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Public Beta patch 1.07h (2 versions)

Posted: Tue Nov 20, 2007 4:40 pm
by Pocus
Dear players,

The patch 1.07g is now 1.07h although still in public beta, but it seems no bugs are remaining (or perhaps a minute one hidden under stone in Indian territory? :indien: ) ;)


The 1.07h 'Special Edition', is a patch without modder work. It is as the 1.07g with 1-2 small fixes and a gameplay improvement (see 2nd post):

http://ageoddl.telechargement.fr/latest/patch_AACW_v1.07hSE.zip


The other patch (see below), is with modder work, officially approved:


The 1.07h standard edition is with modder work, namely work from 'Officially Approved by AGEOD for his proficiency, attention to detail and historical accuracy 'Michael McDougal' aka 'Gray_Lensman'. Except for a salary, he can't be more official. :siffle: . The changes proposed were reviewed by the team and are validated. We will bear officially any errors he could have done, if any (which I doubt) as if done by a team member. I hope this disclaimer leaves no room for interpretation...

Note that this patch is still in public beta, so errors are allowed anyway :)

So back to topic, the link is:

http://ageoddl.telechargement.fr/latest/patch_AACW_v1.07h.zip

The list of changes done by Gray_Lensman are:

Discrepancies:

88 Essex NJ <-> 91 Monmouth NJ have .rgn TransLink(s) between them, but they do not have a direct rail connection. Removed TransLink(s). Fixed.

502 Owen IN <-> 503 Montgomery IN share a rail connection, but neither one has a .rgn TransLink between them. Installed TransLink(s). Fixed.

155 Henrico VA <-> 156 Prince George VA should have a TransLink, Petersburg is located in 156 Prince George VA. Re-Installed TransLink(s). Fixed.

156 Prince George VA <-> 175 Dinwiddie VA should have a TransLink, Petersburg is located in 156 Prince George VA. Re-Installed TranLink(s). Fixed.

575 McNairy TN <-> 672 Tishomingo MS have a TransLink that was should not have been installed previously, due to the fact that the rail line actually has to pass thru Corinth in 671 Tippecanoe, MS. Not readily apparent within ExMap. Removed TransLink(s). Fixed.

580 Davidson TN <-> 1488 Humphreys TN have a TransLink that was previously installed in an earlier patch, however this particular TransLink allows "ahistoric rail" movement from Nashville TN to Forts Henry and Donelson. Removed TransLink(s). Fixed.

603 Greene TN <-> 607 Hawkins TN share a rail connection, but neither one has a .rgn TransLink between them. Installed TransLink(s). Fixed.

Graphics Touchups

582Maury, TN.bmp - removed RR spur to nowhere.
Winter_582Maury, TN.bmp - removed RR spur to nowhere.

598Anderson, TN.bmp - removed RR spur to nowhere.
Winter598Anderson, TN.bmp - removed RR spur to nowhere.

527Boone, KY.bmp - named the small KY town "Covington"
Winter_Boone, KY.bmp - named the small KY town "Covington"

1238Gallatin Ferry.bmp - removed orphaned RR graphic
Winter_1238Gallatin Ferry.bmp - removed orphaned RR graphic

590Grundy, TN.bmp - named the small TN town "Spencer"
Winter_590Grundy, TN.bmp - named the small TN town "Spencer"

591Emory, TN.bmp - named the small TN town "Crossville"
Winter_591Emory, TN.bmp - named the small TN town "Crossville"

Baltimore & Ohio RR MOD (actually a fix)

" While studying the current map and comparing it to actual RR maps of the period, I observed that the Baltimore & Ohio RR line was missing a TranLink in the game. Also the regional graphic was incorrect within the 480 Taylor WV region. This is confirmed by a map found at the following link - http://memory.loc.gov/ammem/gmdhtml/rrhtml/rrhome.html "

Western "Boxed" Regions transition cost and links

reworking the links to the Western Boxed regions in a manner that makes much more geographic and travel time sense.

1093 Oregon <-> 1036 Platte KS : removed direct 12 day (#22 Transition) JumpLinks.
1093 oregon <-> 1038 Prairie KS : removed direct 12 day (#22 Transition) JumpLinks.
1093 Oregon <-> 1092 Rockies : 48 day (#27 Long Transition) JumpLinks.
1093 Oregon <-> 1094 California : 12 day (#22 Transition) JumpLinks.

1094 California <-> 1044 Dodge KS : removed direct 12 day (#22 Transition) JumpLinks.
1094 California <-> 1047 Smith KS : removed direct 12 day (#22 Transition) JumpLinks.
1094 California <-> 1093 Oregon : 12 day (#22 Transition) JumpLinks.
1094 California <-> 1092 Rockies : 48 day (#27 Long Transition) JumpLinks.
1094 California <-> 1095 South West : 48 day (#27 Long Transition) JumpLinks.

1091 Great Plains <-> 1092 Rockies : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 846 Wakesha WI : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 845 Madison WI : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 842 Wisconsin WI : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 981 Garnet IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 980 Turkey IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 979 West Union IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 978 Wapsinicon IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 977 Mason IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 976 Dodge IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 975 Wheeler IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 974 Minesota IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 1507 James IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 982 Sioux IA : 12 day (#22 Transition) JumpLinks.

1092 Rockies <-> 1093 Oregon : 48 day (#27 Long Transition) JumpLinks.
1092 Rockies <-> 1094 California : 48 day (#27 Long Transition) JumpLinks.
1092 Rockies <-> 1091 Great Plains : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1095 South West : 12 day (#22 Transition) JumpLinks
1092 Rockies <-> 1507 James IA : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 982 Sioux IA : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1034 Decatur KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1036 Platte KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1038 Prairie KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1039 Plymouth KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1041 Colby KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1044 Dodge KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1047 Smith KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1050 Grand Bend KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1053 Hunter KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1057 Fenimore IT : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1490 Cherokee IT : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1491 Creek IT : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1492 Chickasaw IT : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1028 Fairmont IT : 12 day (#22 Transition) JumpLinks.

1095 South West <-> 1094 California : 48 day (#27 Long Transition) JumpLinks.
1095 South West <-> 1092 Rockies : 12 day (#22 Transition) JumpLinks
1095 South West <-> 1510 West Texas : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1034 Decatur KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1036 Platte KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1038 Prairie KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1039 Plymouth KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1041 Colby KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1044 Dodge KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1047 Smith KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1050 Grand Bend KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1053 Hunter KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1057 Fenimore IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1490 Cherokee IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1491 Creek IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1492 Chickasaw IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1028 Fairmont IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 751 West TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 756 Kaufman TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 762 Henrietta TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 768 Brazos TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 775 Boone TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 782 Albany TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 788 Cisco TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 791 Temple TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 795 Lavaca TX : 12 day (#22 Transition) JumpLinks.

1510 West Texas <-> 1095 South West : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1057 Fenimore IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1490 Cherokee IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1491 Creek IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1492 Chickasaw IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1028 Fairmont IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 751 West TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 756 Kaufman TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 762 Henrietta TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 768 Brazos TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 775 Boone TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 782 Albany TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 788 Cisco TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 791 Temple TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 795 Lavaca TX : 12 day (#22 Transition) JumpLinks.

Posted: Tue Nov 20, 2007 4:42 pm
by Pocus
The gameplay addition is that newly built elements now get an historical name (I know that some testers, Marecone especially, will be rather happy with that).

Image

Posted: Tue Nov 20, 2007 4:48 pm
by Lafrite
The 1.07h standard edition is with modder work, namely work from 'Officially Approved by AGEOD for his proficiency, attention to detail and historical accuracy 'Michael McDougal' aka 'Gray_Lensman'.


:fleurs: :fleurs: Michael :fleurs: :fleurs:

Posted: Tue Nov 20, 2007 5:52 pm
by GShock
Lafrite wrote: :fleurs: :fleurs: Michael :fleurs: :fleurs:


Absolutely awesome job!

What about the changelog...changes are just a ton of RR fixes and the addition of historical bde names or there's more?

Posted: Tue Nov 20, 2007 6:00 pm
by Pocus
That's it. This make into 2 lines in the readme (that is updated in each patch once you install it):

1.07h
changed: Element detail shows the exact element category (6lb Pounder for light artillery). Same for the tooltip in the detail panel.
added: Elements newly produced now get an historical name.
changed: West Boxes transit cost adjusted. Some rail linking between regions changed. Cosmetic changes to some regions. Courtesy of Gray_Lensman

(actually 3 !)

Posted: Tue Nov 20, 2007 6:27 pm
by Paul Roberts
Wonderful! Many thanks!

And just in time for the US Thanksgiving holiday!

Posted: Tue Nov 20, 2007 6:35 pm
by Rodwen
Merci Merci Merci :coeurs: :coeurs: :coeurs:

Posted: Tue Nov 20, 2007 6:39 pm
by RELee
:coeurs: I love patches! Little, free nuggets of code just make me tingly all over. :coeurs:

Posted: Tue Nov 20, 2007 6:57 pm
by marecone
Fantastic! :coeurs: Any you are correct. I am more then happy with those changes :niark: .
Can't wait to try out new RR mod too.

Thanks guys

Posted: Tue Nov 20, 2007 7:14 pm
by Gray_Lensman
deleted

Posted: Tue Nov 20, 2007 7:17 pm
by arsan
Thansk Pocus and many many many thanks to Gray Lensman for all his wonderful volunteer work! :coeurs: :coeurs:
We really appreciate it! :hat:

Edit: Shit! :bonk: i have just finished downloading... What to do??? Try to install... wait for confirmation... :nuts: :nuts: :nuts:

I think i'm gonna give a try! :indien:
Will report results...

Posted: Tue Nov 20, 2007 7:21 pm
by Paul Roberts
Gray_Lensman wrote:[color="Red"]IMPORTANT: Possibly Urgent for Pocus:[/color]

Has anyone installed v1.07h yet? I got a good .Zip download but it seems the actual installer file inside is corrupted ! It is giving me errors regarding installing individual files. First it was "Squall.dll" (sp?), now it's "AACW.exe", which I know is gonna muck up the installation for sure.

I'm stopping the installation. I've tried 3 times, but this is going to necessitate a total uninstall/reinstall as I don't want to leave it in mid-installation. At least this was on my gaming computer and not the one I am using for Graphics work.

Regards


Hm?

It installed fine here, and plays fine.

Posted: Tue Nov 20, 2007 7:29 pm
by GShock
Wiki updated (adding chapters and fixing page formatting).

No problems reported.

Posted: Tue Nov 20, 2007 7:41 pm
by Gray_Lensman
deleted

Posted: Tue Nov 20, 2007 7:43 pm
by arsan
Gray_Lensman wrote:[color="Red"]IMPORTANT: Possibly Urgent for Pocus:[/color]

Has anyone installed v1.07h yet? I got a good .Zip download but it seems the actual installer file inside is corrupted ! It is giving me errors regarding installing individual files. First it was "Squall.dll" (sp?), now it's "AACW.exe", which I know is gonna muck up the installation for sure.

I'm stopping the installation. I've tried 3 times, but this is going to necessitate a total uninstall/reinstall as I don't want to leave it in mid-installation. At least this was on my gaming computer and not the one I am using for Graphics work.

Regards


Justs installed and seem to work ok!
Gray: Your download must have get corrupted.

Pocus:
After a quick checking, element categories seem to work OK on ships, artillery... BUT it seems still there is no differentiation between infantry and conscript infantry. :bonk:
They have different pictures, different characteristics but both are called "Line infantry" :p leure:

Cheers!

Posted: Tue Nov 20, 2007 7:55 pm
by marecone
All fine here.

Posted: Tue Nov 20, 2007 8:02 pm
by Pocus
Tell me Gray if the problems stays.

Arsan, this is a database change, but now that elements can get names, it can be changed again.

Posted: Tue Nov 20, 2007 8:07 pm
by RELee
I'll be glad to get home and join all the fun. As usual, I'm being left behind. :p leure:

I need to retire. :grr:

Posted: Tue Nov 20, 2007 8:08 pm
by arsan
Pocus wrote:Tell me Gray if the problems stays.

Arsan, this is a database change, but now that elements can get names, it can be changed again.


Well, its not a game breaker! :niark:
But it was nice to identify conscript because it was easier to notice the training of units...
But.. hey, its your game !! :siffle: :niark:
Cheers!

Posted: Tue Nov 20, 2007 8:18 pm
by Gray_Lensman
deleted

Posted: Wed Nov 21, 2007 1:59 am
by bloodybucket
AGEOD Rocks. Thanks to those wonderful modders and those skilled players who have spotted the bugs to squash.

Posted: Wed Nov 21, 2007 4:42 am
by hattrick
bloodybucket wrote:AGEOD Rocks. Thanks to those wonderful modders and those skilled players who have spotted the bugs to squash.




I agree!!


THANK YOU! :hat:

Ageod is now my favorite gaming company, they have given me many enjoyable hours of experiencing what it was like to be in the shoes of some of the best militairy leaders in history.

I know this is being worked on but if they could increase the players knowlege of why the battles work out the way they do and really enhance it. I believe the replayability of the games would increase two fold because players would want to see the different out comes of how their generals reacted to different situations from battle to battle.

Posted: Wed Nov 21, 2007 5:34 am
by Caltone
Wow this is excellent work! No special edition for me, you'd be a fool not to use Gray Lensman's work.

Posted: Wed Nov 21, 2007 6:32 am
by Gray_Lensman
deleted

Posted: Wed Nov 21, 2007 6:51 am
by Gray_Lensman
deleted

Posted: Wed Nov 21, 2007 6:57 am
by Caltone
What a game! I just started up an Apr 61 campaign as the South and proceeded to learn that all my old starting moves aren't working against the AI anymore. I'm getting pressed on all fronts. The AI is making sound moves and currently has me on my heels. I love it, thanks team!

Posted: Wed Nov 21, 2007 8:15 am
by Gray_Lensman
deleted

Posted: Wed Nov 21, 2007 10:14 am
by arsan
Gray_Lensman wrote:Minor note:

The music during game startup seems to be more like Revolutionary War music rather than Civil War music...Drums, Pipers, etc...

Myself, I generally turn the Music off, so this is not a real problem for me, but I wonder about it for those who do like to leave the music turned on.

edit: :niark: Really no pun re: "Minor note:" was intended!



I usually turn the music off also, but the opening theme is my personal favorite by far!
The shame is that is so short!!
The AACW music is excellent but i don't like the way it goes in the game (now on, now off).
I would have prefered longer themes (or repeated short ones) and continous play.
Justa my 2 cents
Cheers!

Posted: Wed Nov 21, 2007 11:28 am
by marecone
I love music as it is. IMHO,if it would play all the time then I would turn it off.

Posted: Wed Nov 21, 2007 5:07 pm
by Ian Coote
Thanks Pocus and Gray lensman,great job.I was playing as the south against the north with a small option advantage to the north,but the AI is so good now I had to start a new game with everything set to even.