads on this - I think there is a note in the FAQ now?

It is historical.

Cheers, Chris

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arsan
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Sat Aug 18, 2007 11:37 pm

It changes to ANV when Lee activates on 62 if i´m not mistaken.

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Rafiki
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Sun Aug 19, 2007 5:19 am

fremen wrote:To Pocus or anyone in charge:

I just upgrade the game to 1.06d version.
Playing with CSA i noticed that the MAIN ARMY around Richmond in the Full Campaign scen is named "Army of the Potomac".

The fact, the "Army of the Potomac" was the Union main Army, the CSA Army was the "Army of the Northern Virginia".

Is an error in OOB?

http://en.wikipedia.org/wiki/Army_of_the_Potomac_%28Confederate%29
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