What's new in Birth of America 2: Wars in America Patch 1.10e

Nov 14, 2012
  • Python script checks run [thank you LaFrite!]
  • Duplicate Aliases resolved in Move Types, Terrains, Sounds, Colors, Ability Kinds, Models and Units
  • Aliases corrected:
  • Settings file AI.opt
  • added $SPA in Various.ini
  • Setups:
  • Removed the setups for the ''original'' 1755 Campaign, 1756 Montcalm scenario, and 1759 Annus Mirablis
  • scenario, leaving the ''COL'' faction variants intact.
  • The improvements made in the ''Colonial Faction'' variants are numerous, and were not consistently included
  • in the originals, resulting in some aberrant situations. Currently, resources are not available to reconcile the
  • differences and correct the original setups.
  • The Database will still include these older variants for modding purposes, and the game will still include the
  • Events files for these scenarios to allow ongoing games to be completed.
  • Events:
  • 1812 Campaign: corrected the timing of British reinforcements in 1814 after Napoleon's Exile.
  • Text:
  • Latest verssion of LocalStrings__AGE included

New in Birth of America 2: Wars in America Patch 1.10c (Oct 29, 2012)

  • Game Engine [updated to version 121011]:
  • You can now disembark troops from a fleet trapped in ice.
  • Cavalry will no longer assault Forts, even if breached
  • Siege improvements [supplementing rules added in version 1.08]
  • Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
  • If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.). Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
  • Fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
  • A retreating army can now split static units (abandon them) to escape better
  • If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won't retreat in another region.
  • A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
  • Added Overcrowding rule:
  • The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately incityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
  • Exported several additional Game parameters [see \Settings .opt files]
  • Enabled new Main Menu Options:
  • 120 DPI fonts
  • Dynamic Borders [caution: may cause slow map scrolling]
  • Reduced gaway from homeh move penalty [affects Militia and Irregular Units that have a defined ghome areah]
  • Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
  • Setups
  • 1813 Great Lakes
  • Isle Orleans ocean region unblocked to allow bateaux access to port
  • Events
  • 1755 Campaign [original and COL variant]
  • The Spanish transport at Penacola now unlocks when Spain enters the war
  • 1689 King William's War
  • Added check for absence of an existing fort to the French Option to build a fort at Quebec
  • 1812 Campaign and 1813 Great Lakes
  • Changed Tecumseh and his Indian units to Winter at Shawnee Village
  • Graphics, Text, Models and Units:
  • Includes all Models, Units and Graphics for King Philip's War mod
  • Changed all Leaders with gEntrencherh ability to have gDefensive Engineerh
  • Spansh Naval units now all have 0 Command Cost
  • Latest version of LocalStrings__AGE.csv included
  • Corrected several text references for Units and Models
  • Unit UID 700 $Unit_ShortName_GBR_ArtPW
  • Model UID 711 $Model_ShortName_ING_UncasKW
  • Unit Home Area changes
  • Rangers, Mountain Boys and Couereurs now gat homeh anywhere in North America
  • American Riflemen and Morgan's Light Infantry are 'at home' anywhere in North America
  • Completed a review and update of AutoRaise rule assignments to Units.
  • Documentation
  • The Strategic Maps v2.0 created by Emx77 are included.

New in Birth of America 2: Wars in America Patch 1.10 (Mar 21, 2012)

  • newest game engine
  • 1778 full campaign: corrected military control in cuba at start to avoid starvation.
  • this change is only effective in new games.
  • 1755 campaign [and col variant] and 1812 campaign: reconciled tooltips and ep costs for options.
  • campaign col variant:
  • autogarrisons are turned off for human players after turn 1 [or after the next turn is executed in a saved game]
  • auto-garrison now only for cities and depots [no longer at settlements and stockades]
  • this change is only effective in new games.
  • fixed option where gbr merchants arrive in fra owned halifax
  • fixed event where gbr bateaux arrive in fra controlled frontenac
  • fixed fort stanwix event to prevent build if fort bull still exists

New in Birth of America 2: Wars in America Patch 1.09a (Nov 23, 2011)

  • Adds the file GameRules.opt that was omitted from 1.09

New in Birth of America 2: Wars in America Patch 1.08 (May 7, 2011)

  • Major Changes:
  • You no longer assault structures if you are still moving, you only assault them if you have stopped moving (the region of the structure is your destination or you don't move at all) UNLESS your ROE is also 'all out attack'. Both the assault posture and ROE tooltips have been updated to explain that to the player.
  • This is to prevent serious problems for the AI... This has been observed in several of the AGE games with unexpected assaults from the AI... She wants to assault region X, but in the end it happens she will before assault region Y and more often than not: ... bloodbath...
  • AutoGarrison is now using Advanced version (see AGE Wiki: http://www.ageod.net/agewiki/The_Auto-garrison_feature ).
  • Additions/Fixes
  • Corrected txt desccription for "Master Logistician" to state he must command the stack to be effective.
  • Added Siege parameter sieSurrenderModEndangered.
  • Added Leader Biographical notes to 18th Century leaders. (Thank you, Stéphane Parrin)= Currently only in French language installation. Translations in process.
  • Minor correction of Generic structure destruction text
  • Added Units and Models for King William's War
  • Graphics
  • Changed the flags appearing in Battle Report for ING, INF and COL factions
  • MiniMap color for INDian Faction changed to be more visible.
  • Corrected positions of text in "Newspaper" message display.
  • Adjusted positioning of text for 'Massive Reinforcement Events' (as in July 1776)
  • Engine
  • Added new Faction Select front end
  • Added scripting enhamcement: Turns Fixed when creating a new group can also be expressed as "Unfix Date" with format YYYY/MM/DD (text)
  • Siege logic updated as in RoP 1.02
  • Updated the Factions parameters to latest data set
  • Added Retreat parameters (as in RoP) to Control&Retreat settings
  • Merged all GamePlay settings into one single GameLogic.opt settings file to make finding a given rule easier
  • {replacing files: Bombard&Blockade&Siege.opt, Cohesion&Attrition.opt, Combats.opt, Control&Retreat.opt, EngagementPts.opt, Reserve.opt, ROE.opt}
  • {modifying file: GameRules.opt}
  • Improvement in the Retreat after combat formula to take into account OMBs with large number of links.
  • Fixed the bug of structures not completed at setup. It affected all setups generated between October 1st (roughly) and now, for all games.
  • Deciding who is the winner or loser of a particular battle is now more accurate and will use 'Battle Points' granted for particular situations or damages done to opponent.
  • A turn without an ORD (to save the map focus) would be loaded using a map focus of 0/0, or the last map focus used. Fixed.
  • The small ² key used to bring console should be valid on all keyboards now (hopefully, can't test)
  • Units in structures in regions that don't have any cityscape structures are now expelled each turn.
  • Home Area bug fixed
  • Fixed Depot build by Transport Ships bug (appeared in RC9)
  • there is a more detailed tooltip on the entrench level icon
  • abilities tooltip have their appliance level added by code.
  • Unit detail panel now uses new code, same as RUS
  • Added "fitness" parameters to settings
  • the AI now considers the % of light elements (raiders, cavalry) when checking for assaults against a structure, and not just the ratio of power between the defenders and the assaulting force.
  • Modding
  • Creation of Models.cached enabled, to speed up game load
  • Now creating Units.cached, to speed up game load
  • Map
  • Increased travel time by ships to Hudson Bay (Beware: it will be a very long trip in harsh weather!)
  • Campaign, 1756 Moncalm, 1759 Annus Mirablis and equivalent COL variants (Also affects Roi Louis variants)
  • Added notification message for GBR Crown Point bateaux build event in 1758-59
  • Corrected model reference for all "Battoemen build Bateaux" events
  • Improved "Native Alliance" Option for both sides. Option now restricted to search and unlock only fixed units.
  • Corrected GBR event where Bateaux could arrive in land region (September 1759).
  • Corrected 56 Moncalm event where Angoumois reinforcements attempt to arrive in blocked regions (New Orleans, French West Indies)
  • Campaign COL variant
  • Activated Advanced AutoGarrison for FRA and GBR in Cities, Settlements and Stockades
  • Corrected "destruction of cities" bug
  • Many "frontier" Cities and Forts converted to Stockades and Settlements
  • Harbor added at Oriskany (head of navigable waters)
  • Some small cities on "frontier" eliminated if there is also a Fort or Stockade co-located.
  • Improved "Native Alliance" Option for both sides. Option now restricted to search and unlock only fixed units.
  • /1776 Campaigns
  • Corrected messages to GBR when USA options for Extended Milita Service are taken (1775/76 Campaigns)
  • Corrected duplicate "Sphynx" GBR ship unit (1775/76 Campaigns)
  • Improved "Native Alliance" Option for GBR. Option now restricted to search and unlock only fixed units.
  • Fallen Timbers
  • Activated Advanced AutoGarrison for USA in Settlements and Stockades
  • Campaign
  • Fixed date-syntax error in "Exile" flavor event
  • Fixed appearance of Jackson's Army at New Oleans (wasn't happening if the GBR was AI controlled)

New in Birth of America 2: Wars in America Patch 1.07b (Apr 22, 2010)

  • Fixes:
  • Corrected display of Fortresses [Level 3 and higher]
  • Changed 'Tech Upgrade' option [USA 1775/76] to have elite return to Lite Inf vs. Regular [to break circular logic bug]
  • Added *NoCapture* attribute to all $famRaiders to fix the Raiders capturing Cities bug
  • Engine:
  • Fixed bug with Script engine not properly interpreting EvalRgnVP [gave erroneous event triggers: Philadelphia/Boston captured in 1755]
  • More new AI programming
  • Added new AI Agenda: "Concentrate Stacks"
  • New:
  • Added files [Alias, Settings] and model parameter for AI_Affinity system for leaders