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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").
-
-
-