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Pocus
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---> Patch 1.04 <---

Mon Mar 20, 2006 3:26 pm

The patch 1.04 is ready.
http://www.ageod.com/download_patches/BoA_patch1.04.exe

You can continue previous games with it, but you can experience the blank battle report screen with an old save. This screen will automatically close though.

A note on patch 1.05: this patch will slightly alter the data structure of saved games, so 1.04 games wont be compatible with it.

Now, the readme (the readme file is in the game directory too):

*** Birth of America patch 1.04 readme ***
Sunday, March 19, 2006

***Bugs fixes***
Fixed the error triggered by clicking on some icons of the battle report.
Fixed the drag&drop in the British West Indies (prevented loading regiments on the initial ship in the AWI campaign).
Blank battle report poping-up erroneously in hosting should not reappears (if it does, please report).
You can no longer unfix a unit with another unit of the same strength (you need a stronger unit).
Disabled the ambush order in fort. (!)
Moving into a structure will remove the entranchment status.
You will not automatically switch to Offensive, if you are in a structure and have less than 5% of control in the region.
If you have the special order "enter into the destination structure as soon as possible", it will only triggers if there is no enemy besieging the structure.

***Interface changes***

AGEsettings, the utility in the same directory as the main BOA executable has now 2 new options:
a) using a resolution different from your desktop resolution. Please note that BoA can't dynamically reset your resolution to your desktop one if you just minimize / alt-tab the game. A lower resolution allow you to run the game faster.
b) hardware mouse cursor option enabled, will speed up mouse response for whose who have a low FPS.

Region pre-caching will only precache regions when loading a scenario (its now advised to always check this option).
You can now "Save as" a game, by using CTRL & click when you save a game with the "Save" button on the top right panel.

4 new parameters are recognized in the BoA\Settings\General.opt file:
ScrollAmount = 100
ScrollDelay = 100
ScrollIncrease = 2
(the 3 above are the current values)

ScrollAmount is the amount of pixel scrolled for each scroll impulse.
ScrollDelay is the amount, in ms, before triggering the scrolling.
ScrollIncrease is the speed increase of the scrolling, from 0 to ScrollAmount.
To restore the 1.02 scrolling behavior, use:
ScrollAmount = 50
ScrollDelay = 400
ScrollIncrease = 50
(eg 'big chunk, delayed' scrolling)

This parameter command the delay between battle rounds:
BRSmallStep = 10

***Graphics & art***
Towns (level 1 structure) now have a new image on the map. Reminder: level 1 town don't allow a unit to get a RPL.
Bridges and fords have been added to the map (download the separate mapupdate archive)
New arts for Galvez (Spanish leaver), Washington (young, in the FIW scenariors), Dunmore Ethiopian unit.


***Gameplay***
Most indians and Irregulars units can no longer captures enemy structures. Instead they will burn it.
Indians & Irregulars can get replacements in any regions, provided they are in supply (this include partisans). Be sure to have an army with only leaders and irregulars to trigger this effect. (you must have RPL in your pool though!).
The replacements priority is now an absolute one: armies in passive will always receive RPL before Defensives armies, and Defensives will always have a priority over Offensives armies.
Two new crossing cost have been added, in places with fords or bridges. This reduce the crossing cost of rivers, but don't change the combat matrix (on purpose).
Leaders can't get more than +1 in each of their Offensive/Defensive leader rating from experience.

***Scenarios***
Indians tribes can now be activated "as a block" if you atttack one of them. The scripts discriminate southern & northern indians.
Minor additions and modifications in all the FWI scenarios, and the 75/76 campaigns (some additional garrisons, etc.).
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

mattilacken
Conscript
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Mon Mar 20, 2006 9:50 pm

You wrote "Bridges and fords have been added to the map (download the separate mapupdate archive)"
Where can i find the separate mapupdate archive?

Gargoyle
Posts: 58
Joined: Thu Mar 09, 2006 6:55 pm

Mon Mar 20, 2006 10:00 pm

I aided in the testing of this patch yesterday (downloaded patch labled 1.04b). If I now downloaded this newest patch, will it increment properly over that test patch?

User avatar
PhilThib
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Location: Meylan (France)

Mon Mar 20, 2006 10:02 pm

It will be available soon, most likely tomorrow.

Since the crash of our server on Saturday, we have discussed the option to have these heavy patches and demo on a fast server with lot of bandwidth at our DD provider... If all is fine, it should be operational mid-day (French Time) tomorrow.

Thanks for your patience. :innocent:

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Mar 20, 2006 10:11 pm

Gargoyle wrote:I aided in the testing of this patch yesterday (downloaded patch labled 1.04b). If I now downloaded this newest patch, will it increment properly over that test patch?


yes, 1.04b was an internal notations for testers, but the 1.04 public one is posterior to the former, and will take precedence.

Sorry for this notation!
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Hell Patrol
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Location: California

Mon Mar 20, 2006 10:56 pm

PhilThib wrote:It will be available soon, most likely tomorrow.

Since the crash of our server on Saturday, we have discussed the option to have these heavy patches and demo on a fast server with lot of bandwidth at our DD provider... If all is fine, it should be operational mid-day (French Time) tomorrow.

Thanks for your patience. :innocent:
Maybe when you asked us to spread the word you should have said...SLOWLY... :sourcil: LOL! Congrats, you are getting the attention you deserve :hat: .

pthomas
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map udate

Mon Mar 20, 2006 11:21 pm

pocus......where is the map update?......i don't see it on the download page

Donan
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Location: Seattle, WA. USA

Tue Mar 21, 2006 12:36 am

pthomas wrote:pocus......where is the map update?......i don't see it on the download page


It looks like it was included in the patch from reading the 'patch notes'. Unless there is more to it.

'...

***Graphics & art***
Towns (level 1 structure) now have a new image on the map. Reminder: level 1 town don't allow a unit to get a RPL.
Bridges and fords have been added to the map (download the separate mapupdate archive)
New arts for Galvez (Spanish leaver), Washington (young, in the FIW scenariors), Dunmore Ethiopian unit.

...'

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Hell Patrol
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Location: California

Tue Mar 21, 2006 1:23 am

Doods...FYI, the "Map-Update"(optional) was pulled to be re-tooled and should be re-released "mid-week" if not tommorrow. So, although there are many threads regarding the "1.04 patch/1.04 map-patch, to be clear the 1.04 patch is available now and the re-release of the "optional" map-patch is due anytime.

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MarkShot
Posts: 2306
Joined: Sat Mar 11, 2006 10:22 pm

Tue Mar 21, 2006 5:01 am

I did some quick testing of the patch today. Some comments:

Moving into a structure will remove the entranchment status.


This works as stated. However, if you cancel the move into the structure then the entrenchment icon does not reappear on the sprite (unit). However, it is restored when the game turn is processed.

If you have the special order "enter into the destination structure as soon as possible", it will only triggers if there is no enemy besieging the structure.


Actually, you can still reinforce the garrision this way provided that the army doing the siege has been given a defensive posture.

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MarkShot
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Joined: Sat Mar 11, 2006 10:22 pm

Tue Mar 21, 2006 5:03 am

Actually, this begs the question. Should an army that has a defensive posture be able to conduct a siege? (At the moment, it can. However, as I stated, it cannot prevent the garrison from being reinforced.)

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Pocus
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Tue Mar 21, 2006 9:24 am

there is a tricky decision here. For now we have decided yes. The problem would be that you want to give the option to the besieger to entranch too, and this would not be possible on offensive.

the separate map update is due any time soon.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Son of Achilles
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Tue Mar 21, 2006 7:26 pm

Pocus wrote:there is a tricky decision here. For now we have decided yes. The problem would be that you want to give the option to the besieger to entranch too, and this would not be possible on offensive.

the separate map update is due any time soon.


What about the following situation:

I have two seperate armies in a region where my oponent occupies the city.

I set one army to defensive and entrench it. I set the other one to offensive.

1) Would the second offensive army engage and try to stop any regiments sent to relieve the city?
2) Would both armies siege the city?
3) If the enemy units came out of the city to attack, which if any of my armies would they engage?

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Pocus
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Location: Lyon (France)

Tue Mar 21, 2006 8:20 pm

1. yes
2. unless an army is in passive or has only supports, it always besiege.
3. haha, the interesting question. Depends ;)

The army in offensive will be engaged asap. The defensive one will be 'in reserve' until one shot is fired against him, and this event would release to battle all defensive armies of the region. This army would be fired upon as soon as your offensive army is numerically inferior to the other one, and is thus 'flanked'.

The system can be refined, but it must remains understandable. I think I will change the trigger event for a better one now that I think of it: you will commit your defensive units if the total combat strength of your commited units is inferior to the combat strength of the enemy... This can be discussed further, but the condition must be simple and works smoothly.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Son of Achilles
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Tue Mar 21, 2006 9:44 pm

This is a really neat system you guys have devised. It allows you to have different units performing different tasks but all in the same region.

To take it a step further, it seems you could create a third army and put it in passive mode. Then any units badly damaged in combat could be transferred to this army where they would tend to avoid combat and I think receive reinforcements more quickly as passive is prioritized for reinforcements I believe.

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