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Pocus
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---> AACW patch 1.09

Wed Jan 30, 2008 6:42 pm

Dear players,

Here is a new patch, with some bugs fixes but also improvements and additions!

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

Thank to all the volunteers who helped in the making of this patch.


==============================================================================
AGEod's American Civil War Update 1.09
January 30th, 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.

==============================================================================
Bugs
==============================================================================
- fixed: In the Domestic Policies screen, rivers were shown with 0% loyalty.
- fixed: Fixed units had the Ambush button light up.
- fixed: USA Emancipation notification message had a glitch, for the CSA.
- fixed: Riverine move could allow return fire against coastal batteries.
- fixed: It was possible to activate an non active general by merging him in a brigade.


==============================================================================
Gameplay changes or additions
==============================================================================
- changed: Moving onto a river with the river pool will reduce Evasion value of the troops to 1.
- added: If attacked in a city, all your troops switch to Defend at all cost (as there is no retreat path)
- changed: You only need 8 ships to blockade an harbor, not 12. Forts give +-4, not +-6.
- added: Tweakable Activation rule: All leaders always activable, normal rule, or hardened rule: an unactivated leader and all his stack is fixed one turn depending of a percentage chance roll).
- added: You can now see how much exp points an element (or leader) has, by passing the mouse over his stars, in the Element Detail Panel.


==============================================================================
Map & Scenarios
==============================================================================
- added: Many more railroads improvements and historical tweaks from Gray_Lensman.
- added: 1862 east Campaign added (Work from Bigus with Berto help)
- improved: TransMississippi Scenario by Bigus.


==============================================================================
Modding & system tweaks
==============================================================================
- added: You can now launch a mod with a command line: AACW.exe modpath /mymod
- added: Better support for Japanese Windows with the TextLengthCoeff variable in Display.opt
- Modding: A new parameter has been added to all leaders abilities: if it is always effective, if it is effective only if the leader is active, or if effective only if the leader is not added. See the modding forum.
- Modding: A new parameter has been added to all models, CbtSignature. See the Modding forum for more info.
- improved: Update on Spanish localization.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Serpent77
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Wed Jan 30, 2008 7:12 pm

Thank you!!! Great work!!!!!!!

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Trueknight
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Wed Jan 30, 2008 8:05 pm

Umh....is it just me, or the Rules of Engagement buttons are "vanished"?

I did some tests on different installations and I can't see it anymore, while they where at their place using 1.09 beta5.

Not using any mod...

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Pocus
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Wed Jan 30, 2008 8:22 pm

A stupid tag error in the patch, I'll tell you as soon as the updated patch link is up, sorry?
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berto
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Wed Jan 30, 2008 8:27 pm

Pocus, would it be possible (of course it would ;) ) to keep your sig links up to date--specifically, always refer to the latest patch? Maybe have two links, one to the latest official patch, another to the latest development/beta patch. (The last I looked, in the message announcing the 1.09 patch, the link refers to 1.08d.)
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Pocus
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Wed Jan 30, 2008 9:03 pm

Patch updated and error removed. You can download it again for whose who had the first version.
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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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Pocus
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Wed Jan 30, 2008 9:04 pm

berto wrote:Pocus, would it be possible (of course it would ;) ) to keep your sig links up to date--specifically, always refer to the latest patch? Maybe have two links, one to the latest official patch, another to the latest development/beta patch. (The last I looked, in the message announcing the 1.09 patch, the link refers to 1.08d.)


The sig refers to the latest official patch only (or too much sigs :niark :) unless I forget to update it, but people remind me to do so anyway...
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Gilian
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Wed Jan 30, 2008 9:20 pm

... Celui-ci il aura été conquis de haute lutte et a donné du fil à retordre aux développeurs... :hat:

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Trueknight
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Wed Jan 30, 2008 9:51 pm

Looks like everything's working fine. Thanks for your excellent job!!!
The World needs more people who works like you do.

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arsan
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Wed Jan 30, 2008 10:08 pm

Pocus,
Could you get fixed the no HQ bug on the campaigns 62,63,64??
I don't see it on the readme... :siffle:

By the way, i had just tried enabling the Spanish language on the game editing the general.opt file as you advised and now it works like a charm!!!!!! :coeurs: :coeurs: :coeurs:
And the new scenarios translation to Spanish also work OK :coeurs:
Muchas gracias!! :cwboy:

And this new men/horses/guns way of stating unit strength looks very good!
I see it's still work in progress so i had a little petition :innocent:
If it's possible, please use this system also on the whole stack counts (over the unit panel).

Thanks!

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Gray_Lensman
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Wed Jan 30, 2008 10:14 pm

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Le Ricain
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Thu Jan 31, 2008 2:37 am

Hurray for the Union!!

After patching vers 1.09 on top of my beta5 game, I am happy to report that after 26 consecutive months being locked in place, McClellan is not only unlocked, but active. He has written his last report from Cincinnati and is on his way to central Tennessee. The Union is saved.
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'Nous voilà, Lafayette'

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Gray_Lensman
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Thu Jan 31, 2008 8:03 am

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Pocus
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Thu Jan 31, 2008 10:14 am

There is no bug per se with HQs additions in 62+. The code and the events work as they are asked to (work).

The problem is different, and is there since the start it seems! Primasprit found that in the 62 setup, you have 7 Army HQ on map, but only a few allowed (2-3) so you are in deficit here, and adding one as the event do won't do anything visually, you switch from -4 HQs allowed to -3.

So either the event can be reworded or the setups are to be reworked (by a volunteer :) )
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Rafiki
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Thu Jan 31, 2008 10:22 am

Perhaps the reinforcement screen should display all units, also those who have exhausted their force pools? They could be greyed out and have a tooltip giving specifics (if necessary)
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arsan
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Thu Jan 31, 2008 10:48 am

Hi!

Maybe it can’t be labeled as a bug but certainly is a problem if:

-Playing the 61 campaigns you can reach 1865 with say 5-6 army HQ on board as the CSA and 10-12 as the USA (just guessin, i don’t now the exact number)
- Playing the advanced campaigns 62, 63, 64 you can only have on board 3 HQ as the CSA or 7 as the USA.

I am no expert on ACW hi. Story. Don´t know which setup would be more correct. But only 3 HQ for all the war to the CSA as reported by the Spanish player who discovered the problem, seems rather low.

Just my two cents
Regards

johnnycai
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effect on saved games

Thu Jan 31, 2008 3:16 pm

Greetings,

Re. the new patch

Do all bug fixes and additions apply to current saved games in 1.08?
Or will a new game need to be started to get the new features.

================================================== ============================
Bugs
================================================== ============================
- fixed: In the Domestic Policies screen, rivers were shown with 0% loyalty.
- fixed: Fixed units had the Ambush button light up.
- fixed: USA Emancipation notification message had a glitch, for the CSA.
- fixed: Riverine move could allow return fire against coastal batteries.
- fixed: It was possible to activate an non active general by merging him in a brigade.


================================================== ============================
Gameplay changes or additions
================================================== ============================
- changed: Moving onto a river with the river pool will reduce Evasion value of the troops to 1.
- added: If attacked in a city, all your troops switch to Defend at all cost (as there is no retreat path)
- changed: You only need 8 ships to blockade an harbor, not 12. Forts give +-4, not +-6.
- added: Tweakable Activation rule: All leaders always activable, normal rule, or hardened rule: an unactivated leader and all his stack is fixed one turn depending of a percentage chance roll).
- added: You can now see how much exp points an element (or leader) has, by passing the mouse over his stars, in the Element Detail Panel.

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Pocus
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Thu Jan 31, 2008 5:11 pm

All the entries you listed will be applied dynamically. Enjoy :)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Jagger
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Thu Jan 31, 2008 5:23 pm

Rafiki wrote:Perhaps the reinforcement screen should display all units, also those who have exhausted their force pools? They could be greyed out and have a tooltip giving specifics (if necessary)


That solution has some bad side effects.

The only way to switch new units in and out of the reinforcement pool beyond the 40 boxes per screen is to zero out a unit. If a zero'd out unit doesn't disappear, then we are limited to a max of 40 units per reinforcement type.

As the system works currently, a scenario can switch out mass numbers of units and replace them with new ones simply by zeroing out the old ones.

My current mod is using close to 80-90 different infantry units which appear at different time frames in the war. I wouldn't be able to do that if zero'd out units didn't disappear from the reinforcement screen.

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arsan
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Thu Jan 31, 2008 9:17 pm

arsan wrote:By the way, i had just tried enabling the Spanish language on the game editing the general.opt file as you advised and now it works like a charm!!!!!! :coeurs: :coeurs: :coeurs:
Thanks!


Hi!
Pocus,
Sorry for bothering you again with this, but the enabling of the spanish language on the digital downoad version of AACW has stoped working :bonk: :p leure: :p leure: :p leure:

As i posted yesterday (sea above) , it worked great with the first version of the 1.09 patch (the one with the ROE buttons missing).
But on new version it doesn't work again. Tweaking the general.opt file has no effect.

It's frustrating because last nigh i posted the "good news" about the possibility of enabling the Spanish language on the AGEOd Spanish forums and another external forums with a full explanation of the tweaking needed...
And now players are trying it but they can´t make it work :p leure:

Could you check this for the next 1.09 patch, please??? :innocent:

Thanks in advance!

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Gray_Lensman
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Thu Jan 31, 2008 10:31 pm

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Gray_Lensman
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richfed
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Fri Feb 01, 2008 12:16 am

Trueknight wrote:Looks like everything's working fine. Thanks for your excellent job!!!
The World needs more people who works like you do.


I wholeartedly agree!!

Resumed a game I had started with the beta version of this patch and all the kinks appear gone. Very stable, so far!!!

Excellent job! Thanks, as always!!
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

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Gray_Lensman
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willgamer
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Fri Feb 01, 2008 2:41 am

Pocus wrote:Patch updated and error removed. You can download it again for whose who had the first version.



I love the fast fixes :coeurs: ,but:

Please issue a new patch id for every new patch. :siffle:

I know it's one more step but the forums get confusing very quickly without unambigious patch numbering. :tournepas

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Queeg
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Fri Feb 01, 2008 6:42 am

willgamer wrote:I love the fast fixes :coeurs: ,but:

Please issue a new patch id for every new patch. :siffle:

I know it's one more step but the forums get confusing very quickly without unambigious patch numbering. :tournepas


I confess to having the same confusion. I check in here regularly to see if the dust has settled a bit on the patching, and the patching of patches, and the modding of patches, and the patching of modded patches. And each visit only leaves me more confused.

I really do appreciate all the hard work on all fronts, but at the risk of sounding like a pasternakski, I'm lost.

Can someone state with some degree of confidence: Are we almost there yet?

Przemcio251
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Fri Feb 01, 2008 8:34 am

Ok i have a problem im downloading the path but when i unzip it it says error file deleted when the counter reaches 99% any clue what is happening??

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Pocus
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Fri Feb 01, 2008 9:03 am

arsan wrote:Hi!
Pocus,
Sorry for bothering you again with this, but the enabling of the spanish language on the digital downoad version of AACW has stoped working :bonk: :p leure: :p leure: :p leure:

As i posted yesterday (sea above) , it worked great with the first version of the 1.09 patch (the one with the ROE buttons missing).
But on new version it doesn't work again. Tweaking the general.opt file has no effect.

It's frustrating because last nigh i posted the "good news" about the possibility of enabling the Spanish language on the AGEOd Spanish forums and another external forums with a full explanation of the tweaking needed...
And now players are trying it but they can´t make it work :p leure:

Could you check this for the next 1.09 patch, please??? :innocent:

Thanks in advance!


I'm surprised :bonk:
I did nothing between the two but reconstruct the patch with the same content.
What do you see? I tried on my side: text is in Spanish, the buttons in the Main Menu too, and I can click on them.
Be sure to have set
Language = 2
ThirdLanguage = 2

Write me at support@ageod.com for faster feedback.
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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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Pocus
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Fri Feb 01, 2008 9:05 am

Gray_Lensman wrote:I can rework the setups if someone will furnish the numbers. Or do I assume that the limits should all be the same as the '61 Scenarios, which would make sense. The other question is, where are these limits found?


There are no limits, but on one hand Force Pool additions, and on the other hand what is currently deployed on map. So you have to count the number of HQ and adjust the Force Pool accordingly, at setup, so that there is not deficit. This will allow the next force pool addition to propose a HQ to buy.
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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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Pocus
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Fri Feb 01, 2008 9:08 am

Queeg wrote:I confess to having the same confusion. I check in here regularly to see if the dust has settled a bit on the patching, and the patching of patches, and the modding of patches, and the patching of modded patches. And each visit only leaves me more confused.

I really do appreciate all the hard work on all fronts, but at the risk of sounding like a pasternakski, I'm lost.

Can someone state with some degree of confidence: Are we almost there yet?


I do that if two patches are separated by 6 hours or more, but for this small reconstruction error (first patch was missing a tag, so I rebuild it in a mater of hours) I thought it was not needed.

We are in 1.09 for now, next stop is 1.09a, no problem. Pending issues are:
a) Problem with Spanish Language
b) HQ in force pool for the 62+ campaigns (present since 2006 I think!)

So you can play safely...
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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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