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Gray_Lensman
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von Sachsen
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Fri Oct 29, 2010 2:22 am

I am content to wait, I was just wondering whether or not I should start a new game or not. :)

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von Sachsen
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Fri Oct 29, 2010 5:42 pm

It sounds cool indeed. :)

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Krec
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Fri Oct 29, 2010 9:47 pm

i installed the hotfix all seems fine except when i try and sign for a blockade i get a union flag instead of ole abe 's signature. any ideas?

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Gray_Lensman
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Farseer
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Sun Oct 31, 2010 7:25 pm

Not a bug or big issue, but also a very simple fix if you want to make it:

-Will the "Nota bene" disclaimer message at the end of the "Scenario Background" text in the Ledger be removed in this version? That disclaimer gives the game the impression of being in Beta and not fully 'released' yet.

I am sorry if my first post in the forum is out of order, for I have not installed the 1.16 beta patch to see if the change is already made. I must say that I truly love the game already even though I just got it a couple of days ago. Thanks for the incredible work you're doing.

richfed
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Sun Oct 31, 2010 9:34 pm

Units being built have swung to the other extreme --- even a militia unit takes at least 2-3 turns to build.

This is beta9 w/QF7 - new game.
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Jim-NC
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Mon Nov 01, 2010 6:09 pm

Farseer wrote:Not a bug or big issue, but also a very simple fix if you want to make it:

-Will the "Nota bene" disclaimer message at the end of the "Scenario Background" text in the Ledger be removed in this version? That disclaimer gives the game the impression of being in Beta and not fully 'released' yet.

I am sorry if my first post in the forum is out of order, for I have not installed the 1.16 beta patch to see if the change is already made. I must say that I truly love the game already even though I just got it a couple of days ago. Thanks for the incredible work you're doing.


Welcome to the forum. Enjoy your stay here.
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Gray_Lensman
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Krec
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Tue Nov 02, 2010 6:48 pm

Dont sweat the small stuff, good feedback gets good results. the game is the best and getting better all the time.

von Sachsen
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Wed Nov 03, 2010 8:46 pm

I realize that you are not likely doing anything more to the AI, but i might as well put this down here. Playing as the CSA on the latest beta + QF7.

The East: Union AI is excellent, it has kept me on my toes and there have been many battles fought over the Shenendoah Valley, though the Valley might be a bit too high on its list of priorities, but overall very enjoyable.

The West: I did not fight particularly hard, but they did capture Kentucky except for Columbus and Paducah, though they are almost undefended. It also seems to have trouble repairing rail lines. However after the initial spur of activity in Kentucky, the AI seems to slow down, which isnt bad, but when the armies do move, they have the annoying tendency to cut loose from their supply lines and take ships past the river forts, which have not been targeted, and attack Nashville or Chattanooga. These are very easy to repulse as all you have to do is rail a corps in and wait for them to starve a few turns later. They lost two full corps this way (a corps and a strong corps sized army) The West seems by far the most problematic of the three theaters.

The Far West: Overall good, as with the other theatres, the AI is very good at building and managing its forces, I was fought out of MO, but the AI has not gone for Arkansas yet despite many months passing. There was also one occurance of the problem of a strong force steaming past on the river to somewhere deep in the south without securing any supply lines.

There have been no amphibious operations whatsoever except for a corps sized force taking Norfolk after landing on the penninsula and a few detachments in the same area.

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Farseer
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Thu Nov 04, 2010 1:13 am

Gray_Lensman wrote:Welcome to the AGEod forums. :)

We have no plans to alter any of the game description/background statements. All AGE based games are subject to new changes being made to them all the time even after they have been officially offered up for sale to the public. It's a unique way of wargame software development quite unlike most of the other wargame software companies. Though frustrating at times, in the end most player/gamers enjoy the fact that their AGEod game is supported so well even several years after they initially bought it.
Thank you. And yes I do appreciate that kind of constant work being done to improve games I buy, a lot. I kind of even expect it. But before I registered my forum account I spent several days reading the forums. One thing I came across was that 1.15 was supposedly the final official patch. I am glad to see another coming up despite that, but considering the fact that official patches may not come along much often any more, the "under construction" sign in that description text might be taken down... even though an update to it still may happen in the future. Just to clean up the text so to speak. But in any case, it was just a suggestion. It won't affect game play at all, just cosmetics.

Again, thank you for a great job. I'm finally into a grand campaign I don't think I have to restart (had to restart three times because of ignorance on my behalf) and the game is amazing.

Two things I've noticed:
* When I get free reinforcements due to an invasion (raid), I usually get two militia units and two regulars (usually cavalry) in the state, grouped together in the same stack. I find that the two militia units are always locked but not the regulars. However, the militia units do not have the locked icon on them like other locked units have, although the unit on the map has the lock symbol showing it can't leave the region its in. In order for the regular units to leave I need to remove the militia units out of the stack. I don't know if this is intended or not, but I do think the lock symbol should be on the militia units when you click the stack to avoid confusion. Alas I can't show an example, for all these militia units appear to have disappeared from the game. I suppose they are removed when the invasion is over or something.

* Admiral John A. Dahlgren leading a fleet in James River got wounded and was teleported to Cambridge and locked there for 3 turns. He had the lock symbol to show for it as well. However, when I tried to move ships from his fleet (which was still in James River) I couldn't because they too acted as if they were locked. When I looked at the fleet again the Admiral was back with the fleet and selected together with the ships I tried to move. Deselecting him allowed me to move the ships but he was still with the fleet applying his bonuses etc. I do sense a bug here but I do not know if him showing up in Cambridge was the bug or him returning to the fleet was.


Other than that I must say that I have rarely found a game with so few bugs and problems. And the only time I managed to get the game to crash whas when I tabbed in and out of it in rapid succession ten times in as many seconds.

Thank you again for your time, not the least reading my brick wall of text.

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Farseer
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Thu Nov 04, 2010 4:42 am

Roger! I was not familiar with the procedures nor a programmer. I will therefor refrain from posting on such issues unless A: I think you can easily fix it and B: I can provide files so that you can re-create the issue.

Sorry to spam the thread with useless info. I'll leave it to the dedicated. :thumbsup:

richfed
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Thu Nov 04, 2010 3:35 pm

richfed wrote:Units being built have swung to the other extreme --- even a militia unit takes at least 2-3 turns to build.

This is beta9 w/QF7 - new game.


Has anyone else experienced this phenomenon?
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asdicus
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Full beta 9 patch on the way ?

Thu Nov 04, 2010 5:34 pm

richfed wrote:Has anyone else experienced this phenomenon?


I am waiting for the official beta 9 patch with all the quickfix mods included before I start testing again.

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Thu Nov 04, 2010 5:41 pm

von Sachsen wrote:I realize that you are not likely doing anything more to the AI, but i might as well put this down here.



Who knows? :D i'm working on in any case :)
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Pocus
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Fri Nov 05, 2010 1:44 pm

Do I have the quick fix 7 data on my side (not the EXE installer, the data in archive) so I can do a patch (the flag problem is fixed)
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Queeg
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Fri Nov 05, 2010 1:44 pm

asdicus wrote:I am waiting for the official beta 9 patch with all the quickfix mods included before I start testing again.


Same here.

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Fri Nov 05, 2010 3:33 pm

Gray_Lensman wrote:Pocus:

Sorry. I can't post the Zipped Quickfix7 files until I return home from work. (approx. 8 hours)

Everyone else:

If you apply Quickfix7 you will effectively have the beta9 patch. The beta9 game engine was included with those files.

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Link to QuickFix7: http://www.mediafire.com/?0g9e3cxces9yqax

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Gray_Lensman
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Krec
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Sat Nov 06, 2010 7:18 pm

How do you like the Droid? i am thinking of getting one . :thumbsup:

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richfed
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Beta 9 - QF7

Sat Nov 06, 2010 10:07 pm

Did a clean installation of 1.16b9 w/ QF7.

Early on, 3 issues -

1 - A flag rather than a signature in the political options screen - Pocus says this is fixed in beta9.

2 - Units definitely build noticeably slower than at any previous time. Militia average 3 turns, just as an example.

3 - This happened several versions ago, too - notice up in the rail/riverine/transport pool: the CSA has 1 transport. Normally, that reads Zero throughout the game. I don't think it has any effect on gameplay.

Save attached. Here's hoping these are fixed before officialized. There may be other issues.
Attachments
1861 April w-KY Campaign - beta9.zip
(2.68 MiB) Downloaded 356 times
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richfed
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Another issue still not addressed

Sun Nov 07, 2010 3:03 pm

[SIZE="4"]... stacks do not take on the names of a general placed with them ... rather than Bushrod Johnson's Force, the stack will just say CSA Detachment. Again - compared to the retreat bug or the PBEM bug, this is small stuff - but, particularly when dealing with tabs, it can be annoying. This does not apply to divisions, corps, or armies.[/size]


Just a reminder ...
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Pocus
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Mon Nov 08, 2010 11:00 am

That's come from a clean up on the naming conventions. I could certainly twist the code to maintain AACW 'as is' but as it don't involve much work in the faction files, perhaps that Gray can do it. Basically, the old data named LeaderForce = $fac_LeaderForce should be replaced by Leader1Force, Leader2Force, Leader3Force, and there must be a ¤ within it to leave room for the leader name. The good thing is that depending of the rank of the leader, the name can be different.

As for the build speed I doubled it, the calculation is now different. Now you'll recover when being built 2% of your MaxCohesion per day, for a BR of 100 and you are 'unlocked' at 50% cohesion for land units. It means that Militia will be unlocked after 25 days, not 50.
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