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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

************************************************************

** BETA PATCH NOTICE

** PLEASE READ

************************************************************

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

************************************************************

** Features added to v9.84

************************************************************

-- 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.

************************************************************

** Fixes in v9.84

************************************************************

-- 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.

************************************************************

** Known Bugs

************************************************************

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.

************************************************************

** Some Player Notes

************************************************************

-- 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.

************************************************************

** Additional Changes from Gettysburg

************************************************************

-- 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.

************************************************************

-- CHANGING THE TOOLBAR

************************************************************

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

************************************************************

--Firaxis Games & Breakaway Games

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