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---> AACW 1.06d Patch <---

Posted: Mon Aug 13, 2007 2:20 pm
by Pocus
Dear players,

The 1.06d patch is now out officially (1.06c lived only during the week-end and was a public beta patch). 1.06d is very similar to 1.06c, with 2 bugs killed and 1-2 micro features added, and most notably, many new brigades names, thanks to McNaughton (modder extraordinaire!).

http://ageoddl.telechargement.fr/latest/AACW_Patch.zip

==============================================================================
AGEod's American Civil War Update 1.06d (a-d) Readme
Monday, August 13th, 2007
==============================================================================

This patch contains all changes since the start.
You can continue a saved game created before the patch. Most entry will apply, but not all.

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Bugs
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Riverine supply was not working over long distances.
In some very rare cases, riverine move would be aborted.
A bug could occurs in the Financial AI logic phase.

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Gameplay
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The retreat rule now penalizes regions with few land adjacencies and favors the region from where the unit comes from. Parameters can be tweaked (see modding section)
Corps outside of their Army range are not dismissed but suffers from -1 to strat and -1 to off rating (and won't get the Army commander bonus).

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User Interface
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4 brand new filters added (ctrl-F1 to ctrl-F4), which will filter fixed units, enemy units, your land units, all units.
French version reread completely, thanks to Asa (Greg le Gall).


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Map
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Link between 689 Copiah and 690 Canton added.
Link between 716 Iberville (New Orleans) and 717 Duras added.

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Data
==============================================================================
Thanks to McNaughton, brigades now have new, historical names.
Semmes could be duplicated once the CSS Alabama was released from service.
Boston harbor had a weather zone problem, preventing ship from entering the port.


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Modding support
==============================================================================

8 new variables, see the file Control&Retreat.opt in the settings directory
ctlContested = 5 // Minimum control gained upon entering a region (if not passive)
ctlAllowRetreat = 5 // Minimum control to have in a region to allow a retreat into it
ctlRetreatAdjCity = 10 // Interest in retreating toward a region with a city (per level)
ctlRetreatAdjFort = 30 // Interest in retreating toward a region with a fort (per level)
ctlRetreatAdjDepot = 25 // Interest in retreating toward a region with a depot (per level)
ctlRetreatLandLink = 15 // Interest in retreating toward a region, value per land link
ctlRetreatPrevSubSpaceCoeffH_ = 250 // Coefficient applied to the interest if the region is the one where we are coming from
ctlNoBeachHead = 10 // Minimum control to have so that a region is not a beach/riverhead if you have to cross a body of water before attacking



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Posted: Mon Aug 13, 2007 3:18 pm
by PBBoeye
Pocus wrote:
1) A bug could occurs in the Financial AI logic phase.

2) Corps outside of their Army range are not dismissed but suffers from -1 to strat and -1 to off rating (and won't get the Army commander bonus).


1) What bug was that?

2) You, sir.... are.... Brilliant! (Guiness commercial)

Pocus wrote:Thanks to McNaughton, brigades now have new, historical names.


That SHOWOFF!! :niark:

Posted: Mon Aug 13, 2007 3:47 pm
by GShock
PBBoeye wrote:
You, sir.... are.... Brilliant! (Guiness commercial)


Yeah, He's da man! :coeurs:

Posted: Mon Aug 13, 2007 4:03 pm
by Pocus
(1): This would get you a crash anyway, so you would have known if you had it. This can only happen if you use a VP cost heavy option while you have very few VP...

Posted: Mon Aug 13, 2007 8:01 pm
by LSSpam
4 brand new filters added (ctrl-F1 to ctrl-F4), which will filter fixed units, enemy units, your land units, all units.


Huge. Thank you.

Posted: Mon Aug 13, 2007 8:19 pm
by James D Burns
Pocus wrote:Semmes could be duplicated once the CSS Alabama was released from service.


The Union River Ironclad Cairo can be duplicated as well if players build one before the event bringing it onto map occurs. Its name should be deleted from those chosen for units built by players.

Jim

Posted: Tue Aug 14, 2007 9:29 am
by Pocus
ok, I moved it last in the list

Posted: Tue Aug 14, 2007 11:07 am
by Flashman007
With 106d which i just downloaded last night the "end turn" and "return to Menu" have been reversed.

Posted: Tue Aug 14, 2007 11:46 am
by AndrewKurtz
Flashman007 wrote:With 106d which i just downloaded last night the "end turn" and "return to Menu" have been reversed.


This was intentional. I can't remember where I saw Pocus state that, but it is in purpose to be more logical.

I'd still love to see a "Are you sure you want to end your turn" message as, last night, when trying to save and ORD in a PBEM game, I accidentally ran the turn. Oh well. I didn't need any replacements or reinforcements anyway. :p leure:

Posted: Tue Aug 14, 2007 12:51 pm
by PBBoeye
well, eventually you'll get used to it, so I think it's better to wait for that than add a permanent extra (annoying) step.

Someone could always do some light color-coding of one of those buttons, if someone wants it done that way. It might help.

Posted: Tue Aug 14, 2007 1:53 pm
by AndrewKurtz
PBBoeye wrote:well, eventually you'll get used to it


Been playing since the day AACW was released, and BoA before that.

I didn't hit it on purpose. I knew which button to click. Just too quick to click the mouse (there was lag between the hand movement and the mouse movement).

Posted: Tue Aug 14, 2007 4:39 pm
by Rafiki
I'd like to see (an option for?) an "Are you sure you are done giving orders?" pop-up. Though it doesn't happen often, it's very frustrating when you click the wrong button, since it takes quite a while before you can even think of doing anything about it.

Posted: Wed Aug 15, 2007 12:56 am
by Jabberwock
PBBoeye wrote:well, eventually you'll get used to it, so I think it's better to wait for that than add a permanent extra (annoying) step.

Someone could always do some light color-coding of one of those buttons, if someone wants it done that way. It might help.


Goes in Graphics\FrontEnd\Top Right Panel

Posted: Wed Aug 15, 2007 1:09 am
by AndrewKurtz
Jabberwock wrote:Goes in Graphics\FrontEnd\Top Right Panel


Thanks!

But like I said, it is not confusion about what to hit. It is sometimes spasdic hand/eye coordination.

Posted: Wed Aug 15, 2007 1:15 am
by PBBoeye
Jabberwock wrote:Goes in Graphics\FrontEnd\Top Right Panel


Nice!

Posted: Wed Aug 15, 2007 2:52 am
by goodwood
G'day all, I have just loaded patch 1.6d, but when I load the game the version shown on start up is 1.6, is this correct.

Posted: Wed Aug 15, 2007 3:51 am
by roboczar
I'm able to build much, much bigger divisions now than I used to. Is that intentional? I'm able to fit 17 brigades and 1 general, whereas before it was 11 + 1?

Posted: Wed Aug 15, 2007 3:54 am
by Rafiki
roboczar wrote:I'm able to build much, much bigger divisions now than I used to. Is that intentional? I'm able to fit 17 brigades and 1 general, whereas before it was 11 + 1?

Divisions being limited to 12 elements was a bug introduced in 1.06b. 18 is the correct limit :)

Posted: Wed Aug 15, 2007 3:57 am
by Gray_Lensman
deleted

Posted: Wed Aug 15, 2007 4:00 am
by Stuie
Do I need 1.06 and 1.06d, or just 1.06d?

Edit: Looking at the files, I'm thinking just 1.06d is fine, but more instructions for the not-so-computer-literate would be a good idea.

Posted: Wed Aug 15, 2007 4:07 am
by Gray_Lensman
deleted

Posted: Wed Aug 15, 2007 4:27 am
by Rafiki
Indeed. All patches so far have been full patches, i.e. you just need the last one to get eveything patched. I'd be very suprised if AGEod changed that without telling us :)

Posted: Thu Aug 16, 2007 7:58 am
by Pocus
yes, just use 1.06d.

As for the buttons. Don't use them :)

Return to main menu: hit ESCAPE

Processing the turn: CTRL-F9 *




*: this is the compile project key for peole using Delphi (or any other Borland language I believe)

Posted: Thu Aug 16, 2007 9:10 am
by Jabberwock
Pocus wrote:Processing the turn: CTRL-F9 *


This can be color-coded as well, just use nail polish or model paint. :niark:

Posted: Sat Aug 18, 2007 9:17 am
by arsan
Jabberwock wrote:This can be color-coded as well, just use nail polish or model paint. :niark:


:niark:
I think i will better stick to your modified bmp
Thanks for it!! :hat:

Posted: Sat Aug 18, 2007 8:37 pm
by fremen
To Pocus or anyone in charge:

I just upgrade the game to 1.06d version.
Playing with CSA i noticed that the MAIN ARMY around Richmond in the Full Campaign scen is named "Army of the Potomac".

The fact, the "Army of the Potomac" was the Union main Army, the CSA Army was the "Army of the Northern Virginia".

Is an error in OOB?

Posted: Sat Aug 18, 2007 9:02 pm
by PBBoeye
No, it is historic. Each side had an AoP, the South at first, the North a bit later. There are others here much more able to explain it.

Game is quite historical.

Posted: Sat Aug 18, 2007 9:44 pm
by Hobbes
There have been several threads on this - I think there is a note in the FAQ now?

It is historical.

Cheers, Chris

Posted: Sat Aug 18, 2007 11:37 pm
by arsan
It changes to ANV when Lee activates on 62 if i´m not mistaken.

Posted: Sun Aug 19, 2007 5:19 am
by Rafiki
fremen wrote:To Pocus or anyone in charge:

I just upgrade the game to 1.06d version.
Playing with CSA i noticed that the MAIN ARMY around Richmond in the Full Campaign scen is named "Army of the Potomac".

The fact, the "Army of the Potomac" was the Union main Army, the CSA Army was the "Army of the Northern Virginia".

Is an error in OOB?

http://en.wikipedia.org/wiki/Army_of_the_Potomac_%28Confederate%29