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Changelog
From AACWWiki
Contents |
Changelog regarding 1.07b
AGEod's American Civil War Update 1.07 Readme Friday, September 14th, 2007
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
fixed: A rare crash could occurs when a structure was captured. fixed: An Admiral, in a special circumstance could be irritated by having a general promoted before him. fixed: An erroneous value in a text file prevented the new retreat algorithm to triggers properly. fixed: Troops surrendering after a siege will give the right amount of VP, morale and prisoners. fixed: wounded during battle where thrice as much as planed (resulting in a big increase of the conscript pool). fixed: Spy network trait was not functionning properly.
User Interface
You will get a message telling you what you earn after a surrender.
The number of divisions being formed will be indicated in the tooltip button 'form a division'.
The promotion potential is indicated in the detail panel about a general. 'Yes' means he can be potentially promoted (given the fact he earns seniority). 'No' means he can never be promoted to a new rank (the database lock the promotion, on purpose).
New special order: Relocate Unit. It can be used up to 3 time a turn to relocate instantly a leader or an army HQ into another controled region (this order is still experimental, an option will be proposed to disable it)
New special order: No Bombardment. Prevents land units to bombard passing ships and to be bombarded by them.
AI
fixed: In some circumstances, the AI could have a stack locked erroneously.
fixed: In some circumstances, the AI would not use an army HQ to form an army, even if possible.
added: The AI uses the new relocate order to send army HQ efficiently.
Gameplay Sea regions are now blockaded by counting the number of elements (in combat ships), not the number of units. You can't bombard an harbor if the sea zone you are in is not an exit point of the said harbor. You can now set the forts in such a way that they are sufficient to blockade an harbor (see modding section) Captured units lose all their experience. Destroying a depot destroy most of the regional supply. Stacks now randomize every combat round their target among the list of enemy stacks attacking them. Will prevent the effect of having 2 corps A & B engaged against one single enemy stack, with A being severely damaged and B being intact (because it was targeted first by the enemy). Relocate order created, see user interface. No Bombardment order created, see user interface. changed: Overcautious trait now works in a more subtle way. It can prevents the leader activation if he is in hostile territory. added: there is now a hard limit to the number of hits inflicted against a land force by a fleet. The reverse exists too (see the modding section for the actual values)
Data & Map 266 discrepancies (!) and improvements in regions linking done, Courtesy of Michael McDougal, aka Gray_Lensman. See the modding forum for explainations about these modifications gone official.
Rail network reviewed, courtesy of Phillip Boeye, aka PBoeye.See the modding forum for explainations about these modifications gone official.
Weather patterns improved, courtesy of Mike1962. See the modding forum for explainations about these modifications gone official.
Artilleries values rebalanced, courtesy of Jagger. See the modding forum for explainations about these modifications gone official.
Modding Variables regarding forts & blockade mechanism exported to ACW\settings\Bombard&Blockade.opt: bloAdjFriendlyFort = -6 // brown water blockade, bonus given by adjacent fort bloAdjEnemyFort = 6 // same, for an enemy fort (malus) bloMinSUToBlockade = 12 // Nb of SoL elements needed or pts given by a fort to blockade a zone bmbHitCoeffLand = 20 // coefficient (in hundredth)to land efficiency for bombard bmbHitCoeffNav = 5 // coefficient (in hundredth)to ship efficiency for bombard bmbMaxHitsDoneByLand = 50 // How many hit points can be done by Land units against a fleet bmbMaxHitsDoneByNav = 25 // the reverse
Note1: This patch allow you to continue game.
Note2: Only the 1861 & 1862 campaigns are up to date regarding railroads.
Changelog 1.07
AGEod's American Civil War Update 1.07 Readme Friday, September 14th, 2007
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
fixed: A rare crash could occurs when a structure was captured. fixed: An Admiral, in a special circumstance could be irritated by having a general promoted before him. fixed: An erroneous value in a text file prevented the new retreat algorithm to triggers properly. fixed: Troops surrendering after a siege will give the right amount of VP, morale and prisoners. fixed: wounded during battle where thrice as much as planed (resulting in a big increase of the conscript pool). fixed: Spy network trait was not functionning properly. Added: Units crossing a river are forced to attack as soon as they cross. Added: A lone Army HQ stack can now be engaged in combat as easily as another force. fixed: Load/unload cost from river move were not impacted fully.
User Interface
You will get a message telling you what you earn after a surrender. The number of divisions being formed will be indicated in the tooltip button 'form a division'. The promotion potential is indicated in the detail panel about a general. 'Yes' means he can be potentially promoted (given the fact he earns seniority). 'No' means he can never be promoted to a new rank (the database lock the promotion, on purpose). New special order: Relocate Unit. It can be used up to 3 time a turn to relocate instantly a leader or an army HQ into another controled region (this order is still experimental, an option will be proposed to disable it) New special order: No Bombardment. Prevents land units to bombard passing ships and to be bombarded by them.
AI
fixed: In some circumstances, the AI could have a stack locked erroneously. fixed: In some circumstances, the AI would not use an army HQ to form an army, even if possible. added: The AI uses the new relocate order to send army HQ efficiently. Added a new setting for the AI: Activation bonus (from 0 to +3). See Options Window, AI panel.
Gameplay
Sea regions are now blockaded by counting the number of elements (in combat ships), not the number of units. You can't bombard an harbor if the sea zone you are in is not an exit point of the said harbor. You can now set the forts in such a way that they are sufficient to blockade an harbor (see modding section) Captured units lose all their experience. Destroying a depot destroy most of the regional supply. Stacks now randomize every combat round their target among the list of enemy stacks attacking them. Will prevent the effect of having 2 corps A & B engaged against one single enemy stack, with A being severely damaged and B being intact (because it was targeted first by the enemy). Relocate order created, see user interface. No Bombardment order created, see user interface. changed: Overcautious trait now works in a more subtle way. It can prevents the leader activation if he is in hostile territory. added: there is now a hard limit to the number of hits inflicted against a land force by a fleet. The reverse exists too (see the modding section for the actual values)
Data & Map
266 discrepancies (!) and improvements in regions linking done, Courtesy of Michael McDougal, aka Gray_Lensman. See the modding forum for explainations about these modifications gone official.
Rail network reviewed, courtesy of PBoeye.See the modding forum for explainations about these modifications gone official.
Weather patterns improved, courtesy of Mike1962. See the modding forum for explainations about these modifications gone official.
Artilleries values rebalanced, courtesy of Jagger. See the modding forum for explainations about these modifications gone official.
27 regions graphics retouched, courtesy of PBoeye. You have to install the graphic pack for that.
39 generals portraits done, courtesy of Jabberwock. You have to install the graphic pack for that.
Modding
Variables regarding forts & blockade mechanism exported to ACW\settings\Bombard&Blockade.opt: bloAdjFriendlyFort = -6 // brown water blockade, bonus given by adjacent fort bloAdjEnemyFort = 6 // same, for an enemy fort (malus) bloMinSUToBlockade = 12 // Nb of SoL elements needed or pts given by a fort to blockade a zone bmbHitCoeffLand = 20 // coefficient (in hundredth)to land efficiency for bombard bmbHitCoeffNav = 5 // coefficient (in hundredth)to ship efficiency for bombard bmbMaxHitsDoneByLand = 50 // How many hit points can be done by Land units against a fleet bmbMaxHitsDoneByNav = 25 // the reverse ACW\settings\Command&Leaders.opt: ldrGHQStackMinRange = 3 // Minimum GHQ (Army) range ldrGHQStackCoeffRange = 100 // Strat Value coefficient to get GHQ (Army) range (100% = 100% of strat rating) ldrGHQStackBonusRange = 0 // Strat Value bonus to get GHQ (Army) range (after ldrGHQStackCoeffRange_ is applied)
Recap from 1.07a to 1.07e
AGEod's American Civil War Update 1.07a-b-c-d-e Readme Sept. 14th / Sept. 26th / Oct. 6th / Oct. 7th / Oct. 9th
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.
1.07e fixed: Two corps would not engage into battle even if they should. fixed: You can't split fixed brigades.
1.07d fixed: historical options were resetting themselves every turn (introduced by 1.07c) fixed: units unloading from a transport while targeting another unit on land would cause a crash if the targeted unit was killed into battle.
1.07c fixed: Prisoners tally was erroneous after a surrender. fixed: Plundering sea regions for seaweed is not authorized. fixed: You could detach&combine using the shortcut key even if not legit.
added: Weather of the first turn is now randomized (each time you start a scenario) added: Redeploying a leader unactivate him and he get penalties to ratings for a turn (-2/-2/-1). added: An option in the Options/Gameplay tab allows you to specify how many Redeployments are granted a turn. added: New variables exported for modders in the files: combat.opt, Bombard.opt, Reserve.opt
changed: Marching to the sound of guns if you are in defensive posture get you a -10% modifier to the marching roll. changed: AI algorithm to hunt and destroy enemy stacks much more aggressive. Can use forced march if needed.
1.07b fixed: Army Stacks were targeted too often in battle. fixed: City which had a blockaded harbor produced nothing.
1.07a fixed: Surrender event happened too often during siege. fixed: Transit through the Erie Canal was disabled. fixed: A new general portrait (Bee) was not there. fixed: You can no longuer capture pioneers and sappers. fixed: The Redeploy Unit order had 2 exploits.
added: the Graphic pack is now directly integrated into this patch.
1.07f 30th Oct.07
1.07f
fixed: Synchronize move had a bug when numerous corps were involved.
fixed: Cities had some missing bullets indicators.
fixed: Prisoners exchange message was not displayed properly.
fixed: Music display name was erronenous.
added: Battle Report: Generals are sorted by rank then seniority. Elements are sorted by descending number.
improved: AI buys more replacements.
improved: AI uses the Rail Pool better.
improved: AI uses forced march much more often (if it makes sense).
improved: AI defends regions more often if possible (if not suicidal).
added: Idle Leaders can now gather to big stacks, using the relocate rule.
improved: AI create divisions faster.
Harbors fixes from Chris Hobbes (one of our most veteran tester) and PBoeye (did major research work on the railnet). Harbor mod remove some ahistorical exit points from harbors.
Improved graphics around the Erie canal (Gray_Lensman). Further removal of linking discrepancies on the map (Gray_Lensman).
Modding: fixed: ChangeActorPool command had a bug.
Changelog 1.07h 20/11/07
changed: Element detail shows the exact element category (6lb Pounder for light artillery). Same for the tooltip in the detail panel. added: Elements newly produced now get an historical name. changed: West Boxes transit cost adjusted. Some rail linking between regions changed. Cosmetic changes to some regions. Courtesy of Gray_Lensman
Gray_Lensman's detailed RR and map fixes:
Discrepancies:
88 Essex NJ <-> 91 Monmouth NJ have .rgn TransLink(s) between them, but they do not have a direct rail connection. Removed TransLink(s). Fixed.
502 Owen IN <-> 503 Montgomery IN share a rail connection, but neither one has a .rgn TransLink between them. Installed TransLink(s). Fixed.
155 Henrico VA <-> 156 Prince George VA should have a TransLink, Petersburg is located in 156 Prince George VA. Re-Installed TransLink(s). Fixed.
156 Prince George VA <-> 175 Dinwiddie VA should have a TransLink, Petersburg is located in 156 Prince George VA. Re-Installed TranLink(s). Fixed.
575 McNairy TN <-> 672 Tishomingo MS have a TransLink that was should not have been installed previously, due to the fact that the rail line actually has to pass thru Corinth in 671 Tippecanoe, MS. Not readily apparent within ExMap. Removed TransLink(s). Fixed.
580 Davidson TN <-> 1488 Humphreys TN have a TransLink that was previously installed in an earlier patch, however this particular TransLink allows "ahistoric rail" movement from Nashville TN to Forts Henry and Donelson. Removed TransLink(s). Fixed.
603 Greene TN <-> 607 Hawkins TN share a rail connection, but neither one has a .rgn TransLink between them. Installed TransLink(s). Fixed.
Graphics Touchups
582Maury, TN.bmp - removed RR spur to nowhere. Winter_582Maury, TN.bmp - removed RR spur to nowhere.
598Anderson, TN.bmp - removed RR spur to nowhere. Winter598Anderson, TN.bmp - removed RR spur to nowhere.
527Boone, KY.bmp - named the small KY town "Covington" Winter_Boone, KY.bmp - named the small KY town "Covington"
1238Gallatin Ferry.bmp - removed orphaned RR graphic Winter_1238Gallatin Ferry.bmp - removed orphaned RR graphic
590Grundy, TN.bmp - named the small TN town "Spencer" Winter_590Grundy, TN.bmp - named the small TN town "Spencer"
591Emory, TN.bmp - named the small TN town "Crossville" Winter_591Emory, TN.bmp - named the small TN town "Crossville"
Baltimore & Ohio RR MOD (actually a fix)
" While studying the current map and comparing it to actual RR maps of the period, I observed that the Baltimore & Ohio RR line was missing a TranLink in the game. Also the regional graphic was incorrect within the 480 Taylor WV region. This is confirmed by a map found at the following link - http://memory.loc.gov/ammem/gmdhtml/rrhtml/rrhome.html"
Western "Boxed" Regions transition cost and links
reworking the links to the Western Boxed regions in a manner that makes much more geographic and travel time sense.
1093 Oregon <-> 1036 Platte KS : removed direct 12 day (#22 Transition) JumpLinks.
1093 oregon <-> 1038 Prairie KS : removed direct 12 day (#22 Transition) JumpLinks.
1093 Oregon <-> 1092 Rockies : 48 day (#27 Long Transition) JumpLinks.
1093 Oregon <-> 1094 California : 12 day (#22 Transition) JumpLinks.
1094 California <-> 1044 Dodge KS : removed direct 12 day (#22 Transition) JumpLinks.
1094 California <-> 1047 Smith KS : removed direct 12 day (#22 Transition) JumpLinks.
1094 California <-> 1093 Oregon : 12 day (#22 Transition) JumpLinks.
1094 California <-> 1092 Rockies : 48 day (#27 Long Transition) JumpLinks.
1094 California <-> 1095 South West : 48 day (#27 Long Transition) JumpLinks.
1091 Great Plains <-> 1092 Rockies : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 846 Wakesha WI : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 845 Madison WI : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 842 Wisconsin WI : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 981 Garnet IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 980 Turkey IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 979 West Union IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 978 Wapsinicon IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 977 Mason IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 976 Dodge IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 975 Wheeler IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 974 Minesota IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 1507 James IA : 12 day (#22 Transition) JumpLinks.
1091 Great Plains <-> 982 Sioux IA : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1093 Oregon : 48 day (#27 Long Transition) JumpLinks.
1092 Rockies <-> 1094 California : 48 day (#27 Long Transition) JumpLinks.
1092 Rockies <-> 1091 Great Plains : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1095 South West : 12 day (#22 Transition) JumpLinks
1092 Rockies <-> 1507 James IA : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 982 Sioux IA : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1034 Decatur KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1036 Platte KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1038 Prairie KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1039 Plymouth KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1041 Colby KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1044 Dodge KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1047 Smith KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1050 Grand Bend KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1053 Hunter KS : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1057 Fenimore IT : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1490 Cherokee IT : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1491 Creek IT : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1492 Chickasaw IT : 12 day (#22 Transition) JumpLinks.
1092 Rockies <-> 1028 Fairmont IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1094 California : 48 day (#27 Long Transition) JumpLinks.
1095 South West <-> 1092 Rockies : 12 day (#22 Transition) JumpLinks
1095 South West <-> 1510 West Texas : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1034 Decatur KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1036 Platte KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1038 Prairie KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1039 Plymouth KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1041 Colby KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1044 Dodge KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1047 Smith KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1050 Grand Bend KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1053 Hunter KS : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1057 Fenimore IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1490 Cherokee IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1491 Creek IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1492 Chickasaw IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 1028 Fairmont IT : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 751 West TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 756 Kaufman TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 762 Henrietta TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 768 Brazos TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 775 Boone TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 782 Albany TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 788 Cisco TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 791 Temple TX : 12 day (#22 Transition) JumpLinks.
1095 South West <-> 795 Lavaca TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1095 South West : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1057 Fenimore IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1490 Cherokee IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1491 Creek IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1492 Chickasaw IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 1028 Fairmont IT : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 751 West TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 756 Kaufman TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 762 Henrietta TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 768 Brazos TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 775 Boone TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 782 Albany TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 788 Cisco TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 791 Temple TX : 12 day (#22 Transition) JumpLinks.
1510 West Texas <-> 795 Lavaca TX : 12 day (#22 Transition) JumpLinks.
Changelog 1.07i 24/12/07
AGEod's American Civil War Update 1.08 December 24th, 2007.
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.