Page 1 of 2

---> AACW Public Beta Patch 1.09a

Posted: Thu Feb 21, 2008 2:02 pm
by Pocus
Dear players,

You are welcome to provide feedback to the latest AACW patch, in public beta testing:

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

Please note that the AACW patches are now 78 Mb heavy.

AGEod's American Civil War Update 1.09a
February 21st, 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.


- fixed: Friendly ships were not negating the effects of enemy forts (for blockade).
- fixed an 'activation' exploit involving merging a leader in a unit
- fixed a redeploy exploit involving leaders and corps. You can only redeploy leaders without charges.
- Transmississppi scenario updated (courtesy of Bigus)
- New Spanish localization strings (courtesy of Arsan and the Spanish subforum)
- You never march to the sound of guns if you have the Evade Fight order.
- Minimum chance to hit and routing chances have been augmented.
- Battle report now shows forces at start and losses, expressed in men, horses, guns. (data done by John Caivano)
- Increased the division limits to 60 for the USA and 30 for the CSA. This is a slight increase from the original game settings of 48/24.
- More Railroads rework by Gray_Lensman.
- More Regions rework by Gray_Lensman.
- Canal Linkage Rework by Gray_Lensman.
- various rework from Gray_Lensman, see http://www.ageod-forum.com/showthread.php?t=6249
- IP address is no more polled at start, it could blocks some rare computers. (the game don't access internet in any way).
- Modding support, new variables added to Command&Leaders.opt
- the Autogarrison feature of NCP can now be actived by modders in AACW.


Note: you can't review older battles with this patch (because of the data added for the additional info on losses ).

Posted: Thu Feb 21, 2008 5:25 pm
by Gray_Lensman
deleted

Posted: Thu Feb 21, 2008 6:41 pm
by Clovis
Pocus wrote:- the Autogarrison feature of NCP can now be actived by modders in AACW.




Done.

Posted: Thu Feb 21, 2008 8:17 pm
by tagwyn
Pocus: Now may the USS Michigan be deployed elsewhere than the Great Lakes? T :p apy:

Posted: Thu Feb 21, 2008 8:48 pm
by Gray_Lensman
deleted

Posted: Fri Feb 22, 2008 12:39 am
by Eugene Carr
Pocus: Now may the USS Michigan be deployed elsewhere than the Great Lakes?

Seems that this was how it was http://en.wikipedia.org/wiki/USS_Michigan_%281843%29

Posted: Fri Feb 22, 2008 1:13 am
by Primasprit
- IP address is no more polled at start, it could blocks some rare computers. (the game don't access internet in any way).

The IP still appears in the MainLog though.

Posted: Fri Feb 22, 2008 6:21 am
by Gray_Lensman
deleted

Posted: Fri Feb 22, 2008 6:22 am
by Gray_Lensman
deleted

Posted: Fri Feb 22, 2008 12:32 pm
by Franciscus
Got an error ("application unstable", or something similar) continuing a saved game (1.09) with 1.09a. Analysing the main log it seems to be related to "undefined factions in regions in FOW" ?? :tournepas
Not certain if it has something to do with 1.09a, though.
Log sent to Pocus

Posted: Fri Feb 22, 2008 12:56 pm
by Primasprit
Hi Franciscus!

Got an error ("application unstable", or something similar) continuing a saved game (1.09) with 1.09a. Analysing the main log it seems to be related to "undefined factions in regions in FOW" ??
Not certain if it has something to do with 1.09a, though.
Log sent to Pocus

If you get a crash don't forget to send also the saved games of the current and previous turn so that Pocus can reproduce the problem. :)

Cheers
Norbert

Posted: Fri Feb 22, 2008 1:24 pm
by Franciscus
yes, Primasprit, they are ready to be delivered if Pocus asks for them (not forgetting that sometimes he works some magic and "fixes" the save game) :sourcil:
(It's not the first time, although those pesky critical errors are fortunately rare, nowadays)

Posted: Fri Feb 22, 2008 5:03 pm
by Franciscus
Not yet heard from Pocus, but I am able to give a little feedback. Whatever the reason, the error I was getting is 1.09a related, either directly or due to not being possible to continue saved games in 1.09a (something that's more or less to be expected, but apparently not with 1.09a).
The error was reproducible (every 10th day of that turn resolution with 1.09a). Made a clean uninstall/reinstall back to 1.09 and every thing is ok.
Guess I will finish my current game before any more patches :niark:

Posted: Fri Feb 22, 2008 7:29 pm
by Gray_Lensman
deleted

Posted: Fri Feb 22, 2008 9:49 pm
by Franciscus
Thanks Gray. But, I have been around since April 2007, around versioon 1.02, IIRC. I installed AACW on 2 PCs, patched at least 20 times, and reinstalled at least 10 times. I can say I am pretty familiar with the "routine" :niark:

About the save compatibility, I do not know why, but in my case it is not true (no big deal, though. After all it is a beta, and the main reason I applied was to help finding problems, as allways)

Posted: Sat Feb 23, 2008 4:38 am
by Le Ricain
Franciscus wrote:Got an error ("application unstable", or something similar) continuing a saved game (1.09) with 1.09a. Analysing the main log it seems to be related to "undefined factions in regions in FOW" ?? :tournepas
Not certain if it has something to do with 1.09a, though.
Log sent to Pocus


Playing 1.09a as the Union in the April 61 GC. I am unable to duplicate your error message. I haved saved and continued playing on two different turns without problem. I am not using a mods.

Gray,

I like the addition of the Illinois Canal linking Chicago with the Mississippi River. It is a nice touch.

Posted: Sat Feb 23, 2008 4:59 pm
by marecone
Hi everybody.
I didn't play this game for quite a while and I have now installed all new patches. GREAT improvement!!! Rail roads, stances... Everything. :coeurs: But my most favorite change is this one

- Battle report now shows forces at start and losses, expressed in men, horses, guns. (data done by John Caivano)


Is that perhaps a step towards battle history list :siffle: ?

Posted: Sat Feb 23, 2008 5:54 pm
by Pocus
Hi all,
I won't be able to check in details the errors before monday at least (or I would lose all my diplomacy points toward my spouse) ;)

Posted: Sat Feb 23, 2008 5:55 pm
by Gray_Lensman
deleted

Posted: Sun Feb 24, 2008 6:04 pm
by Le Ricain
Playing the Union in the April 61 GC vers 1.09a with no mods. I am unable to redeploy HQ's. Generals and support units redeploy OK.

Image

In this example, the region is 100% controlled and I have not used the redeploy previously in the turn.

Posted: Mon Feb 25, 2008 12:38 am
by tagwyn
Ok! At least I can quit trying. I could not imagine the resources put into building a ship like the USS Michigan would be wasted in a lake that had no access to the Atlantic. I guess I was wrong again. Thanks. :p apy:

Posted: Mon Feb 25, 2008 12:40 am
by tagwyn
Marc: Can you imagine the Union General in Memphis being awakened in the night a the point of Bed's saber? LOL. Great. :p apy:

Posted: Mon Feb 25, 2008 12:45 am
by lodilefty
tagwyn wrote:Ok! At least I can quit trying. I could not imagine the resources put into building a ship like the USS Michigan would be wasted in a lake that had no access to the Atlantic. I guess I was wrong again. Thanks. :p apy:


http://unionnavy.org/page7.html

I think the launch date in this article is a Typo.

More accurate launch info. Easier to read too!
http://en.wikipedia.org/wiki/USS_Michigan_(sidewheel)

Posted: Mon Feb 25, 2008 1:04 am
by Le Ricain
tagwyn wrote:Ok! At least I can quit trying. I could not imagine the resources put into building a ship like the USS Michigan would be wasted in a lake that had no access to the Atlantic. I guess I was wrong again. Thanks. :p apy:


In 1814, the Royal Navy launched HMS St Lawrence from Kingston dockyards, Upper Canada. HMS St Lawrence was a 112 gun Ship of the Line and larger than Nelson's HMS Victory of Trafalgar fame. HMS St Lawrence could only sail on Lake Ontario as there were the St Lawrence rapids downstream and the Niagra Falls upstream. She was decommisioned in 1815 at the end of the War of 1812.

Posted: Mon Feb 25, 2008 3:32 am
by runyan99
In 1.09 all of the reports which tell you what political options your opponent have chosen seem to work well except for the call for volunteers option. If a bounty is paid, this isn't reported in the dialogue box.

Posted: Mon Feb 25, 2008 9:10 am
by Gray_Lensman
deleted

Posted: Mon Feb 25, 2008 3:54 pm
by johnnycai
marecone wrote:Hi everybody.
I didn't play this game for quite a while and I have now installed all new patches. GREAT improvement!!! Rail roads, stances... Everything. :coeurs: But my most favorite change is this one



Is that perhaps a step towards battle history list :siffle: ?


Greetings,
The updated numbers (men/horses/cannon) will show when hitting the 'ctrl' key while selecting units/stacks. Dont think this feature is more than just flavour. Intended for future improvements of battle reports?? That would be nice...I agree.

regards,
John

Posted: Mon Feb 25, 2008 6:15 pm
by Pocus
Gray_Lensman wrote:Pocus:

I fixed a small problem with "Various Events.sct" and sent it to you along with the source .xls file. Look for it in your email.


yup, added. Thanks.

Posted: Mon Feb 25, 2008 10:20 pm
by arsan
Hi!

Just installed the 1.09a patch and i´m loving the men/horses/guns feature and most of all the total force info on the battle reports!! :coeurs:

Still, i have found some glitches, mostly related with this new feature. I attach images of all of them so everybody can check them :siffle: Lets go...

1- Maybe this is the most important problem: now you always get full info of enemy garrisons (pwr numbers) on the tooltip of the structure.
No fog of war at all... you can get only approximate info on a stack outside (leader, regular...) but always get precise "pwr" info on the garrisons, even on far away cities. (Check "garrison full info" jpg)

2- Armies HQ have 40 "virtual" cannons :nuts: Happens to both USA and CSA (check "army HQ canons" jpg)

3- CSA ironclads have 180 guns!!... just as much as men. I think the number of men was used on both counts. (Check ironclad 180 guns jpg)

4- USA Monitors have 90 guns... just half as much as men :bonk: (Check monitor 90 guns jpg)

5- All kinds of USA field guns batteries have 24 canons (siege and fort guns have appropriate numbers like 6 or 8). I know that historical USA batteries had more guns than CSA ones, but putting 24 for USA against 8 for CSA seem too much difference... is this intentional??
(Check usa 24 guns battery).

Thats all... except for the enemy garrison pwr, the rest are just some chrome glitches that should be easily fixed and have no effect on gameplay :innocent:

Regards!

1.09a!!

Posted: Tue Feb 26, 2008 12:18 am
by tagwyn
This beta version is needed but, it is a buggy rascall!! It badly needs more attention Pocus!! I think I will be forced to go back to 1.09. :p apy: