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Patch 1.11 Public beta 2

Posted: Fri Aug 22, 2008 4:14 pm
by Pocus
Dear players,

Here is the new AACW patch. Tremendous work have been done by many volunteers of the community. We, in the team, are really proud of the attention AGEOD's ACW get from you! You're raising the game quality to new standards, again and again! :coeurs:

We have humbly fixed some bugs too, on our side. :sourcil:


http://ageoddl.telechargement.fr/latest/patch_AACW_v1.11-Beta2.zip

This patch has been tested since some weeks by the AACW Improvement team, so it should be fairly stable. It does not break save. Once it is completely approved, it will be release to the general public.

And now, the 'little' readme:

==============================================================================
AGEod's American Civil War Update 1.11
August 22nd, 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: A bug when a leader was promoted, then removed from his stack.
- fixed: Rail construction were not always occuring as they should (reported by Bigus).
- fixed: Ships targeting troops can merge into them, in an harbor. If a battle occurs and the ships are captured, the troops could end up being captured too. [nice little critter, reported by Adiscus).
- fixed: Ships being built could not be captured properly if the raider was moving out of the region too soon, resulting in a crash.
- fixed: Leaders above 3 in rating would get a far too big bonus for the Army Rout check at the end of combat, resulting in fanatical armies.
- fixed: Admiral could form divisions.
- fixed: A (rare) crash could occurs when you detached a corps from an army.

==============================================================================
Graphics
==============================================================================
- 47 new portraits (compared to previous official release) by Jackfox and Jabberwock! (including various line infantry types, leaders and CSA rangers)
- New modifications to the map (for better geographical & historical accurary) by Gray_Lensman (see below)

==============================================================================
Scenarios
==============================================================================
- New scenario, "Kentucky Invasion", which takes place late 1862 - early 1863, by Bigus.
- Shiloh and Gettysburg scenarios improved, by Bigus.

==============================================================================
Gameplay
==============================================================================
- Max Entrenchment level is variable, depending of the year. Start at 3. See below.

==============================================================================
Data edition and tweaking - The good work of Gray_Lensman (details)
==============================================================================

All these changes are officially approved by the Studio. Gray_Lensman, aka Michael, is officially our AACW coordinator. The detail of his work for the current patch follows:

Changes in AACW Historical Accuracy MOD 20080717

1.) Incorporated Jabberwock's Generals' Graphics work.

2.) Incorporated Bigus' rework on the Shiloh and Gettysburg scenarios.

3.) Made many more spelling corrections in the .mdl and .uni files.

4.) Corrected the following structure names.

Mississippi City (was Mississipi City) located in Gulf, MS (705)
Harrisonburg (was Harisonburg) located in Harrison, LA (728)

5.) Manually changed the displayed tooltip name for the Middle Tennessee River region to "Mussel Shoals". This was done to reduce confusion concerning where this region was located, since it is now impassable to shipping as it was historically.

6.) Again reworked the weather files for some inconsistencies.

7.) Corrected (in most places) the mispelled names of Theophilus Holmes and Robert Ransom. The remaining corrections in the corresponding Units and Models files will be included in the next "official" patch.

8.) A big "Thanks" to Bigus for contributing his newest scenario "Kentucky Invasion", which takes place late 1862 - early 1863.

9.) Slightly modified the starting entrenchment levels values for 1861 to bring the scenarios into similar starting levels as Clovis' MOD. Subsequently the 1861 scenarios start with MaxEntrenchLevel set to 3 and the 1862 Campaign scenario now starts at 4. The scripted events were slightly adjusted to accomodate this change.

1861 April Campaign - starts with MaxEntrenchLevel set to 3
1861 July Campaign - starts with MaxEntrenchLevel set to 3
1862 Campaign - starts with MaxEntrenchLevel set to 4
1863 Campaign - starts with MaxEntrenchLevel set to 6
1864 Campaign - starts with MaxEntrenchLevel set to 8

The Scripted Events change these levels over time on the following schedule:

In 1861, there is a small chance each turn from Aug thru Dec for the Level to increase to 4
---- with a definite increase to 4 in Jan 1862

In 1862, there is a small chance each turn from May thru Aug for the Level to increase to 5
---- with a definite increase to 5 in Sep 1862

In 1862, there is a small chance each turn from Oct thru Dec for the Level to increase to 6
---- with a definite increase to 6 in Jan 1863

In 1863, there is a small chance each turn from May thru Aug for the Level to increase to 7
---- with a definite increase to 7 in Sep 1863

In 1863, there is a small chance each turn from Oct thru Dec for the Level to increase to 8
---- with a definite increase to 8 in Jan 1864

Additional rework:

10.) Jesse Reno removed from 1864 Campaign scenario. He was killed @ South Mountain in Sep 1862.

11.) Reworked Oregon Inlet and neighboring regions' border points. Also the following 4 regions inside the barrier islands off the coast of North Carolina have been changed to "Shallow Waters".

Albermale Sound (1386)
Oregon Inlet (1388)
Pamlicoe Sound (1391)
Pamlicoe Bay (1393)

12.) CSA shipping should no longer be built upriver of the Middle Tennessee River region (Mussel Shoals).

13.) Reworked Regional state affiliations for the following 5 regions (also manually changed the regional name to match these particular state changes.

Susquehanna, PA (76) is now Suquehanna, MD.
Allegany, PA (77) is now Allegany, MD.
Fulton, PA (78) is now Fulton, MD.
Chambers, PA (1482) is now Chambers, MD.
Walhalla, NC (233) is now Walhalla, SC.

14.) Reworked the Naval starting/event reinforcement shipping for the 1861 scenarios. Naval forces should be identical in either 1861 scenarios by the end of 1861. The biggest fix was the missing Atlantic Squadrons, which now appear in both scenarios, but also several additional Naval units (6) were not appearing in either of the 1861 scenarios.

15.) Reworked an error with 615Lawrence, AL region. The Areas.ini, Regions.ini, and several scenarios incorrectly referred to this region as 615Barbour, AL.

16.) Graphically corrected the mispelled name of "Mt Pleasany" in 759 Pleasant, TX to show "Mt Pleasant".

17.) Corrected the following structure names.

Hampton (was Hampton Roads) located in James City, VA (138)
Christiansburg (was Christianburg) located in Pulaski, VA (166)
Morehead City (was Moorehead City) located in Carteret, NC (228)
Smithville (was South Port) located in Burke, NC (231)
Grand Haven (was Grand Post) located in Ottawa, MI (435)

18. Reworked terrain files, mostly on frozen rivers terrain.

19. New set of events so that the 'population loyalty' in coastal forts regions follow closely military control.

--
Thanks to all volunteers participating in the constant improvement of AACW.
--

Posted: Fri Aug 22, 2008 4:31 pm
by Inside686
I've just finished a campain and log the forum to see if there were news... guess I will start a new one right now.
Big thank you to all the team. :gardavou:

Posted: Fri Aug 22, 2008 9:03 pm
by Gray_Lensman
deleted

Posted: Fri Aug 22, 2008 9:18 pm
by Pocus
Dedicated as always, thanks!

Posted: Fri Aug 22, 2008 9:40 pm
by Jabberwock
jackfox should get credit for quite a few of the new faces.

Posted: Fri Aug 22, 2008 9:49 pm
by Daxil
Sweet. Just curious, is there still going to be a change to the chances of a succesful river crossing despite 4 or more elements being present? I don't see it in this patch.

Posted: Sat Aug 23, 2008 4:50 am
by Gray_Lensman
deleted

Posted: Sat Aug 23, 2008 2:37 pm
by Pdubya64
Kudos all around fellas... looking forward to testing this one out when official with my new second copy of AACW! :nuts:

Cheers,
pw

Posted: Sat Aug 23, 2008 8:33 pm
by Pdubya64
Gray_Lensman wrote:Thanks Pocus.

Total uninstall of previous AACW installation.
Deletion of /ACW folder after uninstall
Reinstalled the Initial v1.00 AACW Setup Game
Directly patched to this new v1.11 Public beta 2 update.

I'll be giving this a full checkout for new file content over the weekend and I'll report back to you when it's complete... I've already done a complete in-game map graphic scan and observed no graphic anomalies (always my first priority).



Gray:
I assume there is no issue with the cdv version of the game loading v107h off the install disk, right? Just curious.
pw

Posted: Sun Aug 24, 2008 2:19 am
by Gray_Lensman
deleted

Posted: Sun Aug 24, 2008 4:38 am
by Gray_Lensman
deleted

Posted: Sun Aug 24, 2008 6:47 am
by Comtedemeighan
I have the CDV version I'm gonna start testing this out doing a clean install we'll see what happens :niark:

Posted: Sun Aug 24, 2008 7:51 am
by Pocus
great news! A fine update for a great players community.

Posted: Sun Aug 24, 2008 7:55 am
by Gray_Lensman
deleted

Posted: Sun Aug 24, 2008 1:44 pm
by Gray_Lensman
deleted

Posted: Sun Aug 24, 2008 1:51 pm
by berto
It's a small thing, but if you can hold off the patch for another week, I promise to have the Kentucky scenario description by this coming weekend. Another week would give players a chance to check out the latest beta further, no?

Posted: Sun Aug 24, 2008 2:22 pm
by Gray_Lensman
deleted

Posted: Sun Aug 24, 2008 2:33 pm
by Gray_Lensman
deleted

Posted: Sun Aug 24, 2008 4:01 pm
by Paul Roberts
Gray_Lensman wrote:Evidently the Partisan Ranger Act of 1862 event has been bugged for some time, and just now made its ugly little self apparent.

The original code contained in the CSA Events.sct called for the following steps:



The darkened units are invalid. They don't exist. So I edited the corresponding database to output the following steps instead:



This eliminates this bug, and places the correct units in the CSA Force Pool

Attached below is a Quick Fix in (Fast Install) format and the reworked database file to go along with it.
.


Thanks!

Where do we put the database file? I've forgotten if it's necessary.

Posted: Sun Aug 24, 2008 4:04 pm
by Pdubya64
Gray_Lensman wrote:It's possible you may have to load an intermediate version prior to this version, but I can't check it out directly.

Previously, someone else had problems with an earlier update patch not working with v107h and they found that they could load in an intermediate patch and then patch to the latest version and it worked. I'd try "direct" first and if that don't work, we might have to experiment... Don't like having to use you as a "guinea pig", but it might be the case here, and we could really use the information if you could take the time to try it. It would be nice to know if the v1.11 Public Beta2 fixes the previous problem with updating direct from v1.07h.

Meanwhile I'll try to find that post and determine which intermediate version they had to use.

edit> Damn I'm getting lucky, found it already. Seems someone had to install v1.10c prior to v1.10d, so let me know if you need further help.


Well, so far so good. I haven't had any game-breaking issues and on one test of the grand campaign was rather surprised when Butler and two other leaders led a large naval expedition through Charleston harbor... ran the guns successfully and promptly disappeared upriver. :indien:

Ft. Smith River Issue?

Posted: Sun Aug 24, 2008 4:12 pm
by richfed
As the CSA, if you send gunboats up to Ft. Smith, AR, they cannot pass the river once there to go back from whence they came. This is in July, so it can't be a "frozen" river issue.

I completely uninstalled my game and then reinstalled and applied this Beta patch. No MODS at all.

Posted: Sun Aug 24, 2008 5:12 pm
by berto
Gray_Lensman wrote:<edit> Actually, I'd prefer that Pocus go ahead and release it "officially". This bug had nothing to do with recent work, so the update itself is stable. I have a lot of graphics work that has been held back waiting for this to be "officialized" so I can test it out against the "officialized" patch, before releasing it in the next "Historical Accuracy MOD release. It's been on hold for over 4 weeks now. We'll work your descriptions into the Historical Accuracy MOD release instead. It'll give us a chance to make sure they interface correctly before they go into "official" game.</edit>

Okay, sounds good.

Before I/we do further combat results testing, I'd like to see how the latest official patch generally plays anyway.

Posted: Mon Aug 25, 2008 12:17 am
by Gray_Lensman
deleted

Posted: Mon Aug 25, 2008 12:19 am
by Gray_Lensman
richfed wrote:As the CSA, if you send gunboats up to Ft. Smith, AR, they cannot pass the river once there to go back from whence they came. This is in July, so it can't be a "frozen" river issue.

I completely uninstalled my game and then reinstalled and applied this Beta patch. No MODS at all.
I'm looking into this right now.

Posted: Mon Aug 25, 2008 1:42 am
by Gray_Lensman
deleted