Dear players,
Here is the public beta patch, which should be already be very stable, as it has been tested by several talented individuals.
http://ageoddl.telechargement.fr/latest/patch_AACW_v1.10-beta4.zipThis patch can use some of your feedbacks, if you feel like testing it before its official release.
==============================================================================
AGEod's American Civil War Update 1.09 f > 1.10
March 15th, 2008 > April 25th, 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.
[1.10]
rc4
- changed: Cities and harbors produce 25% less Supply than before.
- fixed: a rare bug where a ZIP gamefile would not be recognized correctly.
- fixed: Some data where not in for Weather Zones.
- More railroad fixes from Gray_Lensman (Ohio RR and canal fixes).
rc3
- changed: Generals being discharged from army command, or bypassed by another general when an army is formed will now lose 1 to 4 seniority ranks.
- changed: To prevent troops from crossing rivers, you must now have at least 4 ships elements in offensive posture (was 1 in any posture)
- changed: Weather zones have slightly less mud.
rc2
- fixed: lone artillery could be redeployed.
- fixed: Conscript and War Supply production was buggy since 1.09 private beta patch.
- changed: Minor crossing links can now be interdicted by fleets (some navigable rivers have minor crossing)
- added: Divisions can now replace whole lost elements.
[1.10 public beta1]
- Fatigue and losses of men both from movements and standing attrition revised. Historical Attrition should be less harsh. Attrition from movements is higher in bad weather, but is less important from enemy territory.
- Various adjustments in the database.
[1.09f private beta patch]
rc5
- added: In Element Detail Window, general nickname added after real name.
- fixed: General nickname removed (it was replacing real name in some cases).
- AI: Better decision making for standing outside or inside structures.
- AI: Raider ships will go more often to the Blockades and Shipping boxes and will never perform naval superiority mission elsewhere.
- changed: Raider ships in the Shipping Box are twice as efficient as before.
- fixed: Partisans units were not shown in the Unit List (Ledger page F1)
- AI: AI can now burn depots in very hostile areas.
rc4
- AI: More Rail and riverine points bought, if affordable. Also now tied to the state of the railroad net on map.
- AI: Slightly less industrialization.
- AI: More line and militia replacements points bought, compared to others types.
rc3
- Expected costs to form up divisions is now shown in the ledger.
- March to the Sound of Guns improvements: a corps can intervene once per day maximum, and 1 cohesion point / day of 'virtual' march is lost doing so.
rc2
- AI improvement: AI is more clever in the use of Army HQ.
- fixed: a bug of password querying.
- changed: movement speed now takes the slowed element within an unit.
rc1
- changed: Seniority changes are now 50% faster (in good ... or bad)
- Units in a structure are always considered as being passive for Cohesion recovery (netting a +2 per day overall, +1 from Passive, +1 from Structure). Reminder,if besieged, you lose -1.5 though.
- fixed: A problem with the 'Bombard Passing ships' order. Clarification: this order is only used for units which are not in forts, so they have the choice to be near the shore or not (and bombard and be bombarded...). Units in a fort don't have this choice. Fixed units now can toggle this order.
- Reworking of the attrition losses from marching and from the Historical attrition option. All parameters have been exported into a new option file for modders. See the modding forum for further instructions.