Civil War II v1.01 Update

Civil War 2 is the definitive grand strategy game of the period. It is a turn based regional game with an emphasis on playability and historical accuracy. It is built on the renowned AGE game engine, with a modern and intuitive interface that makes it easy to learn yet hard to master.
This historical operational strategy game with a simultaneous turn-based engine (WEGO system) that places players at the head of the USA or CSA during the American Civil War (1861-1865).

Moderator: Pocus

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Philkian
Posts: 623
Joined: Mon Jan 21, 2013 2:18 pm

Civil War II v1.01 Update

Post by Philkian »

The grand strategy game set during the bloody battles of the American Civil War, Civil War II is already a classic of the genre, and now aims to get better thanks to the v.1.01 Update provided by Ageod (www.ageod.com).

The v.1.01 Update fixes some minor bugs in the Terrain, the Maps, Abilities spelled incorrectly and more. New events have been added, such as Indian Home guard units in KS (thanks to Ol'Choctaw), and Texas-Mexico border trade. Overall Gameplay, User Interface and AI have been improved and enhanced.

The main feature of this Update is the Bonus Scenario The West Campaign, featuring the operations of famous generals Grant, Sherman, Johnston and other well-known faces. This campaign lasts 24 turns and is a great stepping-stone for people wanting to prepare for the Grand Campaign!

For the full changelog check below:

v1.01 – October 23, 2013
Bonus Scenario
There is a new mid-sized scenario proposed in this patch, the West Campaign, featuring the operations of famous generals Grant, Sherman, Johnston and a few others well-known faces. This campaign lasts 24 turns and is a great stepping-stone for people wanting to prepare for the Grand Campaign!

Interface
• Regional decisions get improved tooltips
• Flag fluttering is stopped during hosting.
• Scrolling is now done 3 messages at a time in message panel (half of message panel height).
• Leaders masking others stacks in region get more informative tooltips
• Boot icon tooltip fixed
• Tab in ledger renamed
• Changed the look of some CSA flags
• Very slow or under recruitments units get a brown ribbon.
• Shortcuts added to some special orders. Shortcuts added to postures and ROEs. Check the buttons to learn about them.
• Promotable leaders get their name pulsating with a + after their name.
• Improved leaders listing in the Units List screen.

Gameplay
• Battle planner will trigger often (there can be false positive, i.e it triggers but no battle ensues)
• Blockade Runner 'income' increased (were suffering from the reduction from 'easy OMB handling')
• Development level increases moderately movement cost (-20% speed in wild region, -10% in cleared, no change above)
• Weather will be more variable depending of the grand weather zones.
• Neutral units can't pillage your regions.
• Battle planner will only trigger if a battle is certain. At most 5 deployments shown and usable.
• Strategic redeployment now requires a continuous rail line from start to end. In addition, if your redeploy outside the theater (filter 6) you pay 10% of the weight (minimum 1) from wear and tear in rail pool. Finally, redeployment is now limited to non combat units.
• Damage potential of fleets upped (from 25 to 40). Damage potential of land batteries lowered (from 50 to 40). After verifications, Ironclads will shave off as expected most hits, transforming them in cohesion losses instead.
• Can't use fixed units in divisions anymore.
• XP kept when training decreased from 50% to 10%, to prevent veteran militia becoming elite regular infantry.
• Powder Mill produce much more ammunitions.
• Iron Works produce 20% less war supplies

AI
• Recon&Raid max distance from 5 to 2 regions
• AI Aggressivity down, overall and in Mid-Atlantic particularly
• AI dismisses brigades more often resulting in improved formations with more punch!
• Optimized slightly AI recruitments

Events
• Added events (USA) for Indian Home guard units in KS (thanks Ol'Choctaw)
• Unlocked Tennessee in July
• Union River Ironclads can be built earlier
• KY neutrality event cancelled
• Added event for Texas-Mexico border trade
• Several new flavor events added for CSA and USA
• Fixed CSS Alabama construction events
• Fixed volunteers options
• Fixed Slaves options
• Improved Industrial Options (icons on the map)
• Divisions can now be formed from October 61 only (no limit)
• Corps can now be formed from March 62 only (no limit)
• Double McCook/Shields in West Campaign 62 removed
• KY neutrality/Invasion events chain fixed by Lodilefty
• Fixes and changes in volunteers, Emancipation and financials options.

Data
• Naval Engineer ability added (explains they speed up ship construction/repair)
• Added rail repair fastest attribute (x2) to engineers and pioneers
• Fixed movement type of rangers (and 'light' units) to avoid their frequent 'walk on water' capabilities, plus a terrain cost was fixed
• Fixed links between AZ OMB and map
• Fixed some VA multiple entry ports
• Fixed intermixed images of J. Palmer (admiral and general were swapped)
• Reduced Defensive Works decisions trenches level from 8 to 4 and increased its duration to 2 turns instead of 1
• Fixed some wronged weather names on terrains
• Fixed wrong elements names of Longstreet and Cocke's brigades
• Added Nashville force + Zollicoffer in April campaign (June reinforcement missing)
• Removed double Central California garrison
• Fixed wrong Army names at start
• Union cottonclads are now Tinclads
• Brigades OH/PA are in the game
• Minor Map fixes (St Paul MN)
• Added initial shipyards in Cairo IL and Saint Louis MO
• Fixed Models for erroneous abilities and pictures (siege art)
• Fixed Units for erroneous zones of construction (siege arty)
• Fixed some abilities displayed wrongly
• Fixed regions for proper city sprite position displays
• Minor Terrain fixes
• Added Dynamic Graphics to give more feedback on region structures to player
• Fixed some upstate NY cities wrong location
• Fixed Indian territory settlements and forts
• Added some CSA redoubts (Camden AR, Ft Pillow)
• Fixed Eastern TN unionists + added Knoxville and Chattanooga as strategic cities
• John Baylor has now his proper portrait
• CSA Mounted Volunteers are now corrected (not a support unit)


To download the update, players can run “Check for Update” via the game menu or download it on the product download page.


Get more information on Civil War II from its official product page.
bbbwl
Posts: 14
Joined: Mon Oct 14, 2013 9:02 pm

RE: Civil War II v1.01 Update

Post by bbbwl »

I have been playing the new update, I have a few issues.
1. What happened to the Norfolk guns and the CSS Virginia? Both are missing in the july1861 campaign.
2. The re-deployment now wont move anything but officers, the ability move other things such as units and heavy guns was very nice.

Over all I am pleased with the new update, at least as far as I have gotten too.
User avatar
Pocus
Posts: 1317
Joined: Wed Sep 22, 2004 8:17 pm

RE: Civil War II v1.01 Update

Post by Pocus »

Hi!

For issues about historical setups, you should probably bring the matter to the 'help improve CW2' forum at Ageod, this is where dwells most of our historical buff who helped shape the game [:)]

For the second question, this has been done on purpose, as this was deemed to powerful to move 100.000 men in 15 days from Washington to St Louis, in particular with the AI as your opponent. We can certainly propose several options for redeployment though, if you are several asking for it.

AGEOD Team
bbbwl
Posts: 14
Joined: Mon Oct 14, 2013 9:02 pm

RE: Civil War II v1.01 Update

Post by bbbwl »

Thanks for the info. The Norfolk guns as well as the navel engineer, garrison and the rest all appear the turn after taking Norfolk in the April start, and in the original version of the game they also appeared after the first turn in Norfolk in the July start (as you own Norfolk at that start) However in the update they no longer appear.

As for the redeployment, I do agree that moving a 100,000 man army that far the fast is not realistic however there should be a happy medium between just one man and an Army, maybe for example a single unit ( General, gun, unit ect.)but no stacks.
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