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'Ageod's American Civil War' - v1.09 Patch Available NOW

by Rainier on Feb. 5, 2008 @ 12:01 a.m. PST

AGEOD's American Civil War enjoys a very intuitive interface and is easy to learn. Compared to its predecessor, Birth of America, it features many additions such as new economic and political features, player control of troop recruitment, full chain of command from armies to brigades and much more.

Get the Ageod's American Civil War v1.09 Patch off WP (60mb)

Fixes for the 1.09 patch:

This patch contains all changes since the start. Warning: All railroads improvements will not be impacted in current games though, although no additional side effects will appears.

Bugs

- fixed: In the Domestic Policies screen, rivers were shown with 0% loyalty.
- fixed: Fixed units had the Ambush button light up.
- fixed: USA Emancipation notification message had a glitch, for the CSA.
- fixed: Riverine move could allow return fire against coastal batteries.
- fixed: It was possible to activate an non active general by merging him in a brigade.

Gameplay changes or additions

- changed: Moving onto a river with the river pool will reduce Evasion value of the troops to 1.
- added: If attacked in a city, all your troops switch to Defend at all cost (as there is no retreat path)
- changed: You only need 8 ships to blockade an harbor, not 12. Forts give +-4, not +-6.
- added: Tweakable Activation rule: All leaders always activable, normal rule, or hardened rule: an unactivated leader and all his stack is fixed one turn depending of a percentage chance roll).
- added: You can now see how much exp points an element (or leader) has, by passing the mouse over his stars, in the Element Detail Panel.

Map & Scenarios

- added: Many more railroads improvements and historical tweaks from Gray_Lensman.
- added: 1862 east Campaign added (Work from Bigus with Berto help)
- improved: TransMississippi Scenario by Bigus.

Modding & system tweaks

- added: You can now launch a mod with a command line: AACW.exe modpath /mymod
- added: Better support for Japanese Windows with the TextLengthCoeff variable in Display.opt
- Modding: A new parameter has been added to all leaders abilities: if it is always effective, if it is effective only if the leader is active, or if effective only if the leader is not added. See the modding forum.
- Modding: A new parameter has been added to all models, CbtSignature. See the Modding forum for more info.
- improved: Update on Spanish localization.

Fixes for the 1.08 patch:

- Ledger buttons work as before (reminder: the mouse wheel scrolls the units in the ledger)
- ROE buttons will default to standard when you create a new game.
- If historical attrition is enabled, you can only recover lost elements if on a depot, but you can still recover hits if in any structure.
- Patterson & McClellan events work again.

AGEod's American Civil War Update 1.08

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.
This patch is the Christmas patch and IS compatible with previous saves, for most entries.

There are 9 entries for the Christmas patch.

Gameplay changes or additions

I - New ruleset: Rules of Engagement.

ROE buttons are independent from posture. They define the combat rules under which your units fight, as dictated by the general in command, for each stack.

Before proceeding with the description of the ROE, some definitions. It is important to understand the difference between the will to retreat, the chance to retreat and a rout:

· Will to retreat: The commander in chief during battle, decide each round (2 hours) if your side should retreat or not. This depends on how many losses each side sustained, what is the current balance of power and some others factors. If the decision is taken, then your stacks try to retreat.
· Chance to retreat: If the decision to retreat is taken, each stack try to retreat, with a % roll depending of many factors, including the speed of the stack, the relative ratio of cavalry, and others factors like leaders abilities.
· Routing: A rout is an unwanted retreat, where retreat losses are much increased. Contrary to a willing retreat, rout always succeeds though.

In Assault or Offensive posture, the possible ROE are:

· All out attack: Your side will not try to retreat during the first two rounds of battle, then the retreat chance will be decreased for the rest of the day. The losses of both sides are increased, but more for your side.
· Sustained Attack: This is the default behavior. No changes to the combat resolution segment are done.
· Conservative Attack: Your side will want to call-off the attack starting with the third round (unless the defender is collapsing) and the chances to succeed in doing so are increased. Both sides have equally fewer losses.
· Feint/Probe Attack: Your side will want to call-off the attack starting with the second round (unless the defender is collapsing) and the chances to succeed in doing so are greatly increased. Both sides have losses much reduced

In Defensive posture, the possible ROE are:

· Hold at all Cost: Your side will never willingly try to retreat (Routing is possible!)
· Defend: No changes to the standard rules.
· Defend and Retreat: Your side will want to retreat starting with the third round (unless the attack is failing) and the chances to succeed in doing so are increased.
· Retreat if Engaged: Increased retreat chances including the retreat roll before actual combat.


Last, in Passive posture, you are always in Retreat if Engaged ROE. The other options are not active. According to the Passive Posture, you have combat penalties and suffer heavier losses. However you also have the non-combat bonuses of this Posture, especially a stronger cohesion and a better replacement ratio.

II - Historical Attrition Option

There is a new gameplay option, available thru the Options Window, called Historical Attrition (or 'Hardened' Attrition), the three possible levels are:

Standard: It means that non-moving troops won't lose men from desertions and sickness. (work as before)

Historical, for the player only: It means that non-moving player troops, will lose men from desertion and sickness every turn. The intensity will vary depending of the region they are in. Also, you can only get back men ('hits') in elements by being over a depot.

Historical, for AI too: Same as second option but the AI has it activated too, except for the troops on depot part.

III - Morale losses and gains in battle

There is much less randomness involved when a point of morale must be lost or gained in battle.

Interface

IV - ZIP handling of saves

The turn files can be compressed in ZIP format. This allow a faster transfer in multiplayer games, protect them against data corruption (that can always happen during file transfer) and allow you to set a password for multiplayer games. See the Options Window for more details.

V - Historical options feedback

Now, when a side choose an historical option (Drafting troops, printing money, etc.), the other side get a notification.

Scenario Updates & Bugs fixes

Three scenarios have been added. They are mostly complete, but please bear in mind that errors can happen (and the volunteers will fix then in due time). They are the good work of Bigus (Jeff Licker), with background from Robert Osterlund aka Berto.

VI - Trans Mississippi Scenario (61- 62)

VII - Atlanta Scenario, 1864

VIII - Vicksburg 1863 Scenario

Bugs

Music should play & restart correctly now.

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