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PC Gamer 2.2
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1996-03_Disc_2.2.iso
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patches
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acw_updt.zip
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ACW4M_11.ZIP
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UPDATE.TXT
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1995-10-17
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Civil War Update Patches
========================
The update has been split into 3 seperate ZIP files:
ACW_11.ZIP : Everybody needs to download this.
ACW4M_11.ZIP : Extra files needed if you only have 4 Megs of RAM
ACWI_11.ZIP : Extra files for international non-English versions.
Installation
============
To install this version, do the following:
1. Make sure you have a copy of PKUNZIP on your machine and
installed somewhere in your PATH.
2. Make sure you have already installed Civil War from the original
CD. It doesn't matter which installation option you have
chosen. You can install this updated over the top of the
existing installation.
3. Change directory to where Civil War was installed to by typing:
C:
CD \CIVILWAR
This assumes you originally installed it to C:\CIVILWAR
4. Unzip the update file into the new directory by typing:
PKUNZIP -D -O \CSERVE\DOWNLOAD\ACW_11.ZIP
where \CSERVE\DOWNLOAD\ACW_11.ZIP is where you received the beta
update.
The -D option is very important to retain the directory
structure.
The -O option allows PKUNZIP to overwrite existing versions of
the files.
If you didn't use -O then answer YES to to any questions about
overwriting files.
5. If you have downloaded ACW4M_11.ZIP and/or ACWI_11.ZIP as well
then follow step 4 for each of these files as well.
6. Run the game as usual, e.g. Type in:
CIVIL or CIVILWAR
7. Read update.txt for information about what's new.
Changes Made To Civil War
=========================
Version 1.1.3, 17th October 1995
================================
Campaign:
---------
Designed and Implemented a completely new Campaign AI.
Combat Value of cities changed:
Capital cities have extra 10%
Occupied cities have a much higher value based on their occupier.
Larger Cities have higher value (up to 70%).
Fixed bug that could cause building supply wagons to wrap the cities
supply levels to small values.
Naval Units can only be built in sea ports.
Fixed bug with realism settings where low unit type realism prevented the
facility and supply realism settings from working correctly.
City Supply levels are shown in the City Information area.
Resource generation adjusted so that small towns will produce more
than they used to.
City Supply rules rewritten to work as designed:
Each town has a supply level
They supply any troops that are nearby
As they supply more troops then the supply level drops.
As the supply level drops then they can not supply troops so well.
New supplies can be created by building Supply Wagons
Supply wagons can only be built if you have supply depot
Town supplies are auto-updated a little every day, and also
receive supplies from their capital city.
Resource/Supply generation bugfix:
Towns only supply other towns if they are controlled by the same side!
Water routes are shown when highlighting naval units.
Messages about Naval Battles are displayed during the movement phase.
New regiments are named after the state they were built in rather than
the city.
Route Planner written, moving by land picks fastest route avoiding
water, marsh, etc as appropriate. There are two route planning
algorithms implemented: a fast one that simply avoids water, and a
slow one that finds the quickest method taking into account the
movement speed over different terrains. You can choose which one to
use from the campaign options dialogue.
Campaign Orders: 4 mode icons at bottom instead of 2:
Any : Move by fastest method [default].
Land : Only move by land
Rail : Only move by rail
Water : Only move by water
Units rejoining command will use best route available instead of walking.
Campaign Options added:
Campaign Clock: On/Off, when off the clock does not move whilst
giving orders in Campaign mode. You must click the clock icon
to end the day.
Route Planner: Quick or Full.
Full: Picks the fastest route taking into account movement rates
on different terrain types. Not recommended unless you
have a Pentium.
Quick: Route planner only avoids impassable terrain (e.g. sea).
AI Passes: The maximum number of passes the Campaign AI will try
when allocating orders to units. Low numbers will be
quicker, but may not come up with as good orders as for
higher values.
Units on boats/trains can not be transferred until they arrive at
their destination.
City Supplies and Resources are not increased while it is being
sieged.
Bugfix: Units don't alternate between occupying and unoccupying
every pass through movement phase.
Added a few missing railway links.
Railway way-points can not be used for boarding / disemabarking
from trains.
Mouse Pointer changed to arrow during Movement Phase messages.
Units withdrawing after losing a city battle will do so immediately
instead of waiting till the next day.
Bugfix: Regiment's supply levels reduced when appropriate.
Bugfix: Merging regiments doesn't crash any more.
Hospitals have an effect on recovery rate. Resting units in a
city with a hospital will double the recovery rate. Being within
about 30 miles will have a lesser effect.
Unallocated Regiments in CAL have their type listed as well as
their name.
Naval Battle result: "Union suffered no damage" message
was coming up even when referring to Conferedates.
Naval Battle result: Flotillas of correct sides displayed. It was
backwards before.
Naval Battle result: Flotilla sizes are shown before any ship are
sunk. Empty flottilas are displayed as "flotilla consisting of
nothing" instead of "flotilla consisting of".
Unit's and General's experiences are updated after battles.
Visibility of enemy units set correctly when player is controlling
both sides (using -P=B on command line).
Facilities can be built on both sides when player controls both
sides.
Fixed Problems with saved games:
- Ferries carrying troops were not being read in properly,
resulting in troops stuck in the sea.
- Trains were not storing their passengers properly, resulting
in stranded brigades.
- Units involved in battles not stored correctly. This means
that saving in the middle of a battle while there are other
battles waiting to be played that day would not read in correctly
- Clock's date and time are set up correctly after loading.
This was a problem if you had campaign time turned off because
it left the date at whatever it was set to before.
Battle:
-------
Infantry, Cavalry and Horse sprites all redrawn.
Fixed bug that prevented reloading animation to be displayed.
Animation speed is based on distance that units move instead of going
as fast as possible!
Fixed bug which may have caused Regiments to become independant.
Artillery's decisive ranges increased to prevent them charging
into enemy.
Artillery with attack/charge orders will stop and fire instead of
charging enemy.
Formation rotation speeds reduced a lot!
Fixed Bug when a unit reattaches all units, but some of its units are
not on the battlefield then it still tried to attach them. This
caused a freeze up at the end of the battle before continuing the
campaign.
Fixed Battle AI bug concerning detached units whose parents are
not on the battlefield. Sometimes armies were being allocated to
Corps resulting in an unstable Order of Battle structure
eventually causing a crash later in the campaign.
Miscellaneous:
--------------
Saved game Filenames can be given on the command line to auto-load a
saved game. You must invoke the exectuable directly rather than
using the CIVIL.BAT e.g. type in:
exe\dwg.exe mysave.sav
Other command line options include:
-c : Go directly into campaign game
-b : Go directly into a battle game
-p=USA : Player is USA
-P=CSA : Player is CSA
-P=0 : Player is nobody, AI plays itself
-P=B : Player controls both sides
Various internal bugfixes and code tidying.
Fixed bug in Polygon renderer used to draw arrow heads, which
caused random bits of memory to be unallocated.
Unit Information area on right of screen in campaign and battle
includes the unit's organisations (e.g. "1st Brigade, 2nd Corps,
Army of the Potomac" instead of just "1st Brigade").