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AACW Patch 1.17 Official = November 2, 2012

Posted: Fri Nov 02, 2012 1:47 pm
by lodilefty
Barring a catastrphic bug, or something that simply does not function, this is the AACW Legacy patch.




The AGEOD team recogni[size=100]ze the enormous number of volunteer hours spent improving the Rail network accuracy, addition of new regions to enhance historical play, creation and adaptation of the "Kentucky Mods" to give a different "feel" tothe start of the war, numerous other fixes and enhancements by various modders to the Database, adjustment of on-Map Movement Waypoint and Sprite locations, and public beta testing of new executables and changes. Without the efforts of the community, AACW would not be as complete as it is today. We all know games are never perfect or can ever be considered as finished, but help and involvement of our fan base always leads to a better product, and, once again, THANK YOU ALL!
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This patch is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.
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  • [size=84]Game Engine [updated to version 121010]
    • You can now disembark troops from a fleet trapped in ice.
    • Cavalry will no longer assault Forts, even if breached
    • Siege improvements [supplementing rules added in version 1.07]
      • Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
      • If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
      • Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
      • Fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
    • A retreating army can now split static units (abandon them) to escape better
    • If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
    • A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
    • Added Overcrowding rule:
      • The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
      • See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
    • Fixed the exploit where a newly built unit could be incorporated into a Division, whereby the cost to build was immediately refunded
    • Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
    • Enabled Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu – System
    • Enabled Main Menu option to switch to 120DPI fonts [for higher resolution displays]
  • 1861 April w-KY and 1861 July w-KY
    • British and Mexican forces at start do not have formed Army or Corps.
      • They can be formed in the event of Foreign entry.
      • This should improve use of the Army Locator, as these armies will not appear there until you form them.
  • Events
    • French Expeditionary force will arrive in Mexico with the Army HQ not formed. [same notes as the GBR and MEX at start]
    • Where appropriate, the AllowBlocked parameter is added to PickFromRegList commands [game engine default now avoids selection of blocked regions.]
  • Models and Units
    • Corrected replacement family for “National” Sharpshooters [those not raised in a particular State] from Light Infantry to Skirmisher.
    • Added “Home State” logo to Sharpshooters to remind player that these irregulars suffer the “away from home” penalty until combined into a Division.
  • Other:
    • Added Camden, VA (Burkeville) to the “Close to Richmond” area [was omitted from 1.16a]
    • LocalStrings updates and corrections [thank you Gatling, dooya and Tex Murphy]
    • German Manual updated [thank you dooya and Tex Murphy]
    • Corrected “Seaman” ability to actually give the move bonus
    • Added Special Orders: [aka “Spiking the Guns”]
      • Destroy Unit: Allows the complete destruction of the selected units, if not besieged.
      • Surrender: Allows the selected group to surrender while under siege.
      • For both, Units that are Fixed [locked] via Setup or Event cannot be destroyed.
      • Units being “built” and “Static Militia” [those with MoveRatio=0] CAN be destroyed.
    • More moddable settings exported to .opt files in \Settings
    • Adjusted text positioning in the Model Detail window [thank you Gatling]
    • Strategic Map added to Documents [thank you Emx77]
  • Graphics
    • Console commands now have RegionSprite command for in-game editing of sprite positions in each region.
    • Movement Waypoints and/or Sprites adjusted for over 1000 regions! Thank you Capt_Orso!!!
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Posted: Fri Nov 02, 2012 3:26 pm
by Jarkko
Nice :)

Posted: Fri Nov 02, 2012 3:45 pm
by Franciscus
Yeeeah ! :thumbsup:

An historical day, thank you lodilefty for your incredible work ! :coeurs:

Posted: Fri Nov 02, 2012 4:51 pm
by FENRIS
YUUUPPPI YOUPPPI !!!!!

:thumbsup:

Posted: Fri Nov 02, 2012 7:02 pm
by Ethan
I have no words to thank to all Ageod team (and Lodi, of course) all your efforts and dedication to convert this ACW game in the best one of the History. Without any doubt. :winner:

Posted: Fri Nov 02, 2012 10:37 pm
by oberst_klink
Union Balloon Unit shows up in NC! Trying to replicate... [ATTACH]20494[/ATTACH]

Posted: Sat Nov 03, 2012 2:17 am
by Franciscus
oberst_klink wrote:Union Balloon Unit shows up in NC! Trying to replicate...


Confirmed... :(

The event is creating the baloons in the "most numerous group" (SelMostNumGroup) that happens to be...the Atlantic Blockade fleet... :wacko: - so it gets created in a coastal region near the fleet... that can be CSA...(see script)

The solution would be to give the command the extra new parameter RestrictToThisKind for Alias Land...

I wonder if this can happen to other group creation events...?

Posted: Sat Nov 03, 2012 12:28 pm
by lodilefty
Franciscus wrote:Confirmed... :(

The event is creating the baloons in the "most numerous group" (SelMostNumGroup) that happens to be...the Atlantic Blockade fleet... :wacko: - so it gets created in a coastal region near the fleet... that can be CSA...(see script)

The solution would be to give the command the extra new parameter RestrictToThisKind for Alias Land...

I wonder if this can happen to other group creation events...?


This is a rather serious chamge in the game engine!

nertz....

Posted: Sat Nov 03, 2012 12:40 pm
by lodilefty
lodilefty wrote:This is a rather serious chamge in the game engine!

nertz....


Most of the instances of SelMost NumGroup restrict to an area or use the CPCount param
Notably, none of the 'good buddy' Generals use a limiting param, and of course, the balloons...

Generals at Richmond also have a problem arriving in Richmond due to the timimng of the blockstate change....

So, when is legacy not legacy?
Only the Phils know for sure :(

Posted: Sat Nov 03, 2012 12:47 pm
by Franciscus
IMHO this deserves a correction.... :(

At least for the baloons, maybe it would be better to cancel the SelMostNumGroup command and simply made them appear in Washington, like the text implies...

Maybe this will not do for late generals events, the capitals may have changed by the time the events fire...?

Posted: Sat Nov 03, 2012 6:18 pm
by Captain_Orso
So that's why they so often start in Drummond on the Delaware Peninsula for me :wacko:

There are a couple of very simple solutions to this issue:
  • You can restrict the types of units being considered in SelMostNumGroup to land units.
  • You could have them appear explicitly in Washington as Franciscus said, with Baltimore, Philadelphia and New York as alternatives.
  • You could use the "[;Area AreaUID]" parameter to restrict the area evaluated to Mid_Atlantic, which consists of NY, PA, MD, NJ, DE and VA.

Simple solutions to a simple issue.

Posted: Sat Nov 03, 2012 6:31 pm
by Ethan
Captain_Orso wrote:
  • You can restrict the types of units being considered in SelMostNumGroup to land units.
  • You could have them appear explicitly in Washington as Franciscus said, with Baltimore, Philadelphia and New York as alternatives.


I think these ones could be good solutions.

In any case... would it be necessary a new QuickFix? :blink:

Posted: Mon Nov 05, 2012 1:16 pm
by lodilefty

Posted: Sat Nov 10, 2012 10:29 pm
by Gen. Monkey-Bear
When I try to open the application I get an error message saying I am missing the file D3DX81ab.dll

What exactly is the matter?

Posted: Wed Nov 14, 2012 11:41 pm
by RebelYell
Deleted. :bonk:

Posted: Thu Nov 15, 2012 2:01 am
by Gen. Monkey-Bear
Deleted.


Yes well as helpful as that statement is, it doesn't solve the problem. Does anyone know how I can get a hold of this deleted file? (I have since emptied my recycle bin, so there is no use looking there).

Also, what do the .dll folders do?

Edit

Posted: Thu Nov 15, 2012 2:02 am
by Gen. Monkey-Bear
Deleted.


Yes well as helpful as that statement is, it doesn't solve the problem. Does anyone know how I can get a hold of this deleted file? (I have since emptied my recycle bin, so there is no use looking there).

Also, what do the .dll folders do?

Sorry I posted this twice by mistake

Posted: Thu Nov 15, 2012 2:26 am
by Ethan
Take a look at this links:

DLL files

Download your missing .dll files

I once had a similar problem. I hope this can help you. :thumbsup:


PS: Don't forget to check the FAQs (listed below). There it's explained how have to do it. Good luck! ;)

Posted: Sat Nov 17, 2012 5:00 pm
by lodilefty

Posted: Tue Nov 20, 2012 1:33 am
by Gen. Monkey-Bear
Take a look at this links:

DLL files

Download your missing .dll files

I once had a similar problem. I hope this can help you.


PS: Don't forget to check the FAQs (listed below). There it's explained how have to do it. Good luck!


Thank you very much Ethan! You are always helpful.

Unfortunately my computer is being repaired at the moment (right now I'm using a public computer). I will take a look at this when my laptop is up and running again!

Posted: Tue Nov 20, 2012 3:29 am
by Ethan
Gen. Monkey-Bear wrote:Thank you very much Ethan! You are always helpful.

Unfortunately my computer is being repaired at the moment (right now I'm using a public computer). I will take a look at this when my laptop is up and running again!


You're welcome, Gen. Monkey-Bear! It was a pleasure to help you. :thumbsup:

I hope your PC is repaired soon and you can continue enjoying the game.

Best Regards! :wavey:

Posted: Wed Nov 21, 2012 2:54 pm
by lodilefty