User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Tue Jun 15, 2010 3:41 pm

deleted

Rexor
Sergeant
Posts: 92
Joined: Sat Feb 24, 2007 10:19 pm
Location: The great, great Garden State

Tue Jun 15, 2010 11:17 pm

Pocus wrote:This is an interface oversight, luckily for AACW it just involved fixing the logic, no actual graphic rework. So fixed.


Has it been incorporated yet, or should we wait tillthe end of the week? Sorry, I'm just excited about the update.
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Tue Jun 15, 2010 11:21 pm

deleted

Rexor
Sergeant
Posts: 92
Joined: Sat Feb 24, 2007 10:19 pm
Location: The great, great Garden State

Tue Jun 15, 2010 11:43 pm

Thanks Gray...
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

User avatar
Bernadotte
Lieutenant
Posts: 120
Joined: Wed Oct 14, 2009 7:34 pm
Location: south of munich (germany)

Wed Jun 16, 2010 12:08 pm

Pocus wrote:One bug was spotted dealing with production time, so if you can wait till the end of week, a new patch will be issued. Aside that, everything is ok.
Will there be a "Total-Power" Line in the Stack-Tooltip like the "Also here:" Line then (s. #6) ? :D
This would be fantastic ! :thumbsup:

Thanks in advance for all the work,
Bernadotte

User avatar
bigus
General
Posts: 599
Joined: Wed Oct 24, 2007 11:43 pm

Thu Jun 17, 2010 1:39 am

I do not see any reinforcements on the first turn of any campaign or major scenario.
Is this WAD?


[ATTACH]11889[/ATTACH]
Attachments
no reinforcements.jpg
Scenarios for AACW (1.15)[CENTER][/CENTER]

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Thu Jun 17, 2010 4:13 am

deleted

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Jun 17, 2010 3:06 pm

This is a glitch caused by the current scn files that were not redone since a long time, and the format of the file slightly changed: there is now the possibility to specify 'No production turn', i.e turn index (within a year) where production is prohibited.
The new patch (tomorrow hopefully) will be able to read the old scn format for this data and display correctly.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Fri Jun 25, 2010 3:14 pm

Patch beta 3 is up

http://ageoddl.telechargement.fr/temp/patch_AACW_v1.16b3.zip

Beta 3 additions are listed like this: Beta3:

Interface
Battle report now display the actual generals stats, not the ones from the database
Beta3:Under a certain circumstance, the replacements screen was shown empty.

Game logic
* Hits recovery procedure improved.
* Fixed: a bug in determining victory level (major vs minor victory)
* ZOC don’t prevent retreat anymore
* Retreat damages algorithm improved with variables exported for modding (see AGE Wiki)
* It is no longer possible to make a breach with any unit (like cavalry). You now need at least one artillery or engineer element or a unit with a siege ability or a unit/leader with a special trait (‘Breacher’).
* If you are in supply when besieged with at least one supply wagon or a depot, you can only surrender if you fail your discipline test AND you fail a 5% chance to a percentage roll.
* If you are besieged, weaker than the besieger, with a breach in the structure and only in partial supply, then your troop discipline will get a -3 modifier (more chance to surrender).
Beta3:A bug has been fixed into the March to the Sound of Guns algorithm, allowing an army to help another.

Beta3: You no longer assault structures if you are still moving, you only assault them if you have stopped moving (the region of the structure is your destination or you don't move at all) UNLESS your ROE is also 'all out attack'. Both the assault posture and ROE tooltips have been updated to explain that to the player.

AI
AI will be less aggressive (parameters exported for modding)
AI will regroup better corps with army HQ (‘flocking behavior’)
New AI algorithm: concentrate, can apply to all threatened stacks.
Leaders now redeploy slightly better toward candidate stacks
It is now possible to define an affinity for each leader toward certain stacks (modding)
Fixed: Theaters ratio miscalculated sometime, leading to too aggressive behaviors in some cases.

Events
Beta3: 2 events fixed (French Intervention to Mexico and Trent Affair Escalate) which had reversed Foreign Entry changes.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Fri Jun 25, 2010 5:41 pm

deleted

User avatar
Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Fri Jun 25, 2010 8:34 pm

There seem to be a few bugs in this patch.
  • Units not building: I've built several different types of units that appear on the map as if they were virgin (usually the units build progress takes into account a number of days of the current turn on which they appear on the map). Militia regiments are almost always completely built the turn after buying them. I have Militia units with one HP that are marked as static units and simply do not build further even after several turns. The same goes for ocean transports, blockade fleets and infantry brigades that I built.
  • Units not regaining cohesion: The units in the Army of the Potomac and Patterson's 'Army of the Shenandoah' though they are sitting on depots in passive posture have 0.02 cohesion gain per day.

User avatar
Pat "Stonewall" Cleburne
General of the Army
Posts: 639
Joined: Sun Mar 22, 2009 7:46 pm
Location: Kentucky

Sat Jun 26, 2010 12:45 am

Captain_Orso wrote:There seem to be a few bugs in this patch.
  • Units not building: I've built several different types of units that appear on the map as if they were virgin (usually the units build progress takes into account a number of days of the current turn on which they appear on the map). Militia regiments are almost always completely built the turn after buying them. I have Militia units with one HP that are marked as static units and simply do not build further even after several turns. The same goes for ocean transports, blockade fleets and infantry brigades that I built.
  • Units not regaining cohesion: The units in the Army of the Potomac and Patterson's 'Army of the Shenandoah' though they are sitting on depots in passive posture have 0.02 cohesion gain per day.


Yeah, this beta is unplayable. The Cohesion and hit recovery are way too slow now.

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Jun 28, 2010 7:29 am

Mmmh, it seems I introduced a new bug in the cohesion formulae while fixing the 'recover too fast when being built' bug ... Problem it is not for all units, so I missed it, and as there is no more active beta for AACW (this is understandable), I have to rely on you and a beta patch.

I'll check today...
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Jul 01, 2010 4:22 pm

Gray_Lensman wrote:Pocus:

You ended up with a "double reversal" fix in the "evt_nam_CSA_FrenchInterventionMexico1862". It did not have a "-" sign problem but a syntax "event statement" order problem as pointed out in post #38 earlier.

Your "double reversal" fix results in the event still increasing the Foreign Intervention number by 10.

The French Intervention in Mexico event was really originally intended to decrease the chance by 10 for Foreign Intervention not increase it by 10.

You switched the statement order which was really needed for the patch fix but you also switched the sign reversing the event effect back to what it was prior to your fix.

To correct it: just change the sign back to -10

i.e. It should read:


Done, thanks Michael for the pointer :)
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Jul 01, 2010 4:48 pm

Patch updated to version beta 4, with a fix on cohesion recovery and on Foreign Entry for an event.

PLUS a major update on leaders biography, courtesy of EL NINO (not completely finished if I understood well) !!

http://ageoddl.telechargement.fr/temp/patch_AACW_v1.16b4.zip
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Rexor
Sergeant
Posts: 92
Joined: Sat Feb 24, 2007 10:19 pm
Location: The great, great Garden State

Thu Jul 01, 2010 10:32 pm

Pocus wrote:Patch updated to version beta 4, with a fix on cohesion recovery and on Foreign Entry for an event.

PLUS a major update on leaders biography, courtesy of EL NINO (not completely finished if I understood well) !!

http://ageoddl.telechargement.fr/temp/patch_AACW_v1.16b4.zip


You rock, Pocus. Cheers.
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Fri Jul 02, 2010 12:50 am

deleted

MarkCSA
Posts: 403
Joined: Wed Feb 27, 2008 3:35 pm
Location: In a safe place, they couldn't hit an elephant at this distance

Fri Jul 02, 2010 10:25 pm

Can I assume that since everybody is quiet that this patch is so good that everyone is playing?
Murphy's Law of Combat: 'The most dangerous thing on a battlefield? An officer with a map'

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sat Jul 03, 2010 12:12 am

deleted

Rexor
Sergeant
Posts: 92
Joined: Sat Feb 24, 2007 10:19 pm
Location: The great, great Garden State

Sat Jul 03, 2010 3:00 am

After installing, my AACW still shows version 1.15. Is this wrong, or just because it's a public beta?
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sat Jul 03, 2010 3:35 am

deleted

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Minor Ledger Issue

Sat Jul 03, 2010 4:24 pm

After each turn, when opening the ledger it always reverts to the Roster screen. It used to open at the last screen viewed during the previous turn. Is that now WAD?
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

MarkCSA
Posts: 403
Joined: Wed Feb 27, 2008 3:35 pm
Location: In a safe place, they couldn't hit an elephant at this distance

Sat Jul 03, 2010 11:14 pm

Gray_Lensman wrote:Sure... ALL tens of thousands of us. :D


I think you underestimate the amount of history dorks that play this game and love it. It might not be WoW (in numbers of players), but I love deep strategy.
Murphy's Law of Combat: 'The most dangerous thing on a battlefield? An officer with a map'

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sun Jul 04, 2010 12:55 am

deleted

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Sun Jul 04, 2010 2:04 pm

richfed wrote:After each turn, when opening the ledger it always reverts to the Roster screen. It used to open at the last screen viewed during the previous turn. Is that now WAD?


Actually, every time you open the ledger -even within the same turn - it reverts to the roster screen.
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Merge Units Cursor

Sun Jul 04, 2010 2:05 pm

The merge units animated cursor does not exist any longer!
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Brigade Formation

Sun Jul 04, 2010 2:15 pm

Playing as CSA in the April '61 Campaign [w/ Kentucky] ... formed my first infantry brigade - a 7-element VA brigade - it appeared on the map with the 4 infantry elements at full strength; the 2 artillery & 1 cavalry were normal [red - no strength]. The entire brigade first appears at a strength of 51!

Just pointing these things out ... not sure if it is WAD or a bug.
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Scroll Down Button

Sun Jul 04, 2010 2:38 pm

As of Late June, 1861, the scroll down button in the mail box has ceased to function. Not even a tool-tip! It had been working fine before that turn. Scroll up still working.

edit ---> Two turns later, it is working again. :bonk:
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Depot Feature

Sun Jul 04, 2010 2:51 pm

Awesome Depot Feature!!!! When you use the Supply Filter on the map, all the depots pulsate making it VERY clear what your supply lines are like. Love it!!
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Building of Artillery

Mon Jul 05, 2010 5:55 pm

Noticing good stuff, too ... :) , but ...

Not sure if by design, but I notice that artillery builds faster than it used to --- big Alabama columbiads and the Georgia coastal guns are ready in 2 turns.

Is anybody else trying this beta 4 patch out? Are you experiencing any of the things I've pointed out?

Overall, so far [late Dec., '61] game has been pretty stable. AI a bit more timid than I am used to - so far - I'm playing with a AI FOW bonus, pretty much everything else default. Plus, AI more time setting is ON.
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

Return to “Help to improve AACW!”

Who is online

Users browsing this forum: No registered users and 16 guests