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Clovis
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Wed Jan 23, 2008 5:39 am

lodilefty wrote:Reinforcements (new units) are being bought.
Replacements too (more than just the free ones)


SO I was wrong. :niark:

Thanks
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Franciscus
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Wed Jan 23, 2008 4:10 pm

@ Pocus

Any ETA for the new patch ?? :coeurs: :coeurs:

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Pocus
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Wed Jan 23, 2008 5:45 pm

According to the upload bar, 5 mn 24s
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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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arsan
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Wed Jan 23, 2008 5:50 pm

Pocus wrote:According to the upload bar, 5 mn 24s

:niark:
Don't trust that upload "estimated time"... it always lie!! :nuts:

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Pocus
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Wed Jan 23, 2008 5:54 pm

The next patch is now named 1.09, because of several major works for it.

http://ageoddl.telechargement.fr/latest/patch_AACW_v1.09_beta2.zip


==============================================================================
AGEod's American Civil War Update 1.09 rc2
January 23rd, 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.


version 1.09 beta 2

- 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.
- added: Many more railroads improvements and historical tweaks from Gray_Lensman.
- 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
- 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: 1862 east Campaign added (Work from Bigus with Berto help)
- 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.
- added: Tweakable Activation rule (still experimental): All leaders always activable, normal rule, or hardened rule: an unactivated leader and all his stack is fixed one turn.
- 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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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 23, 2008 5:56 pm

Just so you picture better what is the last line of the readme is about:

Image
Image


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Gray_Lensman
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Wed Jan 23, 2008 6:09 pm

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runyan99
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Wed Jan 23, 2008 7:31 pm

Pocus wrote:- added: Tweakable Activation rule (still experimental): All leaders always activable, normal rule, or hardened rule: an unactivated leader and all his stack is fixed one turn.


I do not think we want inactive leaders to me immobile, but instead disallowed from entering regions that are 100% enemy controlled. Is that possible?

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Wed Jan 23, 2008 7:51 pm

Que du bon !!!

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Gray_Lensman
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Wed Jan 23, 2008 8:15 pm

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Gray_Lensman
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Hobbes
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Wed Jan 23, 2008 8:32 pm

No change to sprite position? :p leure:

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berto
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Wed Jan 23, 2008 8:49 pm

Gray_Lensman wrote:As usual, I'll install this by doing a complete uninstall/folder deletion/reinstall directly to this v1.09 patch...

Ouch!

Would this work instead (after doing a one-time uninstall/reinstall to original game version, off the CDs/DVD, or whatever, the point where I am now):

--Make a backup of the installation to a same-level folder but with "Original" appended to the name. So now you've got two identical folders: ACW, and ACW Original.
--Patch ACW.
--If a bad or mangled patch ever breaks ACW, delete it, and recreate (copy and paste) from ACW Original.

This avoids the uninstall step (the Registry will be unaffected, and references to the recreated/restored ACW should be transparent). Also, one avoids having to mess with the install CDs/DVD or downloaded original-install file every time.

In fact, I could see maintaining three installations:

--ACW (latest patch, working version)
--ACW Backup (previous patch level)
--ACW Original

(One could maintain Original, Backup, and working versions of the Start Menu subfolders, also.)

I have adequate drive space to do this.

Does this make sense? Can you think of any reason(s) why these backup strategies wouldn't suffice?
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runyan99
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Wed Jan 23, 2008 10:08 pm

Pocus wrote:- added: Tweakable Activation rule (still experimental): All leaders always activable, normal rule, or hardened rule: an unactivated leader and all his stack is fixed one turn.


The way this is currently implemented, I think it is workable, and certainly better than no option at all. I am just not sure right now what the gameplay ramifications are of disallowing even rear area movement for inactive leaders.

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Clovis
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Wed Jan 23, 2008 10:15 pm

runyan99 wrote:The way this is currently implemented, I think it is workable, and certainly better than no option at all. I am just not sure right now what the gameplay ramifications are of disallowing even rear area movement for inactive leaders.


Good for trying but I see yet the big problem when your capital will be threatened by an enemy force and your general will sit. All in all, I'm sure the current system is the best compromise.
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Clovis
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Wed Jan 23, 2008 10:16 pm

Modding: A new parameter has been added to all models, CbtSignature. See the Modding forum for more info.

Where, please?
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runyan99
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Wed Jan 23, 2008 11:32 pm

Clovis wrote:Good for trying but I see yet the big problem when your capital will be threatened by an enemy force and your general will sit.


Yes, there would be some odd situations I think. That's why I would rather if the option only disallows movement into enemy regions, not movement altogether.

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bigus
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Thu Jan 24, 2008 1:32 am

I'm still getting a crash to desktop with "Units raised in Various states".

[ATTACH]1730[/ATTACH]

[ATTACH]1731[/ATTACH]

[ATTACH]1732[/ATTACH]

[ATTACH]1733[/ATTACH]


These are from Mid July 61 scenarios when Militia are "Raised in various states". When I click on the info section To see were the units were raised I get a crash to desktop.
I never had these issues in 1.08d.
bigus
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Le Ricain
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Thu Jan 24, 2008 1:42 am

arsan wrote: :8o:
I wasn't aware of that... are you sure??

I remember a similar rule for the English on BoA but i don't think it applies to AACW.

For example on the first turns of the april 61 campaign as the CSA you don't have any troops (not even militia) on many objective towns (New Orleans, Nashville, Atlanta, Little Rock...) and on the ledger this towns have your flag (i speak of 1.08 d and previous versions).
I had always thought your were getting victory poits for them :bonk:

Cheers!


Arsan,

I agree with what you have observed. However, I have gotten that non- USA/CSA flag symbol in the objectives page. In each case, the city was garrisoned by my militia. As soon as I moved a regular unit in, the flag was replaced with the US flag.

The rule must apply only to enemy or neutral VP cities that you control. Your own cities you do not need to garrison. You will still get VP's for your own cities.
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Gray_Lensman
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Pocus
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Thu Jan 24, 2008 8:07 am

Aaahh... sorry, I completely forgot to update the new units raised screen, my bad :(

Chris, I don't quite get the problem with unit positionning, enlighten me please!

As for the activation rule, this is a temporary implementation. We can't block movement conditionnaly (easily at least) and you already get a dire penalty when caught in an enemy region if not activated. What can be improved is perhaps to tie the chance of being fixed (if not activated) to the % of MC you have in the region you are in (like you have MC% - 50 of not being fixed?).
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runyan99
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Thu Jan 24, 2008 8:20 am

Pocus wrote:
As for the activation rule, this is a temporary implementation. We can't block movement conditionnaly (easily at least) and you already get a dire penalty when caught in an enemy region if not activated. What can be improved is perhaps to tie the chance of being fixed (if not activated) to the % of MC you have in the region you are in (like you have MC% - 50 of not being fixed?).


That seems like an improvement. Always disallowing all movement of inactive leader stacks seems too restrictive for AACW, but a 50-50 chance would be less onerous. A lower chance, like 25%, might just add a little unpredictable element to play. I will need to think about it.

If some percentage for fixing inactive leaders is used, I imagine a low number for AACW, like (MC%-25)/100 chance of being unfixed, and a high number for BoA, like (MC%-75)/100, to reflect the different paces of operations in the two wars.

For the record, I advocated this rule for BoA, in order to keep the British Armies in check. Inactive or not, I found British armies could whip American armies, so the only solution seemed like an Activation rule that prevented an attack at all. I am glad Pocus is coding some version of it, but I am unsure if it is necessasary or applicable to AACW.

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saintsup
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Thu Jan 24, 2008 9:46 am

Wrong post

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Hobbes
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Thu Jan 24, 2008 11:38 am

Pocus wrote:Aaahh... sorry, I completely forgot to update the new units raised screen, my bad :(

Chris, I don't quite get the problem with unit positionning, enlighten me please!

As for the activation rule, this is a temporary implementation. We can't block movement conditionnaly (easily at least) and you already get a dire penalty when caught in an enemy region if not activated. What can be improved is perhaps to tie the chance of being fixed (if not activated) to the % of MC you have in the region you are in (like you have MC% - 50 of not being fixed?).


Hi Philippe, the sprite position was discussed here :-

http://www.ageod-forum.com/showthread.php?t=7171

Cheers, Chris

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lodilefty
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Thu Jan 24, 2008 1:19 pm

runyan99 wrote:That seems like an improvement. Always disallowing all movement of inactive leader stacks seems too restrictive for AACW, but a 50-50 chance would be less onerous. A lower chance, like 25%, might just add a little unpredictable element to play. I will need to think about it.

If some percentage for fixing inactive leaders is used, I imagine a low number for AACW, like (MC%-25)/100 chance of being unfixed, and a high number for BoA, like (MC%-75)/100, to reflect the different paces of operations in the two wars.

For the record, I advocated this rule for BoA, in order to keep the British Armies in check. Inactive or not, I found British armies could whip American armies, so the only solution seemed like an Activation rule that prevented an attack at all. I am glad Pocus is coding some version of it, but I am unsure if it is necessasary or applicable to AACW.


Maybe a combination of MC and Loyalty? Brings in the "security" concerns of a force in disloyal territory.

Would this penalty apply to stacks without leaders, too? They're the ones I worry about, doing raids, etc. I wouldn't want to stop raiding, but the rampage of uncommanded brigades and regiments by the AI seems a bit much at time, not to mention single brigade kamikaze attacks.....

How will this prevent the technique of splitting off a unit to initiate an attack, where the "big inactive" stack then helps?

See my "C&C mod" in BoA for my attempt to slow down British attacks by using ablities (OverCautious). I haven't tested enough to see how well it's working.

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Thu Jan 24, 2008 1:32 pm

Pocus wrote:Aaahh... sorry, I completely forgot to update the new units raised screen, my bad :(


The crash occurs when accessing the screen displaying automatically generated units [militia].

On the new units recruited screen [those you choose to build], there is a calculation/display error. If you build 2 units, it says you built 3; if you build 3 units, it says you built 4; and so on - always +1. The only exception, I believe, is if you build only one. Then, it says one unit built. :8o:
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runyan99
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Thu Jan 24, 2008 6:58 pm

lodilefty wrote:
Would this penalty apply to stacks without leaders, too? They're the ones I worry about, doing raids, etc. I wouldn't want to stop raiding, but the rampage of uncommanded brigades and regiments by the AI seems a bit much at time, not to mention single brigade kamikaze attacks.....

How will this prevent the technique of splitting off a unit to initiate an attack, where the "big inactive" stack then helps?


You cannot fix leaderless stacks, because then you would not even be able to move units from where they are raised to where they are needed, and the game would be unplayable.

As for the splitting off technique, I am not sure what you mean. Right now, all units in the stack are getting fixed, so if you split one unit off, it is itself still fixed and will not be able to initiate an attack in another region.

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lodilefty
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Thu Jan 24, 2008 7:09 pm

runyan99 wrote:You cannot fix leaderless stacks, because then you would not even be able to move units from where they are raised to where they are needed, and the game would be unplayable.


Maybe we can limit leaderless stacks to defensive or passive modes, except in areas with >xx% MC? :D This is getting a bit wierd?

runyan99 wrote:As for the splitting off technique, I am not sure what you mean. Right now, all units in the stack are getting fixed, so if you split one unit off, it is itself still fixed and will not be able to initiate an attack in another region.


Well, yeah! :bonk: I just saw this in BoA2 testing! :o :o

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Gray_Lensman
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lodilefty
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Thu Jan 24, 2008 7:10 pm

Gray_Lensman wrote:For that matter, where the heck is the software cursor implementation at? :niark:


I think in the "external" setup utility....

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