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AACW Public beta patch 1.10 released

Posted: Mon Apr 21, 2008 3:49 pm
by Pocus
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.zip


This 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.

1.10 !!!

Posted: Mon Apr 21, 2008 5:33 pm
by tagwyn
Pocus: Thanks for improving the AI as you promised. When does playtesting for BOA II begin? :p apy: :coeurs:

Posted: Mon Apr 21, 2008 5:35 pm
by Pocus
It is only a part of what I want to do, more coming for may!

About the playtest, I'll ask Hok to open you the door. The password will be 'Only Real men join the Continental Army'.

Posted: Mon Apr 21, 2008 7:02 pm
by GShock
Pocus wrote:It is only a part of what I want to do, more coming for may!


He's on fire! :siffle:

Posted: Mon Apr 21, 2008 7:20 pm
by soloswolf
Pocus wrote:- 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.


Just to be clear... You still have to actually be in passive, right? Or do you get the bonus even if in another stance?

New to beta testing ......

Posted: Mon Apr 21, 2008 7:24 pm
by hootieleece
Should I start a new game after inserting the patch, or just continue an old one......and what kind of comments do you want?


Also Definitely interested in BOA II, but it will cut into AACW time.

Having a Blast eventhough I'm not very good, doing better now that I use AI's tactics against it.

:niark:

Posted: Mon Apr 21, 2008 7:31 pm
by Primasprit
soloswolf wrote:Just to be clear... You still have to actually be in passive, right? Or do you get the bonus even if in another stance?

Any stance, passive is not necessary.

Posted: Mon Apr 21, 2008 7:39 pm
by soloswolf
What's the thinking behind this?

Posted: Mon Apr 21, 2008 7:45 pm
by Turbo823
Well, I am pleased. I've been waiting for the patch to be released so I can play a campaign game. Thanks!

Posted: Mon Apr 21, 2008 8:02 pm
by Gray_Lensman
deleted

Posted: Mon Apr 21, 2008 9:17 pm
by berto
Speaking in an unofficial capacity as an AACW beta tester, I'd like to emphasize that this latest beta patch incorporates several adjustments to cohesion, attrition, movement, weather, and other factors that will affect game play more or less. Aside from reporting obvious bugs, please also comment on game play effects.

Posted: Mon Apr 21, 2008 9:57 pm
by hootieleece
I patched it over a campaign already started. (union) First thing I noticed is my war Supplies Dried up almost like being CSA, except now I have plenty of money. ie 1.09e before patch my ledger usually had 150$, 60+con, 120+ WS
at turn start.
Now 1.1 beta 400+$, 200+con, 49 WS

Posted: Mon Apr 21, 2008 11:49 pm
by Gray_Lensman
deleted

WAR Supplies problem

Posted: Tue Apr 22, 2008 12:13 am
by hootieleece
I started a new campaign with Union. Have industrialization going on in several
states. Even had events create WS factories, but no war Supplies and conscripts on tool bar. I will download a zip file and submit it later. I may reinstall 1.o9e

Posted: Tue Apr 22, 2008 12:33 am
by Gray_Lensman
deleted

Posted: Tue Apr 22, 2008 12:46 am
by Turbo823
I started a new 1861 campaign today (as mentioned in my previous post) as the CSA and the war supplies problem is majorly acute. The CSA can't do anything despite a huge $ surplus without getting into negative numbers.

I am swimming in cash and manpower but can't do anything as the war supplies hover in the negative numbers..

Posted: Tue Apr 22, 2008 1:11 am
by oldspec4
Another confirmation of the WS problem on the Union Side...

Posted: Tue Apr 22, 2008 1:14 am
by Gray_Lensman
deleted

Posted: Tue Apr 22, 2008 2:36 am
by bigus
Confirmed for War Supplies and Conscripts.
There are no addition to these values from cities.

bigus

Posted: Tue Apr 22, 2008 7:56 am
by Gray_Lensman
deleted

Posted: Tue Apr 22, 2008 8:00 am
by Gray_Lensman
deleted

Posted: Tue Apr 22, 2008 8:17 am
by GShock
Gray, more than once a clean install solved all problems. There could just be a problem with the patch installer and not with the patch itself. I'll reinstall AACW and patch it to 1.10b to be sure.

BTW: It would be appropriate and convenient to call the next releases with a number and the beta release candidates with a letter.

I.E. 1.10b is a beta, 1.11 is a final. If this 1.10b is not good, 1.10c could be and once officialized it should become a 1.11 .12.13 etc etc.

Let me reinstall everything from scratch and see...after all that's a problem that comes with installers as i have had to find out myself while trying to build an installer for the coming fury mod. :)

Posted: Tue Apr 22, 2008 8:20 am
by Gray_Lensman
deleted

Posted: Tue Apr 22, 2008 8:40 am
by GShock
You're right...it's not the installer. :(

Public Beta Patch 1.10 - Beta 2

Posted: Tue Apr 22, 2008 2:23 pm
by Pocus
http://ageoddl.telechargement.fr/latest/patch_AACW_v1.10-beta2.zip

[1.10]

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.

Posted: Tue Apr 22, 2008 2:25 pm
by Pocus
The 4th entry is a major improvement over the previous code (Divisions can now replace whole lost elements). You are welcome to double-check if it works well.
Done by Primasprit, on behalf of AGE-Studio.

Posted: Tue Apr 22, 2008 2:26 pm
by Turbo823
Talk about speedy and timely fixes! Excellent support!! :coeurs:

Thanks Pocus. Its appreciated..

Posted: Tue Apr 22, 2008 2:28 pm
by Pocus
The (slightly) tweaked weather matrix is not yet in, only the XLS was provided to me and I prefer spending my time on code adjustements and improvements (and also on the VGN project!). So the veteran modder which produced the tweaked matrix is welcome to provide the exported files :)

This adjusted matrix slightly diminishes the probability to get mud in several areas.

Posted: Tue Apr 22, 2008 2:39 pm
by hootieleece
I will report in after reinstalling 1.10beta2. Hope to Have better luck.

Thanks for quick fix.

Posted: Tue Apr 22, 2008 4:20 pm
by runyan99
Pocus wrote: So the veteran modder which produced the tweaked matrix is welcome to provide the exported files :)


I can't export files. Maybe Gray can help with that.