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Patch - American Civil War : Massig Probleme ausgebessert

  • PC
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Changelog

The patch is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.
• Changed end-game messages for Victory by Points [no longer declared as Stalemates]
• New Game Engine (120315)
• Corrects a rare bug that allowed a lone leader to contest a region, thus preventing Depot buuild
• Depot build time adjusted to insure completion in one turn [14 days]. Build started and build completed messages adjusted.
• Fixes bug: Occupier and Hated Occupier abilities now properly affect Loyalty changes
[RC13c]
• Fixed ''flickering ledger'' when opening ledger with a stack selected in Unit Panel
[RC13b]
• Added Cannons [flavor only: Guns per Hit] to French and British ships
[RC13a – beta release only]
• Game engine update, including adjustments to Naval Supply system
[RC13 – beta release only]
• Fixed missing portrait for CSA Army unit
• Fixed missing sound for RailRepair
• Replace event files omitted in error from RC12
• New game engine correcting rare bug in AutoRaise [automatic Militia, Partisans, etc]
[RC12-beta release only]
• Fixed: now able to use captured equipment in Divisions [new 'semi-visible' ability created]
• Military Genius ability added to leaders with more than 4 abilities [due to new CaptEquip ability]
• [actually since RC6] You no longer assault structures if you are still moving, you only assault them if you have stopped moving (the region of
the structure is your destination or you don't move at all) UNLESS your ROE is also 'all out attack'. Both the assault posture and ROE
tooltips have been updated to explain that to the player.
• This is to prevent serious problems for the AI... This has been observed in several of the AGE games with unexpected assaults
from the AI... She wants to assault region X, but in the end it happens she will before assault region Y and more often than not: ...
bloodbath...
• Fixed arrival event for Fitz Porter to join McClellan without creating a new group
[Porter was being created in nearby port if McClellan is at sea]
• Sounds are now called via Alias [in \Aliases see Sounds_alias.ini]
• Music no longer requires DirectX sound to play.
• Alt_Area corrections for USA MO units [unit build areas]
• Sioux Uprising
• Modified USA ''action'' date: now have until Late October to respond.
• Corrected text string for loss of NM to state correct quantity.
• Changed ''response'' to require 3 or more USA Combat Elements [not: Leaders, Supply, Service, Ships] to avoid penalty.
• Changed ''Close to Richmond'' events to require 40 Combat Elements [not: Leaders, Supply, Service, Ships]
• Moved Kentucky River Ironclads ForcePool additions from the ''Kentucky Enters'' events to the general River Ironclad ForcePool arrival.
• Messages will be sent to players for the events adding Ironclads and Monitors to their ForcePools.
• Revised USA and CSA ''Close to Kentucky'' regions lists [used in ''Kentucky Enters'' events] to include all land regions adjacent to KY border
[plus 2 across the river in Missouri], and removed some regions that are not adjacent
• Fixed Naval Supply to only deliver supply to regions with Coastal Waters adjacent.
• Fixed repair rates for ships [and land units] to correctly calculate rate based on structure size and Repair value for that structure.
• Fixed bug where occasionally a Militia unit was purchased but did not appear.
[RC11 – never released to beta]
[RC10a]
• Fixed Trent Affair: CSA notifications, Strings, possible duplicated result
• Assorted Alias, Event-reference and Image-Reference corrections (thank you Lafrite for the Python© script checking tools)
• Riverine transport is now limited to Shallow and Coastal water (was All Water)
• Fixed graphics errors resulting from Factions DB updates.
• Corrected parameter in Engineer ability to give correct entrenchment time bonus
• Fixed bug where land forces could load onto ships in non-adjacent water regions, then unload to non-adjacent land regions [this code was
a remnant from versions prior to the ''Distant Unload'' capability]
• Updated main screen graphics for high resolution systems (1600 x nnnn or higher)
• Added Army Outliner [as seen in ROP]
• Added ''LeaderFleetName'' to display name a fleet with a leader [Factions files]
• Added parameter to prevent ''premature massive retirement'' of leaders
• Added Alternate Areas for construction of ships requiring RaiseRule $recHarborWSU [Ironclads, Armored Frigates, Steam Frigates,
Monitors]
• Added parameters to GameLogic.opt to allow modification of Cohesion losses during battles (to help regulate multi-day battles)
◦ Values set at defaults, so no behavior changes expected in this patch.
[RC9]
• ''Close Window'' check box fixed in Element Detail window
• Fixed events where a new CSA Blockade Runner could appear in Cuba, West Indies, or Jamaica
◦ This fix will not release units created in a saved game started prior to 1.16 RC9
• Fixed rare occurrence of a 2nd Kentucky invasion by the AI event after Kentucky is invaded.
• Fixed the inclusion of GBR Divisions in CSA total Division count
◦ Note: GBR will NOT be able to form new divisions. If you “undo” the Division formation button on a GBR Division, you will not be
able to recreate the division. You WILL be able to un-combine/re-combine the division. (“+” and “-” keys)
• Fixed overlayed title text in Battle Report
• Fixed the USA DuPont/Choctaw arrival to avoid appearance in landlocked region
• Fixed USA Draft Riot event that was causing error
(syntax: trying to select a Region, where an Area was required)
• Fixed Sudden Death by National Morale rule. (setting rulNationalMorale = 2 )
[RC8 – beta only]
• Aligned mini-flags with text on Ledger: Objectives page
• Updated Faction definition files to the current game-engine standards
• Added GameRules to allow AI to properly take over an abandoned PBEM or edited AI side
• The ''Kentucky Entry'' unit in 1861 April w/ KY will only appear for human players. The AI was always ''buying'' this unit, thus bypassing all
of the AI logic events in the Kentucky Entry events.
• Corrected notation bugs in USA Events.sct (weird results due to interpreting a note as an erroneous command
• Modified event that unlocks CSS Florida, moving her to the Shipping Lanes (bug: couldn't move out of England)
• Distant Unload icon restored (was omitted in RC7)
• Corrected Poor Spy Network Ability Alias in several models
• Added CSA Coastal Artillery alternate raise areas
• ''Experience Tooltip'' now works
[RC7]
• Fixed dame engine bug that prevented raising new units in some rare instances.
• Added altArea zones to several units (mostly in the Western theater) to allow them to raise outside home state if no valid region exist in
home state.
• Corrected all Units that had Alt_Area with no defined Area (for the raise rules)
• Delay unlocking of CSS Virginia until March 1862. Also, the ability to build CSA Ironclads is delayed to the same date. (Buchanan and CSS
Virginia still appear when Norfolk is captured, but only release at historical date)
• Delay unlocking of USS Monitor until Late February 1862. Also, the ability to build USA Ironclads is delayed to March 1862. (Dahlgren and
USS Monitor still appear when Norfolk is captured, but only release at historical date)
• Delay ability to build USA River Ironclads until January 1862, concurrent with arrival of USS Cairo. [1861 w/Kentucky Campaigns only]
[RC6]
• Reworked Semmes and CSS Alabama events to prevent demotion or resurrection of Semmes
• Added Siege parameters to GameLogic.opt (used RoP settings)
• Changed ''War Order Number Two'' to require 48 Regiments (elements) near Washington, vs old requirement of 12 Units. Also, the
requirement must be met only after the warning event occurs.
• Destruction of RailRoads is no longer automatic:
• A check is made of D100 <{less than} Stack Strength. +25 to stack strength if attribute “*pillage*” is applied to model
• All Partisans, Indians, BushWhackers, Raiders, Guerillas and Bandidos now have “*NoCapture*|*pillage*” attributes.
(All show the Pillager ability icon)
• Day of destruction is random. Not always day 1, so if you give a move command, the unit may move away before destruction
occurs.
• Complete overhaul of Foreign Intervention events. Deprecated script commands combined with the new “Stack Name” system caused
bugs.
• Increased probability of capture for Rodman and Columbiad Artillery.
• Seniority for various leaders adjusted so they aren't immediately available for promotion upon unfixing.
[RC5]
• New AI parameter: aiCTM_ThreatValInFow in AI.opt to help regulate AI aggressiveness
• Depot build bug fixed. Depots can be built with Supply or Transport Ships/Bateaux to the level defined in 2Depot.str (where MaxLevel = 1)
• Depots cannot be “built up” above level 1, but can be defined higher in a Setup or Event.
• New parameters in settings to regulate Automatic Experience gain. Bug fixed.
• Ammo non-consumption bug fixed.
• “Scrambled" Battle Reports bug fixed.
• There is now a stack (group) name memory. Basically when the scenario setup is created the current name is also stored. This has been
done (and is very often useful) so that the name of a stack doesn't change as soon as you move a unit out of it, or the reverse. A stack will
assume a new name by merging the stack into another unit or stack.
• An insidious bug with the "NotEnemy" script parameter is fixed. (This was part of the issue with the "Hortelez Supply" arriving in Enemy
Ports in WIA.)
• Cavalry won't switch posture when crossing a river, even if 100% hostile MC on other side
• Bug fixed where sometimes a replacement was used from a wrong faction tag to replace an element in an unit
• Fixed Naval movement bug between 1451Matagorda Bay and 1278Lower Colorado River
• Removed events changing the Fixing of KY Militia when Kentucky joins a side. (The ''old'' Kentucky system)
• ''Cleaned up'' the Kentucky Entry.sct (The ''new'' Kentucky system).
• Created ''Kentucky Unblock.sct'' to reduce replication of code.
• Changed all ChgEvtOccurs to SetEvtOccurs commands for clarity and error reduction.
• Removed all ''RESERVED'' Models and Units to save space and speed loading
• Enabled Model and Unit cache files, to speed loading. Modders must remember to delete these files after changing a Model or Unit, or
the change will not be read by the game engine.
• Consolidated Game Logic Settings (*.opt) into single GameLogic.opt file
[RC4a]
= Same “executable” as RC 4, with a few DB and Graphic fixes:
a) Fixed NATO symbols for Light Infantry and Skirmishers
b) Map appearance fixed in regions near Taylor, GA (UID 322)
c) All Scenarios regenerated to take advantage of the new “Name Retention” code described in 1.16 RC4 (paragraph d) Fixed Biographical text string
for Little Crow
[RC4]
a) model detail window in new version, should fix the abi text/CTD issue
b) the name under brackets is the division name
c) stack merging message should be ok
d) stacks can keep much better their initial setup name, but only if you regenerate the scenario for this feature to work (there is a kind of memory on
the initial setup name, it adds flavor!)
[RC3]
*Fixed map “focus” jump for Orphans Brigade arrival event.
*Fixed Depot build using Transport ships
*there is a more detailed tooltip on the entrench level icon
*abilities tooltip have their appliance level added by code.
[RC2]
AACW v1.16 database and map bug corrections
1.) In both AACW_Setup1861_April_Campaign_v1.16 and ACW_Setup1861_April_Campaign_w-KY_v1.16
Removed duplicate CSA W. Cavalry Group appearing in Madison, TN
2.) In AACW_inc_CSA_Events.xls:
Corrected Foreign Entry syntax in the event "evt_nam_CSA_FrenchInterventionMexico1862"
3.) In LocalStrings_ACW35b.xls:
Provided missing strings for "evt_nam_CSA_BazainePromoted1863"
4.) In AACW_inc_CMN_EventsVarious25a.xls:
Altered slightly the duplicate name of the CSA Brig Robert E. Lee to Robert E Lee.
5.) In AACW_inc_CMN_EventsForeignEntry16:
Added event to fix bug to unfix Col. B. Fielding force in Armherst when FI is triggered.
6.) In AACW_inc_CMN_EventsForeignEntry16:
Reworked references to 3 events that didn't exist.
7.) In LocalStrings__AGE.csv file:
Included string info for strStrucDepotFinished
8.) Added (and linked into the applicable scenarios) additional event files (1861 CSA AI.sct and 1861 USA AI.sct) to allow for easier integration of new
AI routines in their own separate event file.
9.) Reworked starting map focus for all the scenarios.
Map Corrections
1. ) 1502 Gulf of Campeche terrain type changed to Coastal Waters (terrain type 13) was NoFreezeShallow (terrain type 4).
2. ) Removed direct JumpLink between Vera Cruz (150cool and North Mexico (1509).
3. ) Removed direct JumpLink betweem Vera Cruz (150cool and West Texas (1510).
4. ) For historic reasons reworked Border Point adjacencies to make Vera Cruz the sole direct Naval entry point into the Mexico theatre.
5. ) Installed Very Long Transition JumpLink between California (1094) and North Mexico (1509).
6. ) Removed errant Naval Interdiction JumpLink between Pacific Coast (1501) and Northern Pacific (1500).
7. ) Reworked regional boundary/adjacencies around Ft.Gadsden to allow proper bombardment of passing ships.
8. ) Corrected several sea/river regions to allow for proper delivery of Naval Supply.
9. ) Reworked regional boundary/adjacencies around Ft.Jackson to allow proper bombardment of passing ships.
[beta 5]
Battle scale added back (this was a glitch, not a feature)
The game could hang under rare circumstances involving a fleet loading units while caught into a battle (thanks Patryncool
Fixes to some events, thanks to Gray_Lensman:
1.) Removed duplicate CSA W. Cavalry Group appearing in Madison, TN
2.) Corrected Foreign Entry syntax in the event "evt_nam_CSA_FrenchInterventionMexico1862"
3.) Provided missing strings for "evt_nam_CSA_BazainePromoted1863"
4.) Altered slightly the duplicate name of the CSA Brig Robert E. Lee to Robert E Lee to prevent it from interferring with the "Lee Takes Command"
event.
[beta 4]
Some glitches in the code removed.
[beta 3]
Interface
Battle report now display the actual generals stats, not the ones from the database
Under a certain circumstance, the replacements screen was shown empty.
Game logic
* Hits recovery procedure improved.
* Fixed: a bug in determining victory level (major vs minor victory)
* ZOC don’t prevent retreat anymore
* Retreat damages algorithm improved with variables exported for modding (see AGE Wiki)
* It is no longer possible to make a breach with any unit (like cavalry). You now need at least one artillery or engineer element or a unit with a siege
ability or a unit/leader with a special trait (‘Breacher’).
* If you are in supply when besieged with at least one supply wagon or a depot, you can only surrender if you fail your discipline test AND you fail a
5% chance to a percentage roll.
* If you are besieged, weaker than the besieger, with a breach in the structure and only in partial supply, then your troop discipline will get a -3
modifier (more chance to surrender).
A bug has been fixed into the March to the Sound of Guns algorithm, allowing an army to help another.
AI
AI will be less aggressive (parameters exported for modding)
AI will regroup better corps with army HQ (‘flocking behavior’)
New AI algorithm: concentrate, can apply to all threatened stacks.
Leaders now redeploy slightly better toward candidate stacks
It is now possible to define an affinity for each leader toward certain stacks (modding)
Fixed: Theaters ratio miscalculated sometime, leading to too aggressive behaviors in some cases.
Events
2 events fixed (French Intervention to Mexico and Trent Affair Escalate) which had reversed Foreign Entry changes.
Modding & Scripting
Commander in chief class ability added
Winter quarters / Recon & Raid can be disabled by flag
Prisoners scripts commands added
Region dynamic graphics commands added
EvalRgnWeather command added

Dateiname: aacw_v116.zip
Dateigröße: 122 MB

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