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Patch 1.07 available for download

 
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Patch 1.07 available for download - 9/27/2007 7:25:00 PM   
Pocus


Posts: 1185
Joined: 9/22/2004
Status: offline
Dear players,

The patch 1.07a is officially out:

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


==============================================================================
AGEod's American Civil War Update 1.07a Readme
Thursday, September 27th, 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.


fixed: Surrender event happened too often during siege.
fixed: Transit through the Erie Canal was disabled.
fixed: A new general portrait (Bee) was not there.
fixed: You can no longuer capture pioneers and sappers.
fixed: The Redeploy Unit order had 2 exploits.

added: the Graphic pack is now directly integrated into this patch. One single file to rule them all ...


==============================================================================
AGEod's American Civil War Update 1.07 Readme
Friday, September 14th, 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
==============================================================================
fixed: A rare crash could occurs when a structure was captured.
fixed: An Admiral, in a special circumstance could be irritated by having a general promoted before him.
fixed: An erroneous value in a text file prevented the new retreat algorithm to triggers properly.
fixed: Troops surrendering after a siege will give the right amount of VP, morale and prisoners.
fixed: wounded during battle where thrice as much as planed (resulting in a big increase of the conscript pool).
fixed: Spy network trait was not functionning properly.
Added: Units crossing a river are forced to attack as soon as they cross.
Added: A lone Army HQ stack can now be engaged in combat as easily as another force.
fixed: Load/unload cost from river move were not impacted fully.


==============================================================================
User Interface
==============================================================================
You will get a message telling you what you earn after a surrender.
The number of divisions being formed will be indicated in the tooltip button 'form a division'.
The promotion potential is indicated in the detail panel about a general. 'Yes' means he can be potentially promoted (given the fact he earns seniority). 'No' means he can never be promoted to a new rank (the database lock the promotion, on purpose).
New special order: Relocate Unit. It can be used up to 3 time a turn to relocate instantly a leader or an army HQ into another controled region (this order is still experimental, an option will be proposed to disable it)
New special order: No Bombardment. Prevents land units to bombard passing ships and to be bombarded by them.

==============================================================================
AI
==============================================================================
fixed: In some circumstances, the AI could have a stack locked erroneously.
fixed: In some circumstances, the AI would not use an army HQ to form an army, even if possible.
added: The AI uses the new relocate order to send army HQ efficiently.
Added a new setting for the AI: Activation bonus (from 0 to +3). See Options Window, AI panel.

==============================================================================
Gameplay
==============================================================================
Sea regions are now blockaded by counting the number of elements (in combat ships), not the number of units.
You can't bombard an harbor if the sea zone you are in is not an exit point of the said harbor.
You can now set the forts in such a way that they are sufficient to blockade an harbor (see modding section)
Captured units lose all their experience.
Destroying a depot destroy most of the regional supply.
Stacks now randomize every combat round their target among the list of enemy stacks attacking them. Will prevent the effect of having 2 corps A & B engaged against one single enemy stack, with A being severely damaged and B being intact (because it was targeted first by the enemy).
Relocate order created, see user interface.
No Bombardment order created, see user interface.
changed: Overcautious trait now works in a more subtle way. It can prevents the leader activation if he is in hostile territory.
added: there is now a hard limit to the number of hits inflicted against a land force by a fleet. The reverse exists too (see the modding section for the actual values)

==============================================================================
Data & Map
==============================================================================
266 discrepancies (!) and improvements in regions linking done, Courtesy of Michael McDougal, aka Gray_Lensman. See the modding forum for explainations about these modifications gone official.

Rail network reviewed, courtesy of PBoeye.See the modding forum for explainations about these modifications gone official.

Weather patterns improved, courtesy of Mike1962. See the modding forum for explainations about these modifications gone official.

Artilleries values rebalanced, courtesy of Jagger. See the modding forum for explainations about these modifications gone official.

27 regions graphics retouched, courtesy of PBoeye. You have to install the graphic pack for that.

39 generals portraits done, courtesy of Jabberwock. You have to install the graphic pack for that.

==============================================================================
Modding
==============================================================================
Variables regarding forts & blockade mechanism exported to ACW\settings\Bombard&Blockade.opt:
bloAdjFriendlyFort = -6 // brown water blockade, bonus given by adjacent fort
bloAdjEnemyFort = 6 // same, for an enemy fort (malus)
bloMinSUToBlockade = 12 // Nb of SoL elements needed or pts given by a fort to blockade a zone
bmbHitCoeffLand = 20 // coefficient (in hundredth)to land efficiency for bombard
bmbHitCoeffNav = 5 // coefficient (in hundredth)to ship efficiency for bombard
bmbMaxHitsDoneByLand = 50 // How many hit points can be done by Land units against a fleet
bmbMaxHitsDoneByNav = 25 // the reverse
ACW\settings\Command&Leaders.opt:
ldrGHQStackMinRange = 3 // Minimum GHQ (Army) range
ldrGHQStackCoeffRange = 100 // Strat Value coefficient to get GHQ (Army) range (100% = 100% of strat rating)
ldrGHQStackBonusRange = 0 // Strat Value bonus to get GHQ (Army) range (after ldrGHQStackCoeffRange_ is applied)

--------------------


_____________________________

AGEOD Team
Post #: 1
RE: Patch 1.07 available for download - 9/27/2007 10:47:12 PM   
Joram

 

Posts: 3198
Joined: 7/15/2005
Status: offline
Wow, that blockading change is huge.  Was that the way it was always intended or is that a concession to how hard it is to do a brown water blockade?  Are the effects of blockade modified in any way?

(in reply to Pocus)
Post #: 2
Blockade Changes - 10/2/2007 11:46:47 PM   
a24cav


Posts: 7
Joined: 7/29/2007
Status: offline
The changes in 1.07 on the blockade side are much needed. Now taking a confed fort actually does something in terms of the blockade (I took Ft. Pulaski near Savannah in a game with great effort, only to find it didn't do anything to help blockade the port), and changing from "units" to "elements" will be a huge help for the Union as well. It makes getting a blockade in place (at least of the major ports) feasible by the end of 1862.

(in reply to Joram)
Post #: 3
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