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 Post subject: JTS Update
PostPosted: Fri Jun 28, 2013 1:09 pm 
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Joined: Sun Mar 27, 2011 6:01 pm
Posts: 1425
Campaign Leipzig Update 1.04 Available as of today.


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 Post subject: Re: JTS Update
PostPosted: Fri Jun 28, 2013 1:56 pm 
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Joined: Mon Aug 13, 2001 3:26 pm
Posts: 288
If we update with this patch 1.04 Leipzig, would it adversely impact any currently going games?

I guess you have to make sure that both opponents make the upgrade, in order for existing games not to crash, right?

Thanks


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 Post subject: Re: JTS Update
PostPosted: Fri Jun 28, 2013 5:15 pm 
I very much doubt that it will have any adverse effect on your existing games. You are correct in the assumption that both players need to be using the same version.

Does anyone know if the path movement was fixed?


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 Post subject: Re: JTS Update
PostPosted: Fri Jun 28, 2013 8:51 pm 
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Joined: Tue May 22, 2001 4:51 pm
Posts: 1232
Location: Massachusetts, USA
There might be an update message about changes. :mrgreen:

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Ernie Sands
1ère Brigade of 2ème Division de Grosse Cavalerie, Réserve de Cavalerie
de la Grande Armée
President, Colonial Campaigns Club


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 Post subject: Re: JTS Update
PostPosted: Fri Jun 28, 2013 9:26 pm 
The path movement has indeed been fixed! Way to go Bill Peters!! :mrgreen: :mrgreen: :mrgreen:


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 Post subject: Re: JTS Update
PostPosted: Sat Jun 29, 2013 12:18 am 
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Joined: Wed Aug 17, 2011 11:04 pm
Posts: 82
Location: Sultanate of Oman
Here are...

Changes for Campaign Leipzig V1.04
- Scenario updates.
- Added new Ship unit type.

Changes for Campaign Leipzig V1.03
- Change so that Dragoons only get a 10% attack bonus, not 25% as heavy cavalry.
- Fix for PBEM read error.

Changes for Campaign Leipzig V1.02 (Replaces temporary 1.01a update)
- Fix for Activation problem.

Changes for Campaign Leipzig V1.01
- Added reinforcement variable arrival hex feature.
- Removed the confusing Activate AI toolbar button.
- Multiple scenario and documentation fixes.

Changes for Campaign Leipzig V1.0
- Added command ranges for Army, Wing, and Corps commanders.
- Change so that Infantry can melee attack mounted Cavalry in Obstructed
terrain.
- Change so that three rank units that exceed the Extended Line
strength value in one hex have their fire value reduced.
- Change so that Pioneers can deploy entirely into Skirmishers.
- Added Withdrawal feature which results in units being withdrawn at
a specified time with a specified probability.
- Added an Emplaced artillery unit "E" in Order of Battle which cannot
limber but can change facing.
- Added No Bayonnets for certain unit types.
- Added separate bridge movement value for PDT files.
- Added option for Mouse Wheel Zoom.

Good work!


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 Post subject: Re: JTS Update
PostPosted: Sat Jun 29, 2013 6:38 am 
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Joined: Fri May 25, 2001 5:00 pm
Posts: 218
Location: TN, USA
The stacking parameter for cavalry per hex appears to have been reduced to 500. Noticed this when moving stacks in the campaign game and squadrons were being left behind after selecting the stack and moving...

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Feldmarschall Jeff Freiherr Mathes von Krain
50th (Stein) Infantry Regiment
Dritte Brigade
Austrian Korps


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 Post subject: Re: JTS Update
PostPosted: Sat Jun 29, 2013 9:19 am 
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Joined: Fri May 25, 2001 5:00 pm
Posts: 218
Location: TN, USA
Bill Peters contacted me and noted that cavalry max stacking is 600 which corresponds with the Jena and Austerlitz titles, and will be the norm for the 1813-1814 titles and any future releases.

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Feldmarschall Jeff Freiherr Mathes von Krain
50th (Stein) Infantry Regiment
Dritte Brigade
Austrian Korps


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 Post subject: Re: JTS Update
PostPosted: Sun Jun 30, 2013 8:38 pm 
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Joined: Sun Jun 30, 2002 11:11 am
Posts: 236
How can it be a John Tiller game if the MPs and stacking limits don't change with every release? :roll:


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