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Die letzten Beiträge des Themas
   

Ansicht erweitern Die letzten Beiträge des Themas: Patches & Links

von BigDuke66 » Mi 08.11.2017, 00:09

Nein, es ist 1.17a, schau mal hier:
http://www.ageod-forum.com/viewtopic.php?f=152&t=43333

von Alith Anar » Di 07.11.2017, 23:28

Ist der oben genannte Patch 1.15 noch der aktuellste ?

von Private_S » Mi 15.04.2015, 22:52

*Grummel ...* Der Patch ist gerade raus, aber es scheint schon einen ärgerlichen Bug zu geben:
There is a bug in the patch. It promotes every leader on seniority 1 after u process the turn.
(Quelle)
---
Und der Bug ist schon gefixt!

von Private_S » Mi 15.04.2015, 21:41

Patch 1.05 ist heute veröffentlicht worden.

Soll u. a. Runden ca. 50% schneller ausführen als bisher. Kompletter Changelog im Spoiler:
Spoiler
Civil War II Updates
Patch 1.05

Gameplay
• Mescalero recruited by decision can only appear in New Mexico or Texas. (fixed from 1.04)
• Improved ammos distribution in supply phase
• Improved naval supply distribution
• Fixed reversed battle plans
• Revised and improved retreat logic for stacks
• Stack in retreat or doing MTSG can't cross blockaded river or pass through 'front' because of ZOC.
• Traffic rule (in work)
• Leaders will only lose seniority on January 1st and July 1st, this should help for promotion potential.
• Decisions and partisans can remove only one depot level per try.
• Neutral Indians are now passive, should stop them from besieging or interfering with USA/CSA units.
• There is a 25% chance that artillery manages to counter fire enemy artillery instead of firing on a frontline element.
• Evasion value for stacks with leaders was erroneous in some cases
• Impossible retreat because of too strong enemy in combat region fixed.
• Besieged group can't escape besiegers with evade roll.
• All Depots size can now be razed. Partisans’ decisions still raze only one depot level at a time. Level 1 cities can also be razed.
• Leaders of different nations, for the same side, don't compete anymore in the same chain of command
• Traffic rule improved

Interface
• Faction history improvements
• Can rename units with more characters than before
• Improved battle report display
• Added back random variation in display loss
• Music sound volume can now be tweaked (inoMusicVolume in .opt file)
• can't enter anymore (and erroneously) in structures not designed to handle sieges
• when doing drag&drop, name of over region appears
• can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
• Fixed a display bug in region list leading to false infos
• Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
• Also corrected supply and assets production not taking into account loyalty/alignment
• better AB display in Forces & Units list, leaders sorted properly by name. Units ID sorted as expected (5th before 11st)
• In Forces, Units, Regions listing, can scroll one page at a time with key up/down. Tooltip added to the scrollbar also.
• Hitting Enter when renaming an unit closes the window
• Attrition Loss stored for each stack and displayed as a single message at end of turn (includes weather and wear&tear)
• Default music volume buffed up from 60 to 70% (can be changed with a text file edit).
• Fixed several issues regarding battle report and reported hits.
• Added missing mini buttons for the alternate ‘posture/ROE buttons’ display
• Others stacks in a region are now listed with more details in the stack tooltip
• losses of ships are now properly logged in the message panel
• Forces listing: more orders for the 'order column'. Can now be sorted. Icons courtesy of player ‘John Sedgwick’

Engine
• Various major optimizations, in average expect turns to be processed 50% faster than before!
• Fix to the crash happening on new turn.
• Fix to a silent bug where some data were not updated correctly because of faster turn reloading.
• Historical setting and events
• Database
• Fix to Missouri brigade OOB.

AI
• Several decisions are now using better AI (scorch earth, etc.)
• AI: Improved Split Large Stacks
• Ai fix on blockade run estimation
• Modding / Script engine
• Console can reliably be put back at the forefront
• can use a cost of 0 in a given element subtype for depots and forts, means needing the presence without consumption
• fix in script command: EvalBesieged
Text und Download unter: http://www.slitherine.com/news/item1072 oder http://matrixgames.com/products/500/downloads/

von Longstreet » Do 09.04.2015, 12:21

Wir kannten dieses Forum noch nicht - dennoch müssen Wir Euch für Euren üblen Verrat schelten verehrter Privat_S - nun weiß der Feind um die Stärken des Südens! ;)

von Hohenlohe » Do 09.04.2015, 10:30

Danke vielmals für die Info, werter Private_S...!!

herzliche grüsse

Hohenlohe... :smoke: :)

von Private_S » Mi 08.04.2015, 21:13

Ein kleines deutschsprachiges Forum zu Ageod und CW II: http://forum.4allplayers.net/forum-133.html,
darin zum bevorstehenden Patch 1.05: http://forum.4allplayers.net/thread-1312.html

von Private_S » So 15.02.2015, 14:14

CW II Patch 1.04 Official vom 5.9.2014
CW II Patch 1.05 rc8 Public Beta vom 9.2.2015, mit Changelog (Fertigstellung für Frühjahr 2015 angekündigt).

von BigDuke66 » Fr 02.11.2012, 16:36

Und hier auch der letzte:
AACW Patch 1.17 Official = November 2, 2012
http://www.ageod-forum.com/showthread.p ... ber-2-2012

von dooya » Mo 19.10.2009, 21:07

Mit dem Patch 1.15 ist der letzte ACW Patch erschienen.
Pocus hat geschrieben:Dear AACW Players...

Here is patch 1.15 which will be, baring major bugs in the code, the last official patch for AACW. Changes to historical data will now be done as 'mods', and everyone will be able to pick, or not pick, the mods he likes.

================================================== ========================
AGEod's American Civil War Update 1.15
October 19th 2009

================================================== ========================

The patch link below is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.

The data included in this patch correspond to AACW 1.14c plus Quickfix 6.
The game logic is the latest one from the AGE engine.
AI code is the latest one too, with major improvements in Naval AI particularly. Work done on the AI is based on situations taken from VGN, WIA and AACW.

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

von dooya » Fr 10.07.2009, 21:00

Patch 1.14 ist erschienen:
Pocus hat geschrieben:Dear AACW Players...

At long last we are able to present you with the new 1.14 patch!

================================================== ========================
AGEod's American Civil War Update 1.14
July, 10th 2009

================================================== ========================

The patch link below is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.

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

Due to several important changes, saved games may or may not be affected but we haven't been able to confirm if this is really the case. We don't think it actually will but it is always advised to finish any ongoing games prior to updating or you can make a separate additional AACW installation for this Update Patch.

New feature
================================================== ========================
(Backfitted from the new games under work, VGN and ROP...)

All Generals are "generically" promotable up to a rank one level above their historic rank. This means all the 1-star generals depending on their performance in-game can possibly be promoted to a 2-star general. This same change is being applied to those generals whose top historical rank was 2-star. In those cases they are generically promotable to 3-stars. This is not being done for the 3-stars to 4-stars yet.

Generically promotable means that the underlying data model does not change, i.e. all the previous stats, abilities, attributes, whatever... will remain unchanged with only a change in the model's game rank being affected. Previous promotions depended upon a linkage of differing models/units. For those generals who had this type of previous promotion change, they will still follow that promotion change with the added modification that those limited previously to 2-stars could actually be generically promoted to 3-stars.

Bug fixes
All known bugs reported in the forum or at the support line have been fixed.

Map / Database
================================================== ========================
(Work led by AACW Coordinator Gray_Lensman). Special Thanks to Comtedemeighan and other various contributors throughout the forum.


Note: Per the request of Bigus, his scenarios have been "officially" removed so that he can continue personally updating them as his own MODs.
For Modders: Database changes will be made available once the patch is "officialized".


1.) Introduced a new region north of Vicksburg (Hayne's Bluff). Note that it is "swamp" terrain. Introduction of this region prevents the ahistoric bombardment (by units in Vicksburg) of naval units transiting to/from the Yazoo River.

2.) Reworked the Peninsular area to the east of Richmond.
a.) Renamed original New Kent, VA region to Williamsburg, VA region
b.) Created new region New Kent, VA, by splitting original Charles City, VA in half along the Chickahominy river.

3.) Restricted Divisional Formation until after 1861/10/01. At that time the USA can create up to 60 Divisions and the CSA can create up to 30 Divisions. This is now more easily moddable for those desiring to do so.

4.) Implemented a new attribute provided by Pocus (*NoCapture*). Early game horse mounted units can no longer take control of city structures. Once cavalry upgrades to (Late) cavalry (around early 1863), this restriction is lifted. In other words, you will have to accompany invading forces with non horse mounted units if you wish to take control of city structures during this early game period. To clarify: this only applies to city structures, NOT standalone depots/harbors.

5.) Fixed Pillager bug. Pillager units are able to destroy ungarrisoned depots whether in a city or stand-alone.

6.) Cost of depot production is now 4 supply type elements instead of 2 supply type units.

7.) All Militia type units have an added cost of 1 WSu. This curtails the "No WSu cost" militia to conscript infantry conversion spamming exploit.

8.) Increased the Protection factor of Coastal Artillery to 30.

9.) SetNavalPool access for the CSA also. This primarily allows for British shipping to utilize the Shipping Box for supply purposes should Foreign Intervention be triggered.

10.) Reworked St Louis Massacre events.
a.) USA General Lyon and CSA General Price will now appear with their troops 100% of the time.
b.) Depending on whether a massacre actually takes place in St. Louis (75% probability), various units may be added to the Reinforcement Pools for both sides.

11.) Reworked 1861 USA Army in Virginia events. (Threaten Richmond)
a.) Must "threaten" Richmond with at least 10 or more units within 2 regions for at least 2 turns (not necessarily consecutive) or lose 10 National Morale.

12.) Placed the capital of Georgia, "Milledgeville, (structure) in region 304 Monroe, GA for all scenarios.

13.) In all affected scenarios, correctly placed the Toronto Depot at Toronto in Upper Canada.

14.) In all affected scenarios, correctly placed the Quebec Fortress and Quebec Depot at Quebec in Lower Canada.

15.) Reworked the border data points between 48 Lawrence PA, and 416 Trumbull, OH so that direct land movement can occur between them.

16.) Changed the displayed name of Grand Isle (1441) to Barataria Bay.

17.) Changed the displayed name of Barataria Bay (1442) to Timbalier Bay.

18.) Changed the displayed name of Lafayette Sound (1443) to Atchafalaya Bay.

19.) Changed the displayed name of White Lake (1444) to Grand Lake.

20.) Changed the displayed name of Bay of Berwick (1445) to Cote Blanche Bay.

21.) Reworked the displayed structure name of "Talahassee" to "Tallahassee".

22.) Changed the terrain type of Western Branch (1349) from Coastal Waters to NoFreeze Shallow.

23.) Changed Coming Fury USA Starting Morale to 90 (was 95). This brings it in line with the 1861 April Campaign scenario.

24.) 1862 Campaign Scenario (2 - theater)
a.) Changed USA Starting Morale to 95 (was 90).
b.) Changed CSA Starting Morale to 110 (was 100). Again to bring in line with the 1861 Campaign scenarios.

25.) Reworked the non-sharpshooter units Custom Names to eliminate confusing references to units with "Sharpshooter" embedded in their names.

26.) Clarified comments for New available HQ(s) to read: New Army HQ able to be built in the Reinforcement pool.

27.) Clarified Tooltip for new available HQ(s) to read: +1 Army HQ in Reinforcement pool.

28.) Clarified common Tooltip for unactivated leaders to read: This "unactivated" leader can't perform offensive actions this turn.

29.) Clarified common Tooltip for activated leaders to read: This "activated" leader can actively lead units this turn.

30.) Corrected USA Tooltip for "Confiscation Act" to correctly show +5 National Morale.

31.) Corrected USA Tooltip for "YMCA" to correctly show +5 National Morale.

32.) Corrected CSA Tooltip for "French Intervention in Mexico" to show +1 National Morale.

33.) Corrected some "Short Name" references to John A. McClernand in the database to "J. McClernand", was "E. McClernand".

34.) Corrected some incorrect name entries for "Samuel P. Heintzelman", was "Stuart Heintzelman".

35.) Random "Tornado" river transport damage event renamed to "Flood" event. The Tooltips also state "Flood" damage. No change to the actual random damage effects.

36.) In both the 1861 April Campaign Scenarios (with/without Kentucky):
a.) The Confederate Capital is moved to Richmond, VA on the 1861 Late May turn.

37.) In the 1861 April Campaign Scenarios:
a.) Leonidas Polk is now delayed until his historical appearance date (June 25th, 1861). He will normally show up at Memphis, TN on the 1861 Late June turn.

38.) In the 1861 April Campaign w/Kentucky scenario (historical pre-secession military reinforcements are still placed by reinforcement events)
a.) Virginia did not secede until April 17, 1861. Virginia and West Virginia become active 1861 Late Apr turn
b.) Arkansas did not secede until May 6, 1861. Arkansas becomes active 1861 Early May turn
c.) Tennessee did not secede until May 6, 1861. Tennessee becomes active 1861 Early June turn
d.) North Carolina did not secede until May 20th, 1861. North Carolina becomes active 1861 Late May turn

39.) In both the 1862 Campaign and 1862 East Campaign scenarios:
a.) Replaced J. Dix with George Sykes as commander 2nd Div 5th Corps Army of the Potomac
b.) Created "Dix Command" w/ J. Dix at Fort Monroe, VA

40.) In the Shiloh scenario, the 1862 Campaign and 1862 East Campaign scenarios:
a.) renamed McCook's 1st Division to "2nd Division"
b.) reworked the 4th Bde to include the "15th, 16th, & 19th US" infantry elements
c.) changed McCook Sharpshooters to "KY Light Inf" and preplaced it into McCook's "2nd Division" formation

41.) In the 1862 Campaign and 1862 East Campaign scenarios:
a.) replaced "L.Rousseau" with Alexander McCook (L.Rousseau to be reintroduced by event)
b.) renamed McCook's 1st Division to "2nd Division"
c.) reworked the 4th Bde to include the "15th, 16th, & 19th US" infantry elements
d.) changed McCook Sharpshooters to "KY Light Inf" and preplaced it into McCook's "2nd Division" formation

42.) In the 1864 Campaign:
a.) reintroduced Darius N. Couch as a 1-star general capable of commanding a Division. (historically verified as a reassignment for him)
b.) replaced O. Wilcox with C. Wilcox (Cadmus).

43.) In the 1863 Campaign scenario:
a.) changed McCook Sharpshooters to "KY Light Inf"

44.)
a.) USA John McClernand was incorrectly scripted to show up in Indiana, he will now show up in Illinois instead.
b.) USA James H. Wilson was incorrectly scripted to show up at Washington D.C, he will now show up at Cairo, IL, instead.
c.) USA Edward Canby was incorrectly scripted to show up at Memphis, TN, he will now show up in Southwest, TX, instead.

45.)
a.) In the 1861 Campaign scenarios, renamed the 2nd instance of "1st MD Brigade" to "2nd MD Brigade".
b.) In the 1861 July and April scenarios, renamed the 2nd instance of "1st Indiana Volunteers" to "2nd Indiana Volunteers".
c.) In the 1861 July and April scenarios, renamed the 2nd instance of "1st Ohio Volunteers" to "3rd Ohio Volunteers".
c.) In the 1861 July and April scenarios, renamed the 2nd instance of "2nd Ohio Volunteers" to "4th Ohio Volunteers".

46.) Corrected "L. Rousseau" to a 1-star general in all affected scenarios. His first appearance (as a 1-star) has been adjusted to 1862/06/30. He is not promotable to 2-star. Also, placed him in charge of Nashville defenses (replaces Darius N. Couch) in the 1864 Campaign Scenario.

47.) In all of the 1861 scenarios (including Bull Run):
Reworked Sherman's Brigade (1/3 Bde) to include 3th New York, 69th New York, 79th New York, 2nd Wisconsin, and 3rd Artillery. The 2nd Wisconsin was made an integral part of Sherman's Bde and there was no Cavalry unit associated with it. Removed the standalone 2nd Wisconsin infantry unit.

48.) In all of the 1861 scenarios (including Bull Run):
Reworked the 5th Div/1st Bde to include 8th New York, 29th New York, 39th New York, 27th Pennsylvania, and 2nd Art A Bty. There was no Cavalry unit associated with this brigade.

49.) In all of the 1861 scenarios (including Bull Run):
Reworked the 5th Div/2nd Bde to include 16th New York, 18th New York, 31st New York, 32nd New York, and 2nd Art G Bty. There was no Cavalry unit associated with this brigade.

50.) In all of the 1861 scenarios (including Bull Run):
Reworked Robert Patterson's NVA/6th Bde to consist of 1st Wisconsin, 11th Pennsylvania, 2nd D Artillery, and Philadelphia Cav.

51.) Placed the 1st Missouri Brigade (Missouri Bde for short) into the CSA event scripts.

52.) Corrected a duplicate Leader pool events problem involving the 1863 USA General offficers' pool event and the 1863 Campaign scenario.

53.) Corrected a duplicate Leader (John Newton) in the 1864 scenario. Removed him from the Army of the Potomac. He remains properly with the Army of the Cumberland.

54.) Numerous minor graphic and border point assignment fixes. (mostly previously altered graphics files so patch size should not expand too much).

55.) Numerous leader promotional linkages reworked.

56.) Changed Minimum control to have in a region to allow a retreat into it to 0, was 5 (adopted from Clovis Mod)

57.) Army HQ's units intrinsic artillery model removed from the HQ unit. (due to rare CTD bug).
a.) All scenario instances now have a standalone HQ Artillery unit.
b.) Additional standalone HQ Artillery units added to the Reinforcement Artillery Pool (made available and in equivalent amounts simultaneous with HQ reinforcements).

58.) Land Artillery "bombardment enable" button graphics and tooltips reworked.
a.) If the button is NOT pressed in, there is no bombardment of passing naval units.
b.) If the button is pressed in, there is a bombardment of passing naval units.

The following additional changes were made to restore some of the balance to the game.

59. McClellan/McDowell in 1861: (1861 Threaten Richmond event replaced by the Army In Manassas event)
a.) McDowell will remain activated "every" turn throughout the "Army In Manassas" period (1861 Early May thru 1861 Early Sept)
1.) If the USA establishes Military Control over Manassas (Fauquier, VA), the Army In Manassas event is satisfied. McDowell retains command and McClellan is left in Ohio.
2.) If the USA fails to establish any Military Control over Manassas (Fauquier, VA) by the expiration of the Army In Manassas event:
a.) USA loses 10 National Morale points. (the same ones previously lost in the failure of the now defunct 1861 Threaten Richmond event.
b.) Irvin McDowell is automatically removed from command of the Northeastern Virginia Army at no cost and McClellan will be moved to the same location as the Northeastern Virginia Army commanded by Irvin McDowell
1.) If the USA is being handled by the AI: McClellan automatically becomes commander of the Army of the Potomac. McDowell remains in the same stack without command.
2.) If the USA is being handled by a human: McClellan, McDowell and the Army of the Potomac HQ unit are stacked separately for the player/gamer to decide who retains command.

59.) McClellan/McDowell and the new "Threaten Richmond" events in 1862:
a.) Two new "1862 Threaten Richmond" events created to add political pressure on the USA player to threaten Richmond in 1862. One event expires 1862/06/30. The other expires 1862/10/30.
b.) If you satisfy the "Threaten Richmond" requirements prior to the first expiration, there is no NM penalty at all for 1862.
c.) If you don't satisfy the "Threaten Richmond" requirements before the 1st expiration there is a 10 NM penalty.
d.) If you don't satisfy the "Threaten Richmond" requirements before the 2nd expiration there is another 10 NM penalty.
e.) McClellan or McDowell (depending on the Army In Manassas outcome) will remain activated "every" turn throughout the "1862 Threaten Richmond" period up until the 2nd expiration or the successful completion of the requirements whichever comes first.
f.) The 1862 "Threaten Richmond" events will be made optional once Pocus provides the on/off support capability.

60.) The McClellan 2-star model is generically promotable by the player but now has only a 10 point political cost (vs 25 previously) for being passed over. This is the same political penalty value as several other prominent CSA leader models in the game.

61.) AI will shelter more often in winter (improved algorithm)

62.) AI.LocalInterest scripting command had a bug (fixed)

==================================================

Feedback Appreciated (regarding bug reports with saved game files attained without Mod alterations).

Regards and Enjoy

AGEod and Company

von dooya » Fr 10.07.2009, 21:00

Patch 1.14 ist erschienen:
Pocus hat geschrieben:Dear AACW Players...

At long last we are able to present you with the new 1.14 patch!

================================================== ========================
AGEod's American Civil War Update 1.14
July, 10th 2009

================================================== ========================

The patch link below is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.

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

Due to several important changes, saved games may or may not be affected but we haven't been able to confirm if this is really the case. We don't think it actually will but it is always advised to finish any ongoing games prior to updating or you can make a separate additional AACW installation for this Update Patch.

New feature
================================================== ========================
(Backfitted from the new games under work, VGN and ROP...)

All Generals are "generically" promotable up to a rank one level above their historic rank. This means all the 1-star generals depending on their performance in-game can possibly be promoted to a 2-star general. This same change is being applied to those generals whose top historical rank was 2-star. In those cases they are generically promotable to 3-stars. This is not being done for the 3-stars to 4-stars yet.

Generically promotable means that the underlying data model does not change, i.e. all the previous stats, abilities, attributes, whatever... will remain unchanged with only a change in the model's game rank being affected. Previous promotions depended upon a linkage of differing models/units. For those generals who had this type of previous promotion change, they will still follow that promotion change with the added modification that those limited previously to 2-stars could actually be generically promoted to 3-stars.

Bug fixes
All known bugs reported in the forum or at the support line have been fixed.

Map / Database
================================================== ========================
(Work led by AACW Coordinator Gray_Lensman). Special Thanks to Comtedemeighan and other various contributors throughout the forum.


Note: Per the request of Bigus, his scenarios have been "officially" removed so that he can continue personally updating them as his own MODs.
For Modders: Database changes will be made available once the patch is "officialized".


1.) Introduced a new region north of Vicksburg (Hayne's Bluff). Note that it is "swamp" terrain. Introduction of this region prevents the ahistoric bombardment (by units in Vicksburg) of naval units transiting to/from the Yazoo River.

2.) Reworked the Peninsular area to the east of Richmond.
a.) Renamed original New Kent, VA region to Williamsburg, VA region
b.) Created new region New Kent, VA, by splitting original Charles City, VA in half along the Chickahominy river.

3.) Restricted Divisional Formation until after 1861/10/01. At that time the USA can create up to 60 Divisions and the CSA can create up to 30 Divisions. This is now more easily moddable for those desiring to do so.

4.) Implemented a new attribute provided by Pocus (*NoCapture*). Early game horse mounted units can no longer take control of city structures. Once cavalry upgrades to (Late) cavalry (around early 1863), this restriction is lifted. In other words, you will have to accompany invading forces with non horse mounted units if you wish to take control of city structures during this early game period. To clarify: this only applies to city structures, NOT standalone depots/harbors.

5.) Fixed Pillager bug. Pillager units are able to destroy ungarrisoned depots whether in a city or stand-alone.

6.) Cost of depot production is now 4 supply type elements instead of 2 supply type units.

7.) All Militia type units have an added cost of 1 WSu. This curtails the "No WSu cost" militia to conscript infantry conversion spamming exploit.

8.) Increased the Protection factor of Coastal Artillery to 30.

9.) SetNavalPool access for the CSA also. This primarily allows for British shipping to utilize the Shipping Box for supply purposes should Foreign Intervention be triggered.

10.) Reworked St Louis Massacre events.
a.) USA General Lyon and CSA General Price will now appear with their troops 100% of the time.
b.) Depending on whether a massacre actually takes place in St. Louis (75% probability), various units may be added to the Reinforcement Pools for both sides.

11.) Reworked 1861 USA Army in Virginia events. (Threaten Richmond)
a.) Must "threaten" Richmond with at least 10 or more units within 2 regions for at least 2 turns (not necessarily consecutive) or lose 10 National Morale.

12.) Placed the capital of Georgia, "Milledgeville, (structure) in region 304 Monroe, GA for all scenarios.

13.) In all affected scenarios, correctly placed the Toronto Depot at Toronto in Upper Canada.

14.) In all affected scenarios, correctly placed the Quebec Fortress and Quebec Depot at Quebec in Lower Canada.

15.) Reworked the border data points between 48 Lawrence PA, and 416 Trumbull, OH so that direct land movement can occur between them.

16.) Changed the displayed name of Grand Isle (1441) to Barataria Bay.

17.) Changed the displayed name of Barataria Bay (1442) to Timbalier Bay.

18.) Changed the displayed name of Lafayette Sound (1443) to Atchafalaya Bay.

19.) Changed the displayed name of White Lake (1444) to Grand Lake.

20.) Changed the displayed name of Bay of Berwick (1445) to Cote Blanche Bay.

21.) Reworked the displayed structure name of "Talahassee" to "Tallahassee".

22.) Changed the terrain type of Western Branch (1349) from Coastal Waters to NoFreeze Shallow.

23.) Changed Coming Fury USA Starting Morale to 90 (was 95). This brings it in line with the 1861 April Campaign scenario.

24.) 1862 Campaign Scenario (2 - theater)
a.) Changed USA Starting Morale to 95 (was 90).
b.) Changed CSA Starting Morale to 110 (was 100). Again to bring in line with the 1861 Campaign scenarios.

25.) Reworked the non-sharpshooter units Custom Names to eliminate confusing references to units with "Sharpshooter" embedded in their names.

26.) Clarified comments for New available HQ(s) to read: New Army HQ able to be built in the Reinforcement pool.

27.) Clarified Tooltip for new available HQ(s) to read: +1 Army HQ in Reinforcement pool.

28.) Clarified common Tooltip for unactivated leaders to read: This "unactivated" leader can't perform offensive actions this turn.

29.) Clarified common Tooltip for activated leaders to read: This "activated" leader can actively lead units this turn.

30.) Corrected USA Tooltip for "Confiscation Act" to correctly show +5 National Morale.

31.) Corrected USA Tooltip for "YMCA" to correctly show +5 National Morale.

32.) Corrected CSA Tooltip for "French Intervention in Mexico" to show +1 National Morale.

33.) Corrected some "Short Name" references to John A. McClernand in the database to "J. McClernand", was "E. McClernand".

34.) Corrected some incorrect name entries for "Samuel P. Heintzelman", was "Stuart Heintzelman".

35.) Random "Tornado" river transport damage event renamed to "Flood" event. The Tooltips also state "Flood" damage. No change to the actual random damage effects.

36.) In both the 1861 April Campaign Scenarios (with/without Kentucky):
a.) The Confederate Capital is moved to Richmond, VA on the 1861 Late May turn.

37.) In the 1861 April Campaign Scenarios:
a.) Leonidas Polk is now delayed until his historical appearance date (June 25th, 1861). He will normally show up at Memphis, TN on the 1861 Late June turn.

38.) In the 1861 April Campaign w/Kentucky scenario (historical pre-secession military reinforcements are still placed by reinforcement events)
a.) Virginia did not secede until April 17, 1861. Virginia and West Virginia become active 1861 Late Apr turn
b.) Arkansas did not secede until May 6, 1861. Arkansas becomes active 1861 Early May turn
c.) Tennessee did not secede until May 6, 1861. Tennessee becomes active 1861 Early June turn
d.) North Carolina did not secede until May 20th, 1861. North Carolina becomes active 1861 Late May turn

39.) In both the 1862 Campaign and 1862 East Campaign scenarios:
a.) Replaced J. Dix with George Sykes as commander 2nd Div 5th Corps Army of the Potomac
b.) Created "Dix Command" w/ J. Dix at Fort Monroe, VA

40.) In the Shiloh scenario, the 1862 Campaign and 1862 East Campaign scenarios:
a.) renamed McCook's 1st Division to "2nd Division"
b.) reworked the 4th Bde to include the "15th, 16th, & 19th US" infantry elements
c.) changed McCook Sharpshooters to "KY Light Inf" and preplaced it into McCook's "2nd Division" formation

41.) In the 1862 Campaign and 1862 East Campaign scenarios:
a.) replaced "L.Rousseau" with Alexander McCook (L.Rousseau to be reintroduced by event)
b.) renamed McCook's 1st Division to "2nd Division"
c.) reworked the 4th Bde to include the "15th, 16th, & 19th US" infantry elements
d.) changed McCook Sharpshooters to "KY Light Inf" and preplaced it into McCook's "2nd Division" formation

42.) In the 1864 Campaign:
a.) reintroduced Darius N. Couch as a 1-star general capable of commanding a Division. (historically verified as a reassignment for him)
b.) replaced O. Wilcox with C. Wilcox (Cadmus).

43.) In the 1863 Campaign scenario:
a.) changed McCook Sharpshooters to "KY Light Inf"

44.)
a.) USA John McClernand was incorrectly scripted to show up in Indiana, he will now show up in Illinois instead.
b.) USA James H. Wilson was incorrectly scripted to show up at Washington D.C, he will now show up at Cairo, IL, instead.
c.) USA Edward Canby was incorrectly scripted to show up at Memphis, TN, he will now show up in Southwest, TX, instead.

45.)
a.) In the 1861 Campaign scenarios, renamed the 2nd instance of "1st MD Brigade" to "2nd MD Brigade".
b.) In the 1861 July and April scenarios, renamed the 2nd instance of "1st Indiana Volunteers" to "2nd Indiana Volunteers".
c.) In the 1861 July and April scenarios, renamed the 2nd instance of "1st Ohio Volunteers" to "3rd Ohio Volunteers".
c.) In the 1861 July and April scenarios, renamed the 2nd instance of "2nd Ohio Volunteers" to "4th Ohio Volunteers".

46.) Corrected "L. Rousseau" to a 1-star general in all affected scenarios. His first appearance (as a 1-star) has been adjusted to 1862/06/30. He is not promotable to 2-star. Also, placed him in charge of Nashville defenses (replaces Darius N. Couch) in the 1864 Campaign Scenario.

47.) In all of the 1861 scenarios (including Bull Run):
Reworked Sherman's Brigade (1/3 Bde) to include 3th New York, 69th New York, 79th New York, 2nd Wisconsin, and 3rd Artillery. The 2nd Wisconsin was made an integral part of Sherman's Bde and there was no Cavalry unit associated with it. Removed the standalone 2nd Wisconsin infantry unit.

48.) In all of the 1861 scenarios (including Bull Run):
Reworked the 5th Div/1st Bde to include 8th New York, 29th New York, 39th New York, 27th Pennsylvania, and 2nd Art A Bty. There was no Cavalry unit associated with this brigade.

49.) In all of the 1861 scenarios (including Bull Run):
Reworked the 5th Div/2nd Bde to include 16th New York, 18th New York, 31st New York, 32nd New York, and 2nd Art G Bty. There was no Cavalry unit associated with this brigade.

50.) In all of the 1861 scenarios (including Bull Run):
Reworked Robert Patterson's NVA/6th Bde to consist of 1st Wisconsin, 11th Pennsylvania, 2nd D Artillery, and Philadelphia Cav.

51.) Placed the 1st Missouri Brigade (Missouri Bde for short) into the CSA event scripts.

52.) Corrected a duplicate Leader pool events problem involving the 1863 USA General offficers' pool event and the 1863 Campaign scenario.

53.) Corrected a duplicate Leader (John Newton) in the 1864 scenario. Removed him from the Army of the Potomac. He remains properly with the Army of the Cumberland.

54.) Numerous minor graphic and border point assignment fixes. (mostly previously altered graphics files so patch size should not expand too much).

55.) Numerous leader promotional linkages reworked.

56.) Changed Minimum control to have in a region to allow a retreat into it to 0, was 5 (adopted from Clovis Mod)

57.) Army HQ's units intrinsic artillery model removed from the HQ unit. (due to rare CTD bug).
a.) All scenario instances now have a standalone HQ Artillery unit.
b.) Additional standalone HQ Artillery units added to the Reinforcement Artillery Pool (made available and in equivalent amounts simultaneous with HQ reinforcements).

58.) Land Artillery "bombardment enable" button graphics and tooltips reworked.
a.) If the button is NOT pressed in, there is no bombardment of passing naval units.
b.) If the button is pressed in, there is a bombardment of passing naval units.

The following additional changes were made to restore some of the balance to the game.

59. McClellan/McDowell in 1861: (1861 Threaten Richmond event replaced by the Army In Manassas event)
a.) McDowell will remain activated "every" turn throughout the "Army In Manassas" period (1861 Early May thru 1861 Early Sept)
1.) If the USA establishes Military Control over Manassas (Fauquier, VA), the Army In Manassas event is satisfied. McDowell retains command and McClellan is left in Ohio.
2.) If the USA fails to establish any Military Control over Manassas (Fauquier, VA) by the expiration of the Army In Manassas event:
a.) USA loses 10 National Morale points. (the same ones previously lost in the failure of the now defunct 1861 Threaten Richmond event.
b.) Irvin McDowell is automatically removed from command of the Northeastern Virginia Army at no cost and McClellan will be moved to the same location as the Northeastern Virginia Army commanded by Irvin McDowell
1.) If the USA is being handled by the AI: McClellan automatically becomes commander of the Army of the Potomac. McDowell remains in the same stack without command.
2.) If the USA is being handled by a human: McClellan, McDowell and the Army of the Potomac HQ unit are stacked separately for the player/gamer to decide who retains command.

59.) McClellan/McDowell and the new "Threaten Richmond" events in 1862:
a.) Two new "1862 Threaten Richmond" events created to add political pressure on the USA player to threaten Richmond in 1862. One event expires 1862/06/30. The other expires 1862/10/30.
b.) If you satisfy the "Threaten Richmond" requirements prior to the first expiration, there is no NM penalty at all for 1862.
c.) If you don't satisfy the "Threaten Richmond" requirements before the 1st expiration there is a 10 NM penalty.
d.) If you don't satisfy the "Threaten Richmond" requirements before the 2nd expiration there is another 10 NM penalty.
e.) McClellan or McDowell (depending on the Army In Manassas outcome) will remain activated "every" turn throughout the "1862 Threaten Richmond" period up until the 2nd expiration or the successful completion of the requirements whichever comes first.
f.) The 1862 "Threaten Richmond" events will be made optional once Pocus provides the on/off support capability.

60.) The McClellan 2-star model is generically promotable by the player but now has only a 10 point political cost (vs 25 previously) for being passed over. This is the same political penalty value as several other prominent CSA leader models in the game.

61.) AI will shelter more often in winter (improved algorithm)

62.) AI.LocalInterest scripting command had a bug (fixed)

==================================================

Feedback Appreciated (regarding bug reports with saved game files attained without Mod alterations).

Regards and Enjoy

AGEod and Company

von dooya » Di 03.02.2009, 20:08

Der Patch 1.13b wurde veröffentlicht:
Pocus hat geschrieben:Dear players,

Here is the new patch for AACW.


http://ageoddl.telechargement.fr/latest/AACW_Patch.zip
(updated to 1.13b)

==============================================================================
AGEod's American Civil War Update 1.13
January, 21st 2009
==============================================================================

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
==============================================================================
- Auto-retreat rule could use damages from a previous battle in the first round, in some rare cases.
- Sometime a corps could help a corps of another army, in the March to the Sound of Guns rule.
- Foreign Entry could not go below zero in 1.12, fixed.


AI
==============================================================================
- Naval missions: Commerce, Blockade, Escort, Naval Superiority improved.
- Long range Defense mission can’t borrow anymore units set for Garrison Duty.
- Break Siege Mission had a bug rendering it not enough interesting to do.
- AI will see much less interest in doing Attack missions in winter.
- AI much more prudent when moving troops with riverine move.
- In some rare cases, the Defend Mission could have his path aborted. Fixed.
- Depot destruction much more rare.
- AI slightly less prone to make distant operations (attack-defense).

Game Improvements
==============================================================================
- Moved the start date of the 1862 Campaign scenario back one turn to start 1862/03/01 instead of 1862/03/16.
- You cannot form Corps at all in the Bull Run Scenario.
- You cannot form Corps for either the April or July Campaign scenarios until 1862/03/01.
- None of the 1862 or later scenarios are affected by the above Corps formation restrictions.
- Militias and irregulars within their home state now get the +10 cohesion bonus anytime, not just during battle.
- Precision: Due to code constraint, the Militiaman trait can only work during battle. (All abilities of the category ‘Battle Bonus’ work only during battle and Militiaman is of this category).
- Auto-retreat rule triggers at a higher level of losses if you choose the Defend at all cost ROE.
- Fleets with too low ammo or too low cohesion will switch to defensive posture and abort all out attack ROE, before a battle. Land units with too low cohesion will switch to defensive posture, abort all out attack ROE, abort structure assault before a battle


Modding

- loyChangeByMartialLaw variable exported. It represents the max. % the loyalty can change by the Police factor of troops (Regional Martial Law).
- New script command SetFormedCmdMax (parameters are the max number of corps | max number of armies – it is recommended to set the number of armies to 9999 as the on map HQ limit is sufficient). In absence of any scripting, 9999 will be read for max number of corps = if you do nothing, current games are not altered.

Interface
==============================================================================
- Replay feature added.
- Stack list added to the unit list, in the ledger.
- The irritating double-tick sound when closing the Element Detail panel has been removed.

Map / Database
==============================================================================
(Work led by AACW Coordinator Gray_Lensman). Special Thanks to Jabberwock and Bigus.

1.)Reworked placement area of several units, (Bushwackers, Mounted Partisans, and Partisans).

2.) Incorporated more of Jabberwock's General's graphics work.

3.) Preplaced more Militia units at critical locations for both sides to better help the AI defend these locations. Note: This was done for all the 2-player Campaign games other than the April 1861 Campaign scenario.

4.) Removed the "TechUpg" setting for CSA early cavalry to late cavalry.

4a.) Adjusted the associated CSA Early to Late cavalry conversion events to roughly 1/2 the original chance of occurance. Also, removed any chance of conversion prior to 01/01/1862. These events may have to be adjusted more later.

5.) Reworked the 6 lb Artillery to "TechUpg"rade to the 12 lb Artillery. Also removed the "TechUpg"rade for 12 lb Artillery. (They should remain 12 lbers throughout the war).

6.) Corrected the starting ranks of the following generals in all of the 1861 scenarios. Thanks to Bigus for pointing out these discrepancies.
a.) CSA M. Bonham starting rank = 1 star
b.) CSA T. J. Jackson starting rank = 1 star
c.) CSA James Longstreet starting rank = 1 star
d.) CSA Theophilus Holmes starting rank = 1 star

All 4 of these generals were incorrectly ranked at this time of the Civil War. Each of them have their own brigade at the start of these specific scenarios. Also CSA James Longstreet was missing from both scenarios. This has now been corrected and the delayed event which adds him later has been removed.

Cooresponding promotional events have also been created for Jackson, Longstreet, and Holmes in early 1862, if they are not otherwise promoted prior to that time.

7.) Reworked the Bull Run Scenario to more closely match the July 1861 scenario in regards to missing units. Also, limited the scope of the scenario to prevent non-historic amphibious movement during the time of this scenario.

8.) Split "1222 Kentucky Confluent" into 2 separate regions. The upper half remains the same and is still associated with the Ohio River system. The lower half is now known as "1525 Kentucky River" and is associated with Kentucky. This work was done to prevent direct movement from the original Kentucky Confluent region to either "536 Mercer, KY" and "537 Fayette, KY".

9.) Graphically reworked "1233 Great Confluent" to prevent direct movement to either "528 Trigg, KY" or "1524 Collies Mills, KY".

von dooya » Mi 28.01.2009, 21:11

Ein weiterer Hotfix für 1.13:
http://ageoddl.telechargement.fr/temp/AACW113HF2.zip

Hotfix2:
- Replay crash fixed
- VP City filter fixed
- No error message will be generated if a landlocked ship is destroyed (the behavior is WAD - building ships in landlocked regions is not though!)
- Unable to form division problem not reproduced
- Missing a saved game for the 'ships get built in landlocked region' problem

von dooya » Fr 23.01.2009, 20:47

Ein Hotfix für 1.13:
Hotfix: This will be the sole AACW.EXE executable, that should replace the current one, in your game directory.

A bug has been spotted with the AI trying to form corps when it should not, thus leading to an error message (that can be ignored if you are on Error logging, just click yes).

Please find the hotfix to the executable:
http://ageoddl.telechargement.fr/temp/AACW113HF1.zip

For discussions pertaining to the latest AACW patch or the hotfix, please go to the main thread (1.13 patch)

von dooya » Mi 21.01.2009, 18:25

Der offizielle Patch 1.13 ist verfügbar. Sofern keine kritischen Bugs gemeldet werden, wird dies für die nächsten Wochen der letzte Patch sein, da Pocus sich auf VGN konzentriert.
Pocus hat geschrieben:Dear players,

Here is the new patch for AACW.


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

==============================================================================
AGEod's American Civil War Update 1.13
January, 21st 2009
==============================================================================

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
==============================================================================
- Auto-retreat rule could use damages from a previous battle in the first round, in some rare cases.
- Sometime a corps could help a corps of another army, in the March to the Sound of Guns rule.
- Foreign Entry could not go below zero in 1.12, fixed.


AI
==============================================================================
- Naval missions: Commerce, Blockade, Escort, Naval Superiority improved.
- Long range Defense mission can’t borrow anymore units set for Garrison Duty.
- Break Siege Mission had a bug rendering it not enough interesting to do.
- AI will see much less interest in doing Attack missions in winter.
- AI much more prudent when moving troops with riverine move.
- In some rare cases, the Defend Mission could have his path aborted. Fixed.
- Depot destruction much more rare.
- AI slightly less prone to make distant operations (attack-defense).

Game Improvements
==============================================================================
- Moved the start date of the 1862 Campaign scenario back one turn to start 1862/03/01 instead of 1862/03/16.
- You cannot form Corps at all in the Bull Run Scenario.
- You cannot form Corps for either the April or July Campaign scenarios until 1862/03/01.
- None of the 1862 or later scenarios are affected by the above Corps formation restrictions.
- Militias and irregulars within their home state now get the +10 cohesion bonus anytime, not just during battle.
- Precision: Due to code constraint, the Militiaman trait can only work during battle. (All abilities of the category ‘Battle Bonus’ work only during battle and Militiaman is of this category).
- Auto-retreat rule triggers at a higher level of losses if you choose the Defend at all cost ROE.
- Fleets with too low ammo or too low cohesion will switch to defensive posture and abort all out attack ROE, before a battle. Land units with too low cohesion will switch to defensive posture, abort all out attack ROE, abort structure assault before a battle


Modding

- loyChangeByMartialLaw variable exported. It represents the max. % the loyalty can change by the Police factor of troops (Regional Martial Law).
- New script command SetFormedCmdMax (parameters are the max number of corps | max number of armies – it is recommended to set the number of armies to 9999 as the on map HQ limit is sufficient). In absence of any scripting, 9999 will be read for max number of corps = if you do nothing, current games are not altered.

Interface
==============================================================================
- Replay feature added.
- Stack list added to the unit list, in the ledger.
- The irritating double-tick sound when closing the Element Detail panel has been removed.

Map / Database
==============================================================================
(Work led by AACW Coordinator Gray_Lensman). Special Thanks to Jabberwock and Bigus.

1.)Reworked placement area of several units, (Bushwackers, Mounted Partisans, and Partisans).

2.) Incorporated more of Jabberwock's General's graphics work.

3.) Preplaced more Militia units at critical locations for both sides to better help the AI defend these locations. Note: This was done for all the 2-player Campaign games other than the April 1861 Campaign scenario.

4.) Removed the "TechUpg" setting for CSA early cavalry to late cavalry.

4a.) Adjusted the associated CSA Early to Late cavalry conversion events to roughly 1/2 the original chance of occurance. Also, removed any chance of conversion prior to 01/01/1862. These events may have to be adjusted more later.

5.) Reworked the 6 lb Artillery to "TechUpg"rade to the 12 lb Artillery. Also removed the "TechUpg"rade for 12 lb Artillery. (They should remain 12 lbers throughout the war).

6.) Corrected the starting ranks of the following generals in all of the 1861 scenarios. Thanks to Bigus for pointing out these discrepancies.
a.) CSA M. Bonham starting rank = 1 star
b.) CSA T. J. Jackson starting rank = 1 star
c.) CSA James Longstreet starting rank = 1 star
d.) CSA Theophilus Holmes starting rank = 1 star

All 4 of these generals were incorrectly ranked at this time of the Civil War. Each of them have their own brigade at the start of these specific scenarios. Also CSA James Longstreet was missing from both scenarios. This has now been corrected and the delayed event which adds him later has been removed.

Cooresponding promotional events have also been created for Jackson, Longstreet, and Holmes in early 1862, if they are not otherwise promoted prior to that time.

7.) Reworked the Bull Run Scenario to more closely match the July 1861 scenario in regards to missing units. Also, limited the scope of the scenario to prevent non-historic amphibious movement during the time of this scenario.

8.) Split "1222 Kentucky Confluent" into 2 separate regions. The upper half remains the same and is still associated with the Ohio River system. The lower half is now known as "1525 Kentucky River" and is associated with Kentucky. This work was done to prevent direct movement from the original Kentucky Confluent region to either "536 Mercer, KY" and "537 Fayette, KY".

9.) Graphically reworked "1233 Great Confluent" to prevent direct movement to either "528 Trigg, KY" or "1524 Collies Mills, KY".

von dooya » Di 23.12.2008, 11:01

Beta-Patch 1.12aRC5 mit einem kleinen Weihnachtsgoody. :)
Pocus hat geschrieben:http://ageoddl.telechargement.fr/temp/p ... 12aRC5.zip

Fix to the production and depot burning bug, tweaks to the AI, and an half baked goody that is optional to use (as it is not finished). You should spot it rapidly...

von dooya » Di 16.12.2008, 20:40

Patch 1.12a RC4
Pocus hat geschrieben:This will reply to your question, Darthmath:

http://ageoddl.telechargement.fr/temp/p ... 12aRC4.zip

1.12a – RC4

AI
==============================================================================
- A crash introduced in RC3 has been fixed.
- Long range Defense mission can’t borrow anymore units set for Garrison Duty.
- Break Siege Mission had a bug rendering it not enough interesting to do.
- AI will see much less interest in doing Attack missions in winter.
- (WIA only) Transports without the Commerce attribute won’t be sent in the Shipping Lanes.

Game Improvements
==============================================================================
- Moved the start date of the 1862 Campaign scenario back one turn to start 1862/03/01 instead of 1862/03/16.
- You cannot form Corps at all in the Bull Run Scenario.
- You cannot form Corps for either the April or July Campaign scenarios until 1862/03/01.
- None of the 1862 or later scenarios are affected by the above Corps formation restrictions.

von dooya » Sa 13.12.2008, 13:50

Public beta-Patch 1.12a (RC3)
Pocus hat geschrieben:http://ageoddl.telechargement.fr/temp/p ... 12aRC3.zip




1.12a - RC3

AI
==============================================================================
- AI much more prudent when moving troops with riverine move.
- In some rare cases, the Defend Mission could have his path aborted. Fixed.
- Depot destruction much more rare.
- AI slightly less prone to make distant operations (attack-defense).

Modding

- loyChangeByMartialLaw variable exported. It represents the max. % the loyalty can change by the Police factor of troops (Regional Martial Law).
- New script command SetFormedCmdMax (parameters are the max number of corps | max number of armies – it is recommended to set the number of armies to 9999 as the on map HQ limit is sufficient). In absence of any scripting, 9999 will be read for max number of corps = if you do nothing, current games are not altered.

Interface
==============================================================================
- The irritating double-tick sound when closing the Element Detail panel has been removed.


Game Improvements
==============================================================================
- Militias and irregulars within their home state now get the +10 cohesion bonus anytime, not just during battle.
- Precision: Due to code constraint, the Militiaman trait can only work during battle. (All abilities of the category ‘Battle Bonus’ work only during battle and Militiaman is of this category).
----------

von dooya » Fr 05.12.2008, 12:37

Der public-beta Patch 1.12a ist erschienen:
Pocus hat geschrieben:Dear players,

A patch fixing some bugs and adding even more historical accuracy.

http://ageoddl.telechargement.fr/temp/p ... v1.12a.zip

==============================================================================
AGEod's American Civil War Update 1.12a
December, 5th 2008
==============================================================================

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
==============================================================================
- Auto-retreat rule could use damages from a previous battle in the first round, in some rare cases.
- Sometime a corps could help a corps of another army, in the March to the Sound of Guns rule.
- Foreign Entry could not go below zero in 1.12, fixed.

Game Balance
==============================================================================
- Auto-retreat rule triggers at a higher level of losses if you choose the Defend at all cost ROE.
- Fleets with too low ammo or too low cohesion will switch to defensive posture and abort all out attack ROE, before a battle. Land units with too low cohesion will switch to defensive posture, abort all out attack ROE, abort structure assault before a battle

Map / Database
==============================================================================
(Work led by AACW Coordinator Gray_Lensman). Special Thanks to Jabberwock and Bigus.

1.)Reworked placement area of several units, (Bushwackers, Mounted Partisans, and Partisans).

2.) Incorporated more of Jabberwock's General's graphics work.

3.) Preplaced more Militia units at critical locations for both sides to better help the AI defend these locations. Note: This was done for all the 2-player Campaign games other than the April 1861 Campaign scenario.

4.) Removed the "TechUpg" setting for CSA early cavalry to late cavalry.

4a.) Adjusted the associated CSA Early to Late cavalry conversion events to roughly 1/2 the original chance of occurance. Also, removed any chance of conversion prior to 01/01/1862. These events may have to be adjusted more later.

5.) Reworked the 6 lb Artillery to "TechUpg"rade to the 12 lb Artillery. Also removed the "TechUpg"rade for 12 lb Artillery. (They should remain 12 lbers throughout the war).

6.) Corrected the starting ranks of the following generals in both the 1861 July scenario and the Bull Run scenario. Thanks to Bigus for pointing out these discrepancies.

a.) CSA M. Bonham starting rank = 1 star
b.) CSA T. J. Jackson starting rank = 1 star
c.) CSA James Longstreet starting rank = 1 star
d.) CSA Theophilus Holmes starting rank = 1 star

All 4 of these generals were incorrectly ranked at this time of the Civil War. Each of them have their own brigade at the start of these specific scenarios. Also CSA James Longstreet was missing from both scenarios. This has now been corrected and the delayed event which adds him later has been removed.

Cooresponding promotional events have also been created for Jackson, Longstreet, and Holmes in early 1862, if they are not otherwise promoted prior to that time.

7.) Reworked the Bull Run Scenario to more closely match the July 1861 scenario in regards to missing units. Also, limited the scope of the scenario to prevent non-historic amphibious movement during the time of this scenario.

8.) Split "1222 Kentucky Confluent" into 2 separate regions. The upper half remains the same and is still associated with the Ohio River system. The lower half is now known as "1525 Kentucky River" and is associated with Kentucky. This work was done to prevent direct movement from the original Kentucky Confluent region to either "536 Mercer, KY" and "537 Fayette, KY".

9.) Graphically reworked "1233 Great Confluent" to prevent direct movement to either "528 Trigg, KY" or "1524 Collies Mills, KY".

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