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'Ageod's American Civil War' - v1.04 Patch Available NOW

by Rainier on June 13, 2007 @ 3:38 p.m. PDT

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 much more!

Get the Ageod's American Civil War v1.04 Patch off WP (8mb)

AGEod's American Civil War v1.04

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 ACWSettingsCombats.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)

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