Beta Patch v2.0 for Sid Meier's Antietam
This patch is required to be able to play user created...
- Category Turn-Based
- Size 930 KB
- Program by Firaxis
Beta Patch v2.0 for Sid Meier's Antietam
This patch is required to be able to play user created battle packs.
Sid Meier's Antietam! Read Me
Version 2.0
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** BETA PATCH NOTICE
** PLEASE READ
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This patch (v9.84) is currently in 'beta' phase. This means that all the features and fixes are implemented, but to ensure the highest level of quality we want to root out any compatibility problems with 'real-world' machines. While we expect there will be few (if any) problems with this beta patch, we would love to address any hardware conflicts that we might have missed. Likewise, even small changes to the program can have far reaching, yet subtle, impact on completely unrelated aspects of the game.
We're looking for three types of bugs with regards to this patch:
1) A hardware compatibility problem introduced by the new version.
2) A feature that we 'claimed fixed' yet isn't (either partially or completely).
3) Any problems introduced by this patch that weren't present in the original retail version.
If you believe you have found a problem, we'd love to hear from you. Email as much detail about the problem as you can to [email protected]. Please include the basics about your system and what we need to do to duplicate the problem. With your help we can ensure that this patch will eliminate the remaining bugs and increase your enjoyment of Sid Meier's Antietam!
Thanks,
The Antietam Development Team
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** Features added to v9.84
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-- You can now reach the preferences menu from the main interface.
Hit F9 from the main menu to access this screen.
-- CTRL-B will now toggle the regiment art to blocks and back
again in-scenario.
-- You may now see the source(s) of incoming fire on all regiments of
a brigade when its commander is selected.
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** Fixes in v9.84
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-- Saved games in multiplayer now correctly restore reinforcement
settings.
-- Certain toolbar reconfigurations used to cause problems (Unlimber
for infantry for instance). It now checks commands and disallows.
-- Severe rally now removes the correct number of troops.
-- Map 'speckling' has been greatly reduced.
-- For player-created campaigns, the buildXX.txt file is now
correctly read.
-- A human playing what was an AI player in a saved multiplayer
game now works correctly.
-- Troop effectiveness in multiplayer now works as it should.
-- Troops now receive road benefits in town, and road grid has been reduced.
-- Installed desktop themes no longer cause the mouse to flicker
on the options screen.
-- A3D soundcards no longer cause sporadic fatals in-scenario.
-- The quotes prior to entering a scenario now display for the
correct amount of time.
-- The 'photo survey' of the Burnside's Bridge scenario now
contains the correct compass information.
-- Entrenchment now takes the correct amount of time in all
scenarios.
-- Some graphic artifacts from unit animations were removed.
-- Units no longer instantly route, rally, route, etc. under
certain conditions in certain scenarios.
-- Regiments in woods which are not moving or firing cannot be seen
unless within small-arms range of enemy units.
-- The game now correctly lists multiplayer options.
This file contains late-breaking news on Sid Meier's Antietam!...all
the things you need to know that didn't make it into the manual.
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** Known Bugs
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MULTIPLAYER
-- For Serial or Modem-to-Modem play [not internet play over a modem
but direct connections only], once a multiplayer game has been
completed, it is necessary to quit the game before you can play
another multiplayer game in this manner.
ORDER OF BATTLE vs CASUALTY REPORTING
-- Due to several factors (such as units starting some scenarios weakened,
the fact that the game continues slightly beyond the moment at which
the score is calculated, and internet lag problems regarding melee
and unit capture), the score screen casualty numbers will occasion-
ally be higher or lower than the total casualties reported on the
OB screen at the end of the game. The score screen is correct.
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** Some Player Notes
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-- Big Battles and Rally : If you decide to play one of the several
full-day battle scenarios, it would be wise to play with the
option "Severe Rally". After several hours, it would have been
very unlikely for previously routed troops to keep on rallying.
Severe rally will hinder the probabilty of this happening
for heavily damaged, or inexperienced troops.
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** Additional Changes from Gettysburg
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-- DOCUMENTATION
The help manual for the game is present not only in the game, but
also in a much more readable HTML format in the Documentation folder
on the CD. In addition, the entire History of Antietam is available
in HTML format in that same folder. This includes several chapters
of Ezra Carman's eye-witness history of the Battle of Antietam.
You may also review the license agreement in the Documentation folder.
-- MAP CHANGES
The information for constructing the map is no longer present in a
single data file [previously gmapc.pcx]. Instead, there are a few
text files which comprise the information required for building a map.
In addition, the dimensions of the map can be set via the antietam.ini
file. There are three important entries present in the ini file.
Campaign
For Antietam, this value is 1. Values below 20 are reserved for
further Firaxis games, however, values between 20 and 99 can be used
by external campaign creators.
GameMapX##, GameMapY##
Where ## refers to the Campaign value determine above. If you want
to setup values for campaign #32, the variables to be set in the ini
file are GameMapX32 and GameMapY32. These two variables determine the
dimensions of the campaign map. The min and max values for either of
the two variables is 32 and 100 respectively.
The files which comprise the map data for Sid Meier's Antietam are
Roads.txt, Build.txt, names.txt, elev.txt, and terrain.txt. For
externally defined maps, you should use roads##.txt, build##.txt,
names##.txt, elev##.txt, and terrain##.txt where ## refers to the
campaign number defined in the ini file. For example, for campaign
#32, the files names which will be used to determine the map are
Roads32.txt, Build32.txt, Names32.txt, Elev32.txt, and Terrain32.txt.
Roads##.txt==>
This file determines all of the roads(r), Pikes (P), trails(t),
Fords(F), and sunken roads(s) that are present on the map. Bridges
will be automatically generated where roads and pikes cross streams or
rivers.
Build##.txt==>
This file determines the various buildings present on the map
whether they are mills(M), cemeteries(G), churches(C), chapels(P),
farm houses(F), houses(H) or town buildings(T). In addition, you can
specify special buildings on the map by using lower case values from
'a' through 'z'. These buildings are present in the image files
Specials#.pcx. The first four buildings ('a' through 'd') are
depicted in each of the rows in Special1.pcx. The next four buildings
('e' through 'h') are present in each of the rows in Special2.pcx.
Sid Meier's Antietam! will attempt to read consectively as many of
these files as possible until a file is not present in the execution
directory.
Names##.txt==>
For scenario use, either in generation or reference, the various
names present in the campaign are present in this file. You can
override the names present in his file via specification in the
scenario files.
Elev##.txt==>
This file determines the relative heights of the campaign map.
Each value is a hexadecimal number representing the height of a
particular grid area. From lowest to highest, the valid values
for height are 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E, and F.
Terrain##.txt==>
This file determines the actual terrain type present at a particular
grid square of the map. The current possible terrain types are
river(A), river with forest(B), orchard(O), forest(W), stream(a),
stream with forest(b), corn field(c), rocky(d), forest(e), rocky
forest(h), rocky forest with stream(i), rocky forest with river(j),
marsh with stream(k), marsh with river(l), marsh(m), rocky with
boulders and stream(n), wheat field(p), rocky with boulders(r), wheat
with stubble(z), wide impassible river(P). Any other values are
treated as clear terrain until a future patch or release from Firaxis
Games is available.
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-- CHANGING THE TOOLBAR
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The user currently has the ability to change the order of buttons
on the toolbar. In the Antietam.ini file, you need to include the following
five definitions.
bOverloadBarOrder=0
InfantryBarOrder=03050610000201040717080924-130
ArtilleryBarOrder=-1-10618111213141517080916-130
BdeCommanderBarOrder=030506192021222326250809242730
BigCommanderBarOrder=-1-1-1-129-1-1-12625-1-1162730
The first, bOverloadBarOrder, is a definition which determines whether
or not you wish to override the default toolbar button order. If this
value is set to 1, The executable will look for the other four
definitions in the Antietam.ini file and utilize their information for
the toolbar button order during the game.
The other four definitions determine the toolbar button order for the
four basic toolbar configurations during the game. For regiments of
cavalry as well as infantry, the InfantryBarOrder definition is used.
For artillery, the ArtilleryBarOrder definition is used. For Brigade
level commanders, the BdeCommanderBarOrder definition is used. For
Divisional or Corps Commanders, the BigCommanderBarOrder definition
is used.
The values of the definitions refer to the button type which is present
in the 15 locations of the toolbar. Each of the types are 2 digit
decimal numbers ranging from -1 through 29. Their meaning is the following:
-1 : Nothing - blank space on the toolbar
00 : Line - move into line formation (regimental)
01 : Column - move into column formation (regimental)
02 : Skirmish - move into skirmish formation (regimental)
03 : DoubleQuick - toggle double quick movement speed
04 : Charge - conduct a charge
05 : Advance - advance the unit or brigade
06 : Wheel - wheel the unit or brigade
07 : Hold - hold the position
08 : Fallback - fallback from your current position if taking fire
09 : Retreat - retreat from your position
10 : Volley - toggle volley status
11 : Unlimber - unlimber artillery
12 : Limber - limber artillery
13 : TargetInf - target infantry
14 : TargetArt - target artillery
15 : AutoTarget - target automatically
16 : LOS - view the Line of Sight of the unit
17 : Halt - halt the unit's movement
18 : Canister - toggle canister status
19 : BattleLine - move the brigade into a battle line formation
20 : DoubleLine - move the brigade into a double line formation
21 : SkirmishLine - move the brigade into a skirmish line formation
22 : ManeuverColumn - move the brigade into a manuever column formation
23 : RoadColumn - move the brigade into a road column formation
24 : Attach - attach unit or reattach entire brigade
25 : BrigadeHalt - halt the brigade
26 : Rally - toggle rally status
27 : Command - command the leader (multiplayer)
28 : -- not used --
29 : Gather - gather the artillery
The main caveat to reordering a toolbar is use only the values
which make sense to that toolbar. Just try to rearrange the
values which the four toolbar definitions have as defaults.
If you put 'Target Infantry' in the divisional commander's toolbar,
the application will probably not like that too much and treat
you with great disgust. To be more clear, use this option at your
own risk. =:-o
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--Firaxis Games & Breakaway Games