AGEod's American Civil War v1.07
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.
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.
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.
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.
Variables regarding forts & blockade mechanism exported to ACWsettingsBombard&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
Note1: This patch allow you to continue game.
Note2: Only the 1861 & 1862 campaigns are up to date regarding railroads.
AGEod's American Civil War v1.06
comprehensive patch, compatible with previous saves
+++: 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) +
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.
AGEod's American Civil War v1.05
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 ACWSettingsgeneral.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.
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).
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.