I cambiamenti della nuova patch nel dettaglio... ================================================== ============================ AGEod's American Civil War Update 1.04 Readme Tuesday, June 12, 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. ================================================== ============================ Bugs Fixes ================================================== ============================ fixed: Units won't be disbanded (partisans and militia), if they have a leader embedded (Quantrill + 1 partisan for example) fixed: A corps loaded on a fleet will revert to independent status. fixed: Besieged units can't destroy rails in the region they are in. fixed: Bombarding an unit will unfix them. fixed: Norfolk harbor could not be blockaded (erroneous calculation in the blockade algorithm) fixed: Some brigades would not split correctly if they had a leader. fixed: A bug in the training procedure has been fixed. fixed: Duplicate ship names should not happen anymore. ================================================== ============================ AI ================================================== ============================ AI processing time has been reduced by 40% ! ================================================== ============================ User Interface Improvements and Additions ================================================== ============================ The frozen swamp image did not appears. Militia upgrading to regular will show the correct unit image. Divisions now remember for each embedded brigades what was their initial regiments allocation. Bombardment now shows the real number of hits inflicted upon the other side, not the base number. ================================================== ============================ Game Play, Rules Additions and Changes ================================================== ============================ Elements now lose 2 cohesion points when firing, not 1 (units will be exhausted sooner) Retreat path calculation improved, taking account military control and the presence of friendly structure. (to be further improved) Wounded leader can take from 1 to 6 turns to recover, not just one (they are locked to show they are recovering) Units inside structures are always considered gaining cohesion as if they are in Passive Posture. New set of options for the Delayed Commit Rule (Options|Gameplay window), you can now tweak from 'no delay' to 'long delay'. A long delay can means that two forces meeting in offensive posture in a region can be unable to trigger combat for the whole turn (with some bad dice rolls...). Ask if you want the variables exported for modding. New set of options (Options|Gameplay window), called Naval Boxes Handling, which can allow you to play a simplified blockade game with less micro-managing. The standard (and default option) don't change anything. The others options will let the ships stay at sea indefinitively unless damaged by the opponent, but they will have a reduced effectivness while in the naval box (abstracted way to show the need to go to an harbor for resupplying purpose). Ships now cost conscript, money and war supplies to repair. No more free, abusive, bombardment of CSA forts... All artilleries firing on ships will deal +33% damages, while ships while do -25% damages. All coastal artilleries hits doubled, with 1 added protection point. Further improved weather pattern. Higher elevation terrains will now always be as colder as a lower terrain, for the same area (ie if there is snow in plains, there can be only snow or blizzard in mountains). CSA now has a slight VP advantage per turn in 1861, forcing the Union to act to quell the rebellion. Reminder: Having more VP than the other can favor Foreign Intervention (as having a morale higher than the opponent). Each unit and leader in a battle can now gain some experience, depending of the duration of the battle. Hitting an enemy regiment will also give some experience. Generals can also gain some seniority just by being present in several battles. Only lines units (not supports) can destroy a depot or fortification. ================================================== ============================ Scenarios/setups Additions and Changes ================================================== ============================ The Confederate Savannah (big) garrison is not longuer fixed permanently. Buell event had a bug in the script. Partisans will not longuer be dismissed each turn. The roll is now at the end of the year. US Garrison are now full from the start. Three harbors added in Arkansas: Little Rock, Smith, Malvern. 13 regions have lost their railroads: 464 - Boone, WV 465 - Kanawha, WV 471 - Mercer, WV 472 - Crawford, WV 474 - Greenbrier, WV 553 - Wayne, KY 554 - Pulaski, KY 566 - Overton, TN 567 - Fentress, TN 568 - Scott, TN 587 - Smith, TN 588 - Cannon, TN 589 - Putnam, TN Tennessee militia upped to 12 for the CS. 90 days Volunteers event reworked (brigades are not removed but USA pay 100 conscript companies as men a returning home) CSS Alabama and CSS Florida should be properly fixed. After Kentucky invasion, the other side will not suffer from a loyalty hit if he 'invades' too. ================================================== ============================ Data tweaks and changes ================================================== ============================ All infantry brigades can now accept a leader. Confederate side had duplicate ships entry in the buying interface. AP Hills rank was erroneous in the database Naval Artillery strengthened much (see Gameplay changes) Canton MS, had a linking bug. 50+ leader bios officially added (tooltip on their portrait in the Element Detail Window). Thanks to all volunteers for this work. ================================================== ============================ Modding support ================================================== ============================ 8 variables exported to the ACW\Settings\Combats.opt file, so to tweak battle results: cbtHitCoef = 150 // is the % chance, in 1/100 (meaning 1.5% here) to hit the enemy, for each final firepower point. cbtAsltCoef = 50 // same, but for assault cbtMinToHit = 5 // is the minimum % to hit someone (rising this value help the side with the lower quality units) cbtNbRoundsPerDay = 6 // Number of rounds per day cbtProtCoef = 90 // coefficient (in 1/100) for each protection point (3 pts = 0.9 x 0.9 x 0.9 damages sustained) cbtLeaderBonus = 5 // % bonus for each point of stat of the stack leader cbtUnitLeaderBonus = 3 // % bonus for each point of stat of the unit leader cbtLdrCasuDiceSides = 500 // Nb of sides for the casualty dice for rank 1 leaders, at the end of combat (twice as low for rank 2, rank 3 excluded)
Riporto il post dello sviluppatore per le correzioni della nuova patch: :contratto: New 1.04a uploaded, same link as usual: Fixed partisans disbanded erroneously oftentime. Only apply to new games* Fixed duplicate names problems on unit creation. Fixed Blockade Option not working properly (endless supply) For the first entry, if you are in PBEM, ask in the Mod for War forum how to fix your current game. The two others entries apply dynamically.
Ancora patch AACW 1.045 Public Beta Patch (Divisional HQ Removal) E' arrivata la beta che rimuove i HQ di divisione...non è compatibile con le altre Things to do: First copy your regular AACW game directory, and apply the patch on it, so you can have both versions at the same time (the regular and this beta one). There are only the 2 tutorials and 3 campaigns updated to this new rule (Both 61 campaigns and the 62 one). Now the new game rule, how it works: To form a division, you need an activated general. First, you select the desired general, and click on the 'Enable Divisional Command' button (second panel of the Special Orders panels), showing a tent and a guy before it. If the button is disabled, pass the mouse over, you will get the explainations why. You have also a restriction on the number of divisions you can have on the field at the same time. The max number is 48 for USA and 24 for CSA, except in April 61 where you don't have your full potential (but it will rises as monthes pass). You can know how many divisions are on the field and how you are allowed by passing the mouse over the 'Enable Divisional Command' button (of a general capable of receiving the order). When you click on this button, the General get a silver stripe. It means he is now able to form a division. This privilege has an administrative cost of 10 money, 5 war supplies and one conscript company (lack of assets can then prevent you from giving this order). Also, the turn the general get this order, he is suffering from a -2/-2-1 penalty to his ratings, so beware! When you have your general ready, gather the units as usual with the (+) button, the same rules as before apply (ie you can have up to 18 elements, and such). Voila, it is done! Now, some precisions: a) The turn after the general get his order, the penalties are lost. b) If the general remains alone, without units under his direct command, he will reverts automatically to a general without the privilege of forming up the division. This is intended and normal, as an anti-exploit rule. c) You will pay the cost only if your general has the order during hosting, meaning you can change your mind at will during a turn. You can even revoke the order (from a general having the privilege since some turns) and then restore the leader to his former privilege without any problem or cost: it is entirely reversible for you. Manipulate, experiment thus! d) The administrative cost, is never paid back (death and taxes... no one can avoid them ). This is intended.
Aggiornamento AACW 1.046 public beta patch Riposto il post dello sviluppatore: For whose interested in helping put the finishing touch on the new rule (Removal of Div HQ and streamlining on how to form a division), a new update has been posted, in the sticky thread: AACW 1.045 public beta patch, just some threads above. Certo che si dan da fare i francesi...
Ah HA bravi che avete iniziato, allora com'è in uno contro uno?? Aggiornatemi che prima o poi sfiderò uno di voi
In realtà sono io inadempiente che non ho ancora postato la mia prima mossa. Devo sistemare un paio di "pendenze" con la rece, torneo TOAW e torneo CoG, ma fra oggi e domani posto, tranquilli.
Ehm...veramente siamo fermi... Gresbeck mi aveva detto che aveva degli impegni quindi sono in attesa del suo primo turno... Se vuoi sfidare fai pure, io attendo solo quello :army3: Il gioco in PBEM rende parecchio, i turni in simultanea lasciano quella dose di imprevidibilità cha alimenta il divertimento, es. in una partita cercavo di intercettare un'unità di cavalleria troppo invadente ma riusciva a defilarsi sempre , quasi sempre... Ovviamente va molto all'onestà del giocatore che fa l'host, visto che può vedere liberamente i turni dell'avversario ...preceduto...
Turna... Public Beta Patch 1.047 Fixed the erroneous generals appearing yearly. Division picture now show the general on main map. Fixed some wrong data for the 62 campaign. The key to still play with Divisional HQ has been renamed to RemoveDivHQ, which is set to 1 by default (if not present in the file). To continue an old game with divisions being formed with HQ, edit the general.opt file and add the entry RemoveDivHQ = 0 Ormai ci sono patch giornaliere...
---> AACW 1.05 Patch <--- ---> AACW 1.05 Patch <--- The PDF file describing the rule is at the very end of this post. ================================================== ============================ AGEod's American Civil War Update 1.05 Readme Thursday, June 21, 2007 ================================================== ============================ This patch change a rule on how Divisions are formed. The patch is not completely compatible with previous games. You can still continue important games, by adding this entry in the ACW\Settings\general.opt file RemoveDivHQ = 0 Meaning that both systems will coexists during this game. Once it is finished, delete the key and forget about divisional HQs! AGEOD’s American Civil War: Divisions without Headquarters. (see the PDF for an easier format) Starting with version 1.05, Divisions HQ won’t be needed anymore to form up divisions. Instead, it will be mandatory to use a leader (any rank) for that, and a cost will be paid. How to To form a division, you need an activated general. First, you select the desired general, and click on the 'Enable Divisional Command' button (second panel of the Special Orders panels), showing a tent and a general before it. If the button is disabled, pass the mouse over; you will get explanations on the cause. Restriction can happen because of: a) The general is not active or is fixed. b) You don’t have enough assets (10 Money, 5 War Supply, one conscript company) c) The General is already in command of an army, a corps, a division. d) The general is already integrated into a brigade or any other unit (you don’t need to create a division for that) You have also a restriction on the number of divisions you can have on the field at the same time. The max number is 48 for USA and 24 for CSA, except in April 61 where you don't have your full potential (but it will rises as months pass). You can know how many divisions are on the field and how you are allowed by passing the mouse over the 'Enable Divisional Command' button (of a general capable of receiving the order). When you click on this button, the General get a silver stripe. It means he is now able to form a division. This privilege has an administrative cost of 10 money, 5 war supplies and one conscript company (lack of assets can then prevent you from giving this order). Also, the turn the general gets this order, he is suffering from a -2/-2-1 penalty to all his ratings, so beware! When you have your general ready, gather the units as usual with the (+) button, the same rules as before still apply (i.e. you can have up to 18 elements, and such). Some precisions: a) The turn after the general gets his order, the penalties are removed, unless you failed to pay the cost (in which case the division is still there, but the penalties too and you will have to pay the cost anyway the following turn). b) If the general remains alone, without units under his direct command, he will revert automatically to a general without the privilege of forming up the division. This is intended and normal, as an anti-exploit rule. c) You will pay the cost only if your general has received and still is under the order during hosting, meaning you can change your mind at will during a turn. You can even revoke the order (from a general having the privilege since some turns) and then restore the leader to his former privilege without any problem or cost: it is entirely reversible for you. d) The administrative cost is never paid back. This is intended. Il pdf riporta quello descritto sopra. Ora skuby sei tutto mio , quando vuoi fai un fischio... Gresbeck ti rispedisco il primo turno della nuova versione
La patch infinita... AACW patch 1.05a a) Fremont is not removed from the game by event anymore. b) The Trent affair had a garbled title and text. c) In some cases, a general + a brigade would not split correctly.
Indovinate un pò? AACW patch 1.05b 1.05b is now online, some fixes, one being that we had an out of date french tutorial. No biggy for english-speaking users then. Ne arriverà un'altra... Gresbeck si va di aggiornamenti, again...
Patch to patch... AACW 1.05c quick fix ================================================== ============================ AGEod's American Civil War Update 1.05c Readme Wednesday, June 27, 2007 ================================================== ============================ This patch contains all changes since the start. ================================================== ============================ Bugs Fixes ================================================== ============================ Fort Artilleries were pushed automatically outside the fort in 1.05b only. ================================================== ============================ User Interface Improvements and Additions ================================================== ============================ The tooltip for the button 'Enable Divisional Command' now shows how many divisions ought to pay the administrative cost at the end of the turn. Pressing ctrl now show new the stack name the total number of men. ================================================== ============================ Game Play, Rules Additions and Changes ================================================== ============================ Moving into hostile territory now costs up 3 cohesion point a day depending of the lack of military control (was 2). This is in addition to the standard fatigue cost. ================================================== ============================ Scenarios/setups/Events Additions and Changes ================================================== ============================ "Event 124" message is now translated correctly. Charleston sprite and nearby forts are repositionned for a clearer view. The Arkansas river can be naviguated up to Fort Smith. Militia training is now only 7% a turn from events. (was 10) CSA 6" artillery now has only 10% chance of converting to 12" (was 15) Trent affair event has some permutated text. No leader except Mc Clellan start with seniority 1 or 2, meaning they can't be promoted as soon they appear. ================================================== ============================ AI ================================================== ============================ AI is in the work. Some things have already changed, but more details later...
Mille di queste patch ---> AACW 1.05d quick fix <--- ================================================== ============================ AGEod's American Civil War Update 1.05d Readme Friday, June 29, 2007 ================================================== ============================ This patch contains all changes since the start. *** Tutorial tweak ***: In some cases, the Union forces were not sufficient to beat the CSA in the 1.05c tutorial (because of the adjustments made to the cohesion rule, see 1.05c, Gameplay section) ================================================== ============================ User Interface Improvements and Additions ================================================== ============================ When players delete files from the load game menu or restore backups, all files goes now to the windows recycle bin. ================================================== ============================ Scenarios/setups/Events Additions and Changes ================================================== ============================ Cavalry now benefits from leaders abilities adjusting cohesion. Van Dorn, Breckinridge, Porter, Fremont, Sickles are not removed anymore by event from the game. ================================================== ============================ AI ================================================== ============================ AI is in the work (update 2). Some things have already changed in this version, which won't be revealed here before 1.06... Non ho mai visto immettere tutte queste patch in tempi così brevi Gresbeck aggiornati :contratto:
L'ultima patch, la 1.05d, è da riscaricare perchè conteneva un bug. Tra circa due settimane uscirà la 1.06
Patch alla n ---> AACW 1.05e quick fix <--- A quick fix (that you can retrieve in the Permanent Files Library threads or my sig). No dedicated readme here, there are very few things in it, but the AI one is rather important though: 1. Corrected 2 bugs reported this week-end. 2. Filenames have no accents (for Asian Windows compatibility) 3. Found a bug in the AI blockading algorithm, Union should be vastly better at starving to death the rebels now
... ---> AACW 1.05g Quickfix <--- The new sound mixing library is in, and will enable new sound effects. Statics units (with a move ratio of 0) have a dedicated tooltip now. Combats parameters have been adjusted and are less lethal. (for whose who know: 150>125 for fire and 50>40 for assault) A full readme will be issued with upcoming 1.06 patch, due this end of the week (AI special).
Beta ---> AACW 1.06 Patch <--- Here is the 1.06 patch, in Public Beta version. It means that if you don't want to take any risk, you can wait a bit (but at worse you will get a bug without your saved game corrupted). ================================================== ============================ AGEod's American Civil War Update 1.06 Readme Wednesday, July 13, 2007 ================================================== ============================ comprehensive patch, compatible with previous saves ================================================== ============================ AI ================================================== ============================ +++: has a major impact on AI ++: has a significant impact on AI +: has a minor impact on AI AI is more aware of immediate threats. ++ AI will gather more intelligently units to center of operations ++ Leader are dispatched better and farther (trans theaters relocations are common now) +++ AI will build more rail and river points if possible + AI will build less militias units ++ AI will use more conservatively monetary assets ++ Army HQ will keep a reserve of units for corps ++ AI Divisions will be bigger and tougher +++ AI can chase several minor enemy stacks while evaluating the major threat at the same time (hunter-seeker algorithm improved ) ++ Blockade will be much better handled +++ Resupply of ships will be better handled ++ Cavalry raid toned down and less suicidal ++ AI will be more cautious with bad weather and can understand when winter is coming ++ Garrisons will be agregated in more efficient stacks, if possible + AI will now defend better the capital (not finished) + ================================================== ============================ Modding support ================================================== ============================ 10 new variables, see the file Command&Leaders in the settings directory ldrCommandMaximaRank1 = 4 // Nb of CP provided by a rank 1 leader ldrCommandMaximaRank2 = 8 // Nb of CP provided by a rank 2 leader ldrCommandMaximaRank3 = 12 // Nb of CP provided by a rank 3 leader ldrCommandCap = 16 // base CP cap to a stack ldrGHQCommandModifier = -2 // The Army stack commander provides his strat rating + this value as a bonus (or malus) to subordinate corps ldrCommandGHQBonusCoSLvl= 4 // What is the strat rating needed by the chief of staff to gives a bonus ldrCommandGHQBonusCoSVa = 1 // what is the value of such bonus ldrCommandCostCombiUnit = 4 // What is the CP cost of a combined unit ldrMaxStackCmdPenalty = 35 // max command penalty for stacks (means a 100-x efficiency) ldrOutOfChainCmdCoeff = 50 // coefficient to CP accrued if not in the chain of command, in % A little note though: whose who have played intensively with the game in version 1.05c or latter will feel an improvement in the AI, but less than expected perhaps, because some of the new or tweaked algorithms were already running in these versions. Still you can expect some significant changes with the latest additions.
Le vie della patch sono infinite... Quick update 1.06b Another last minute update for AACW, which repairs the mess with the special order buttons. Sorry for the inconvenience. Also, the up right buttons are now sorted correctly, with End turn to the right and save as the middle button, this is the new disposition which is less error prone.