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lodilefty
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Location: Finger Lakes, NY GMT -5 US Eastern

Public beta patch 1.05 RC11a

Fri Aug 14, 2009 2:25 pm

Public beta :)

[color="Red"][SIZE="4"]Note: There is a known bug with replay: no CTD, but the units are not seen on the map. This will be fixed when Pocus and team return from vacation.[/size][/color]

http://ageoddl.telechargement.fr/latest/patch_WIA_v1.05_beta_RC11a.zip

==============================================================================
BOA2 : War in America Update 1.05
August, 2009
==============================================================================
This patch contains all changes since the start.


Note: Key commands and features added at patch 1.04

- New sentry orders:
<SPACE>: In sentry for one turn.
<CTRL><SPACE>: In sentry until 90% healed.

Reminder:
<S>: Permanent Sentry (until moving or attacked) (hit again <S> or <SPACE to remove the sentry state)
<CTRL><S>: Remove all Sentry status on map.
<C>: Center on the selected unit
<SHIFT><C>: Center on the destination of the unit.
<H>: Put directly the selected force in structure, if some available in the region.

- You can <ALT>-left-click on a force tab to rename it. Some Armies with Leaders can't be renamed though.

- New Region finder. Works with <CTRL><F>

==================================================================================================================
Note: Under some conditions, Depot Build may consume partial strength supply units.
To be safe, separate the two supply units [must have 4 elements each and be >50% strength] for depot build command
==================================================================================================================

Fixed: Shift key doesn't display movement links when a stack is selected
Fixed: FE display for GBR does not match value of USA [USA value is correct]
Fixed: Settlements, Villages and Level 1 cities need to 'burn' properly with ScorchedEarth settings
Fixed: A ship remaining in harbor prevents Indians from burning a fort
Fixed: Merchandise reports 'engaging the enemy' during battles
Fixed: Loyalty values can go negative and exceed
Fixed: Regional move restrictions [Canada, NorthWest, etc.] on units and leaders no longer has any effect.
Fixed: Bombard Ships button appears with captured shore batteries
Fixed: Units prevented from moving into regions connected by NavalInterdictLink {as between Crown Point and Winooski} when any opposing force is present
Fixed: Units blocked at river crossings by enemy ships nearby {appears to be function like in AACW}
Fixed: Fast Move, Slow Move, Ranger move not working
Fixed: Besieged location with port still unblocked now suffers 50% supply reduction [moddable in Bombard&Blockade.opt under \Settings]

Supply generated by Forts, Stockades and Settlements reduced [improving siege performance]
Bonus/malus given by Forts to water region blockade requirement reduced to 4 [from 6] [improving siege performance]
Fleet Elements needed to blockade a port reduced to 8 [from 12] [improving siege performance]
Text strings for replacements events rewritten for clarity
Several Event graphics added or corrected
EP earned by Merchants reduced in all Campaigns [1755, 1775, 1776, 1812]
Added moddable parameters to regulate the crossing of rivers when enemy ships are adjacent. Fixes the 'crossing under guns' bug.
Parameters for Schooners and Gunboats modified to increase chance of intercepting enemy shipping
Added moddable parameters for sieges [see Bombard&Blockade.opt under \Settings][improving seige performance]
Added moddable parameters for movement bonus from Tracks and Roads [3 parameters in Command&Leaders.opt]
Battoemen now only have Pontooner and Ranger Supply [game engine limitation to only one move bonus ability]
The cost to build a Fort is now expressed in elements, not Units: 4 Elements Artillery, 4 Elements Supply
The cost to build a Depot is now expressed in elements, not Units: 8 Elements Supply [Supply Wagon, Transport ship or Bateaux]
Corrected French Lake flotillas' replacement families

Special thanks to Carnium, Bruit Bleu, TiFlo, TheDeadEye, Tarokaja, for their inputs [seen as Community Mod]
Special thanks to paw1776 for his corrections and revisions to events text, displayed unit names, leader names and ranks

1755 Campaign setup and events, 1756 Montcalm Events only [* = events]
Size of major fortresses and depots reduced [improving siege performance]
Garrisons in Mobile and New Orleans are now French, not Canadian
Louisboug city removed, port reduced in size [improving siege performance]
* Amherst's Louisbourg Expedition always arrives at Halifax
* Abercromby-Amherst promotions/replacement text clarified
* Abercromby and Amherst remain wherever currently located when promoted [they used to 'jump' to largest force]
Starting replacements quantity reduced
* Corrected duplicate appearance of Compagnie d'Irlandais
* Added graphic to event reports that were missing
* Adjusted location possibilities and event notification for 'GBR Reaction Forces'
* Corrected "Oswego Lost" event to only occur if fort is already built
* Control of Village regions set to = 100 for France when Iroquois switch sides
* Fort Oswego event expanded: Warning message, requires 4+ units to build as a stockade, gets rebuilt as Fort max 2x, VP value eliminated after total 3x destruction
Reduced probability of 'Scorched Earth' policies [these burn a fort or village during defeat of garrison]
Added depot at Fort Duquesne [too much starving happening, plus it will help AI 'go there']
General revisions to options: reduce probability and quantity to buy More Troops, Highlanders, Dragoons, Artillery
Corrected the French Militia replacements in options to be Canadian, not French
Changed the option to buy French Regular replacements to buy Canadian regular replacements
Elite and Regular replacements option corrected to allow only one chance for each type when purchased
"Weight" for transport of Battoemen reduced to be same as other Infantry
* Corrected error in rare Iroquois event [involving capture of Ft Niagara and Ft Frontenac]
French AI gets a permanently locked Garrison at Ft. Duquesne in 1756
* Corrected rare error with Fort William Henry and Fort Edward build events
Sudden Death rule activates in 1760 [capture all objectives and Strategic Towns to end the game]
* Fixed duplicate message that Fort Carrilion was built
* Fixed "Iroquois Attacked" event to be disabled after French capture Albany
* Fixed "Build Fort Edward" event so that the structure built appears graphically as a Fort, not as Village with 'embeddedFort'

1756 Montcalm and Montcal_RoiLouis variant
Corrected duplicate Ligneris units at start

1759 Annus Mirablis
Wolfe's Canadian Army starts the game already landed near Quebec
Corrected "Mohawk Scouts" unit at start to be GBR unit, not captured French unit

1775/76/78 Campaigns
General Burgoyne now arrives on transports at sea, vs. always landed at Quebec [the Burgoyne mod]
General update of options, to give higher AI priority to Diplomatic choices
1776 setup adjusted: ownership of Augusta and Ninety Six to USA, Norfolk under siege
Loyalists in New York City and/or Philadelphia only appear if city is captured and owned by GBR
Marquis de Lafayette 'goes home and returns' historically, but only if France has not already entered the war
French entry into war removes diplomatic options relating to Foreigh Entry
Regularly occurring Militia replacements increased [were reduced dramatically in 1.04]
Duplicate messages for Galphin event corrected
Elite and Regular replacements option corrected to allow only one chance for each type when purchased
Increased frequency and probability for Militia replacements
USA AI gets 1 free depot at The Heights [Dorchester] in 1775
Corrected duplicate 1st Virginia Militia in 1775
Modified the events "British diplomacy tries to establish a coalition in Europe" and "Comte de Vergennes"
* "AI Helper" events added in 1775 Campaign
USA "buy Supply" option now has random arrival locations in the 'Susquehannah Valley' rather than always at Philadelphia
Reviewed and revised all Spanish Replacement events [to reduce the 'swarm' of replacements]

1777 Saratoga = 15 day turns variant
Scenario objectives revised to try to get AI to move south with Burgoyne , for futher evaluation

1791 Fallen Timbers = Major scenario update
IND has a depot [Western Indian Confederacy] at Shawnee Village to facilitate replacements
All combined leaders now appear correctly on map [vs. only 'seeing' the combat unit]
Pittsburg Fort reduced to Stockade [Fort Pitt was disintegrating in 1791], depot removed, city removed
Pittburg Garrion increaed in strength
Red Fork Settlers start at Red Fork !!!
Legion of the US only appears if USA has lower Morale than IND
Fort Pitt depot is built when Legion of the US appears
IND AI interest in Pittsburg set = 0 to reduce raiding there
USA "Poor Sanitation" only can occur October through May; also set to be less severe
Frequency of USA replacements reduced, with some chance to get none
When settlements or Indian Villages are burned [removed], extra VP are awarded, and if Strategic City = status eliminated
[the effect of this is compounded: if enough settlements are burned, USA will be unable to own enough for victory]
City at Fort Miami removed
Great Lakes water regions no longer blocked
Ohio Confluent [near Pittsburg] no longer blocked [so bateaux there is useful!!!]
IND leaders Blue Jacket and Little Turtle Strategic Rating value increased
Buckongahelas added as leader of the Delawares


1812 Campaign
General revisions and corrections to Objectives and Strategic cities
Rework of some towns, forts and Garrisons [in NorthWest territory]
VP balanced at start to minimize 'sit and win' possibility
Text strings for reinforcements updated to reflect Quebec arrivals
Merchant fleet sizes reduced in all shipping lanes
Stock exchange duplicate message removed
GBR gets more naval tranports
USA can 'give weapons' to their Indian allies too
USA Home Guard Militia added [new static unit/model] appearing at declaration of war in 1812
USA Home Guard 'State reaction forces' [also static] appear in each State if British Regulars enter that State
Iberville, LA now home of the 'Pirate Camp', giving Lafitte and his people a place to be in 1814
Port added to Fort Niagra to allow the Lake Erie to Lake Ontario portage to function [in region 285Tegynagerunte]
Garrison added to Gananoque Depot
AI-oriented changes:
New Orleans invasion force in 1814 revised to assist AI with Amphibious landing [now same as was applied to 1815 scenario]
AI aggression in winter lowered
All European OMB made unplayable: British fleet at London changed to event arrival [to prevent AI assigning fleets to go blockade there]

1813 Great Lakes
Corrected replacements events and text[/QUOTE]

Complete change-log can be found in patch:
WIA Updates.txt or WIA MiseaJour.txt
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arsan
Posts: 6244
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Fri Aug 14, 2009 2:33 pm

Does it have the recently discussed reinforcements arrival location changes for the AI ?? :w00t:

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lodilefty
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Fri Aug 14, 2009 4:36 pm

arsan wrote:Does it have the recently discussed reinforcements arrival location changes for the AI ?? :w00t:


no, still in development :(

we'll hotfix them after I get all campaigns done :D
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arsan
Posts: 6244
Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Sat Aug 15, 2009 11:28 am

Hi!

First the good news :thumbsup:
The patch installs ans seems to play OK in spanish both over a previous 1.05 RC11 version and over a clean installation.

Now the bad news: :(
On both cases (fresh install and over previous RC) the replay don't work right. You can't see any stacks moving aroudn.
Sometimes they are completely invisible, and sometimes you can see just the little badges stacks have at the base, moving around like blots :confused:
Battles are not showing either at replay.
Don't know if the replay worked OK on the previews RC11 version (didn't try it :bonk :) and can´t check it doing another reinstallation as i have to go. :bonk: Sorry.

Cheers
PS: don't know if the broken replay is important enough to not go to public beta. :confused:
As Pocus is away on the beach until September and we can expect no fixes until then, maybe you could release the beta stating that the replay don't work.
Its not a problem on single player and going open beta could help detect other possible bugs and have them ready for pocus when he comes back in September.
Just my two cents :)

Cheers!

User avatar
lodilefty
Posts: 7616
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Sat Aug 15, 2009 1:17 pm

arsan wrote:Hi!

First the good news :thumbsup:
The patch installs ans seems to play OK in spanish both over a previous 1.05 RC11 version and over a clean installation.

Now the bad news: :(
On both cases (fresh install and over previous RC) the replay don't work right. You can't see any stacks moving aroudn.
Sometimes they are completely invisible, and sometimes you can see just the little badges stacks have at the base, moving around like blots :confused:
Battles are not showing either at replay.
Don't know if the replay worked OK on the previews RC11 version (didn't try it :bonk :) and can´t check it doing another reinstallation as i have to go. :bonk: Sorry.

Cheers
PS: don't know if the broken replay is important enough to not go to public beta. :confused:
As Pocus is away on the beach until September and we can expect no fixes until then, maybe you could release the beta stating that the replay don't work.
Its not a problem on single player and going open beta could help detect other possible bugs and have them ready for pocus when he comes back in September.
Just my two cents :)

Cheers!


Confirmed replay bug :bonk: :( :grr:
I did see a brief 'battle symbol' appear, though.... :blink:

After a chat with PhilThib, we'll go ahead with public beta explaining the 'oopsie' so we get other feedback. :thumbsup:

Note that one of my 'test scenarios' leaked in there too :o

Hehe: the little 'badges' look like nuts floating around. I wonder where that concept came from. :rolleyes:

Also note: the French and German translations for the 'Boston evacuation' are my effort using Google Languages. I just got the 'real' German version, which will be in the final patch. [I'm afraid to compare dooya's with Google :neener: ]
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mjw
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Posts: 132
Joined: Sun Nov 04, 2007 4:58 pm

Sat Aug 15, 2009 3:53 pm

I have 1.04 plus community mod right now. Can I install 1.05 over top or do I need a clean install to remove the community mod?

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lodilefty
Posts: 7616
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Sat Aug 15, 2009 4:15 pm

mjw wrote:I have 1.04 plus community mod right now. Can I install 1.05 over top or do I need a clean install to remove the community mod?


You should be OK installing over it as-is [comm mod is incorporated into 1.05], but if you see 'wierdness', try a clean install before reporting in.... :D
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squarian
Brigadier General
Posts: 485
Joined: Thu Aug 07, 2008 7:41 pm
Location: Pittsburgh, Pennsylvania

Sat Aug 15, 2009 4:15 pm

Thanks for the work, lodilefty & co. :)

I'll be interested to see how the "AI Helper events" work in '75.

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GlobalExplorer
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Posts: 777
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Location: Berlin
Contact: Website

Sun Aug 16, 2009 9:13 am

I also think there is no reason not to release this as a beta in spite of the replay bug. I for example have never used replays so far and would be only interested in the gameplay.

oldspec4
Lieutenant Colonel
Posts: 251
Joined: Sat Nov 11, 2006 1:14 pm

Sun Aug 16, 2009 12:18 pm

GlobalExplorer wrote:I also think there is no reason not to release this as a beta in spite of the replay bug. I for example have never used replays so far and would be only interested in the gameplay.


Same for me...I appreciate the release of this beta :thumbsup:

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Ebbingford
Posts: 6162
Joined: Sun Oct 14, 2007 5:22 pm
Location: England

Sun Aug 16, 2009 12:57 pm

oldspec4 wrote:Same for me...I appreciate the release of this beta :thumbsup:


+1

Never use the replay either. :thumbsup:

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Comtedemeighan
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Posts: 426
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Location: Beeri, Hadoram, Israel

Mon Aug 17, 2009 7:34 am

I have never used the playback feature myself but I never have done a PBEM.
Ense petit placidam sub libertate quietem - By the Sword We Seek Peace, But Peace Only Under Liberty
-Massachusetts state motto-

"The army is the true nobility of our country."
-Napoleon III-

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Carnium
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Mon Aug 17, 2009 8:03 am

Excellent work Lodi, will take a look at it this week :thumbsup:
Which is the "leaked test" scenario ?
Any specific scenario you would like to see a playtest report ?

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lodilefty
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Mon Aug 17, 2009 1:03 pm

Carnium wrote:Excellent work Lodi, will take a look at it this week :thumbsup:
Which is the "leaked test" scenario ?
Any specific scenario you would like to see a playtest report ?


You'll see a scenario in the list that doesn't have 'proper' text :blink:
Just ignore it - no harm

1775 Campaign has some new features, but otherwise play on!
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arsan
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Mon Aug 17, 2009 1:11 pm

lodilefty wrote:You'll see a scenario in the list that doesn't have 'proper' text :blink:
Just ignore it - no harm


Of course you know that now everybody will load the test scenario just to take a peek about what's in there, don't you ;) :D

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lodilefty
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Mon Aug 17, 2009 1:19 pm

arsan wrote:Of course you know that now everybody will load the test scenario just to take a peek about what's in there, don't you ;) :D



:blink: :neener:
:mdr: :mdr: :mdr:
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nemethand
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Mon Aug 17, 2009 4:32 pm

Is the beta patch save game compatible?

thx

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lodilefty
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Mon Aug 17, 2009 5:02 pm

nemethand wrote:Is the beta patch save game compatible?

thx


Hmmm.

Definitely yes if you installed any previous 1.05 beta patches

Probably OK with 1.04 patches, but be prepared to 'regress' if you encounter troubles.

  • You may see 'wierdness' if your save has a Depot or Fort build in progress
  • Sieges may be 'abrupt' in ending if started under 1.04


:o it's been so long since I looked at 1.04 :bonk:
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squarian
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Mon Aug 24, 2009 2:18 pm

I actually do use the replay feature quite a bit. I'm waiting to play 1.05 PBEM until it's fixed - hopefully?

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lodilefty
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Mon Aug 24, 2009 2:23 pm

squarian wrote:I actually do use the replay feature quite a bit. I'm waiting to play 1.05 PBEM until it's fixed - hopefully?


Yes, fixes will start September [and hopefully end :) ]
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stegosarus_army
Sergeant
Posts: 97
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Location: Tucson, Az

Sat Aug 29, 2009 3:54 pm

I have a question about the 1775 scenario. How often does Howe decide to choose Charleston SC as the place to invade instead of Bunker Hill in the event 'Howe leaves Boston'?

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arsan
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Sat Aug 29, 2009 3:59 pm

stegosarus_army wrote:I have a question about the 1775 scenario. How often does Howe decide to choose Charleston SC as the place to invade instead of Bunker Hill in the event 'Howe leaves Boston'?


Hi

The new evacuation event used for this does not try to simulate the Bunker Hill attack, but the later withdrawal from Boston and subsequent invasion of New York on 1775.
The event can move the British force to several possible locations. I could give you the list but if woudl spoil the surprise ;) :)

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