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calvinus
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Official Patch 1.06a

Mon Feb 16, 2009 6:12 pm

After testing version 1.06 the last few days and fixing latest remarks, here is the official version of patch 1.06a. Details follow.

NB: the demo needs patching too

Have fun, and thanks for your support.


Link to Patch 1.06a

http://ageoddl.telechargement.fr//3rdParty/WW1/WW1_Patch_v1.0.6a.exe


Link to Demo Patch 1.06a

http://ageoddl.telechargement.fr//3rdParty/WW1/WW1_DemoPatch_v1.0.6a.exe


and last but not least...

Link to WW1 Big Manual hi-res version for printing

http://ageoddl.telechargement.fr//3rdParty/WW1/Ageod_WW1_Manual_Hi-Res.pdf

:coeurs:

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calvinus
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Mon Feb 16, 2009 6:17 pm

And herewith the news:

[Version 1.0.6a]
************

New Features:
- Added Spanish language localization
- Added two new shortcut keys: F9 (pause/unpause AI) and F11 (do screenshot)
- Commander-in-chief values are now displayed on the leader card
- Game updated to version 1.1.3c of irrKlang sound library
- Introduced the prohibition of battle reinforcements for army-numbered corps in reserve
- Added a new shortcut key (CTRL+R) that allows to display all actual rail connections on the map
- Added a new shortcut key (CTRL+S) that allows to display all supply lines for the selected stack
- Added a new shortcut key (M) that centers the map over the first unsatisfied mandatory attack
- Added a new shortcut key (A) that centers the map over the first not-activated army (army-by-army activation mode only)
- The new combat doctrines adoption tests are now performed also at the beginning of the Grand Offensive
- Added new features for naval IA: patrolling/control of important open sea zones threatened by the enemy and refuge to harbors for repairings
- Added the automatic naval repairings in port during the Interphases
- Interceptions have been revised in order to fit the original boardgame rules (no interceptions across major/large rivers unless a friendly town/city is present in either one of the two shores, no interception across lakes and high mountain peaks or straits)
- Every time a nation capitulates, all belligerant nations now receive a supply grant and an unlimited grant of passage throughout the whole surrendered country
- Added a check-box in WW1 Configurator to enable/disable the AI memory store procedures on HD

Improvements:
- Added several memory leak checks in most critical points in order to make the game more stable and secure for those unlucky PC configurations that are still suffering randomic crashes
- In 4-players mode the allied AI player does not perform diplomatic missions anymore
- Added a procedure that performs all corrections in border reciprocity among map areas (see Persian Gulf / Red Sea bug)
- Mutinies can now span their effect only on Infantry/Cavalry corps
- Improved the performance of AI for evaluating the play of events (huge mouse lags occurred in advanced play mode when the "hand" of AI events was quite large)
- The message of successful/unsuccessful diplomatic missions has been enriched because it was a bit confusing
- Removed a nasty loop in delay siege action performed by AI
- Technological Researchs window: available technologies are now displayed not grayed out
- Added a check that should avoid the play of not-mandatory events (stratagems) done by the AI against herself
- Removed a cheat that allowed the teleporting of independent detachments during the Military phase with the drag & drop using the right mouse key
- The historical event "Goeben battlecruiser takes refuge in Pola" has now more chances to happen
- Added difficulty checks for most mandatory events
- The max number of losses that can be inflicted to armies due to a mutiny can be now customized (row MME in GameRules.CSV DB)
- The description of French Plan XX has been corrected
- Political actions can be planned now also during the Politics phase
- Battle window: general's values are now displayed also for Commander-in-chief leaders, when used as army generals
- Introduced max number of technological researchs per nation;
- Introduced check on entry year for technological researchs.
- The scrolling offset of the Reiforcements shortcut HQs box is no more resetted when a reinforcement is placed
- Supply rules corrected (HQs may be considered as a supply relay only if supplied)
- Naval movements cannot be anymore performed from land area to another land area, so avoiding the weird moves "inside" Africa
- Added dark caption background rectagle to the combat result texts
- Nationality of strikes and rebellions is now always the same of the owner controlling the target areas
- The political action "Restore Order" now suppress also unrests of other nationality, provided they are located inside the acting nation
- Added memory optimization for background music playback
- Sound engine improved in order to avoid memory leaks and out of memory
- Introduced a customizable armonization in battle reinforcemets rule (Fire-Power doctrine) between the Western and the Eastern Front
- The messages for notification of a successful/failed combat doctrine adoption test is now more visible
- The rule for placement of reinforcement in major cities is now ignored in Africa
- Grand Offensive NW checks improved for the cases when the enemy escapes the battle and the area is conquered without combats
- Added some more randmness in commitment of artillery units during major battles
- Removed cheat in major land battles that allowed to move one commitment from one flank to the other
- Message notifications concerning air and naval missions are now displayed on a popup window in addition to the Game Log
- Lines in Statistics window are now drawn bold
- Removed redundant operations that made sometimes the Events and Political AI very slow
- Siege AI refactored (simplified) in order to avoid the allied AI hangs in 4-players mode
- The algorythm for paths calculation has been improved because some naval moves were never allowed
- OV1 game rule has been disabled (Overrun in Fortress area: forces ratio [measured in number of corps, excluding reserves] required to have an overrun, overran forces go inside fortress) because it generated a lot of misunderstandings in players
- Removed a cheat that allowed the teleporting of single units during the Military phase with the drag & drop using the right mouse key, even in enemy areas
- Game map has been corrected in Caporetto, Vittorio Veneto and Belluno area (terrain updated, see scenario changes)
- Game map has been corrected in Trentin border (Cima Presanella and bordering areas)
- Chances of success in technological researchs have been slightly increased
- Offsets of lists inside the Diplomats Management window are no more resetted when a movement or a mission is scheduled
- Diplomats can be now merged even if located in different countries, provided they belong to the same nation
- Improved Military AI in HQ reserves management: now HQs commit at least one corps in first line (two in Fire-Power doctrine), this caused the phantom battles (see Bug Fixes)

(*) Scenario changes:
- Corrected all rail connections
- Corrected several spelling errors in map area names for German language
- Corrected several spelling errors in fleets names for German language
- Corrected several spelling errors in leader names for German language
- Corrected several spelling errors in unit names for German language
- Added some corrections to the English and French marine troops redeployment events
- Introduced a downgrade of attack/defence/morale values for BEF special units (upon II British army entry)
- Corrected the picture of the "Reshuffle" event
- Added condition to the event "Mustapha Kemal is appointed army leader": Turkey must be at war
- Corrected the entry turns for most Austrian events
- Corrected the die roll modifiers for events "Portugal enters the War" and "Japan enters the War": Great Britain must be at war, not simple pro-Entente
- Added a further condition for the event "Torpedoing of Lusitania": Great Britain must be at war
- Corrected the die roll modifier for the event "Torpedoing of Lusitania": +3 instead of -3 if Germany has adopted the political action "Unrestricted Submatine Warfare"
- Corrected the effects of the event "Torpedoing of Lusitania": now it's a gain of US diplomatic level for the Entente, not more a loss
- Corrected the entry turns for most Austrian events
- "Nationalist Agitations" events in Great Britain and France have now a bit less chances to happen
- Added condition for the "Irish Uprising quelled" event: "Spring in Dublin" event has to be occurred
- Added condition for the "American-Mexican War" event: USA must be neutral
- "Rasputin assassinated" event has now difficulty 4
- Terrain of Vittorio Veneto and Belluno areas is now Hills
- Terrain of Caporetto area is now Plains
- Colors of Austria-Hungary have been improved
- 1914 scenario (Russian warplans): the mandatory attacks of Russian I and II armies have been moved from 'West Prussia' to 'Ost Pommern'
- Added two bonus modifiers to the "Senussi Uprising" event draw die roll, that has now so more chances to occurr
- Some bonus modifiers have been removed from the "End of Senussi Uprising" event draw die roll, that has now less chances to occurr
- Once played, the "Zimmermann Telegram" event now creates a new "Diplomacy" event
- Corrected the tanks combat value determination modifier provided the "Estienne / JFC Fuller" event play
- The icon of the "Historical War Plan" event has been moved to the Military group
- "Grandmaison" event can now be played also during turn #2
- The icons of the "Rohr" and "Laffargue" events have been moved to the Technological group
- The difficulty of "Supplementary Munitions" events is now 2
- Now both the "Supplementary Munitions" events can generate max 6 MUN points
- The difficulty of "Reshuffle" event is now 5

Fixed bugs:
- Siege buttons sometimes were disappearing (4-players mode)
- Finally fixed the naval transport and supply bug for the areas bordering the Persian Gulf and Red Sea (see Improvements)
- Fixed a bug that made the drag & drop not working in some occurrences
- The bug of wandering interface elements has been eradicated
- Sieges and battles of just capitulated nations were causing a game hang
- Fixed bug in checks for technology shared and public status transitions
- Trenches level was increased also upon the 2nd or later usages of trench technos
- Fixed a graphic bug in battles window that prevented the scrolling on the right of units on the Rear of naval & air battles, and sieges
- Some multiplayer bugs fixed (crash upon load end on client, synchro of die rolls upon turn startup)
- Justly planned diplomatic moves can now be undone
- Fixed a rare bug in diplomatic missions: only one mission over two were performed in some circunstances
- Fixed a bug in Munitions speding during battles: MUN points were spent during the first three combat rounds when a fortress is present, not during the fourth and following rounds, as designed
- Fixed rare crash in Grand Offensives planning window
- Fixed a very rare crash in save procedure (land battles, only for advanced game more)
- Land battle result determination improved: the cause of the weird results now eliminated
- Fixed bug in diplomatic missions: AI was so quick that was able to schedule two missions per turn
- Fixed an extremely rare hang on siege screen (4-players mode only)
- Fixed a small bug in rail moves that prevented the generation of battles
- Fixed some small bugs in volume settings for sound effects and background musics
- Fixed a regression bug in 1.05i that made all air duels not occurring
- Fixed a crash on game quit caused by the Austrian event that makes Prague as third capital of the triple monarchy in Austria in case of successful reformation
- Fixed display error on refresh of Diplomats Management window
- Removed the flickering of "AI is working" black window when exiting the Statistics page
- Fixed siege hang occurring when the city has already fallen in friendly hands
- Fixed rare hang in battles occurring when the AI had practically no valid choice in tactical options
- Fixed bug in RP spending procedure (if all independent detachment RPs were spent before proceding to the GHQ/Army ones, any further spending became impossible)
- Finally removed the freeze on game playback transitions
- Fixed a bug in war lengh checks that caused big NW losses to most nations
- Fixed the erratic army-by-army hang (during AI activations)
- Fixed a bug in Isolation checks: the Isolation/Supply counter was resetted every time the savegame is reloaded
- Fixed bug in Multiplayer engine: loss of synchonization in dice roll seed for Initiative order determination when no player had scenario rule preordered initiative
- Fixed bug in Multiplayer engine: loss of synchronization in dice roll seed during the execution of orders and actions
- Fixed bug that made impossible the processing of separate peace proposals
- Fixed display error that reported the result message for the combat doctrine research tests even for void doctrines (in case of a planned Grand Offensive with no new doctrine adoption)
- Fixed a display error in determination of areas to be highlighted with the yellow filter on map (areas reachable by normal movement)
- Fixed some bugs that caused a generic failure on check procedure of political actions conditions (i.e.: "Polish Military Government")
- Map tooltip engine has been refactored in order to avoid the random crashes occurring on some PC configs
- Political actions that can be adopted only once cannot be anymore scheduled
- Added a check to avoid the hang on last siege before end-turn/phase in 4-players mode
- Fixed a crash caused by antivirus programs when the AI stores the evalutaion of her performances in SEQ files
- Fixed a bug that made impossible the battle reinforcements from GHQs in case no army HQ was involved
- Added a check on death for admirals reinforcements received by political action "New Leader"
- Partially rolled back because making the game extremely slow (now it's tweakable in the Options window): Fixed a display error in determination of areas to be highlighted with the yellow filter on map (areas reachable by normal movement)
- Fixed error in parametrical texts for NW bonus triggered by US corps landing in Europe
- Fixed crash in up/down scrollings in Technological Researchs window
- Removed the pro-enemies NW benefits for US corps landing in Europe
- Removed the unappropriate NW penalties caused by the conquests of the allied nations
- Fixed a regression display bug in Diplomats Management window that freezed sometimes the list of ambassadors once an action was scheduled
- Fixed the phantom battles bug: those battles that ended without one single round fought

(*) : old savegame are not affected, sorry.

animaluk
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al memory

Mon Feb 16, 2009 7:20 pm

what does this box does it need to be ticked :D

tagwyn
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Mon Feb 16, 2009 7:55 pm

What!!? t

AndrewKurtz
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Mon Feb 16, 2009 8:11 pm

animaluk wrote:what does this box does it need to be ticked :D


I'll let calvinus confirm, but I think some Anti-Virus software has issues with WWI writing files to disk. So if that is the case and you cannot configure your AV to ignore WWI, then this is a way to turn of the storing of AI information to disk.

Again, this is what I think, but I'll let calvinus confirm and also specify the downside to having this checked.

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calvinus
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Mon Feb 16, 2009 8:37 pm

Confirmed. This check-box prevents all store procedures of AI memory on the HD. So the AI will not remember his knowledge about the enemy stacks composition, the enemy espionnage, the garrisoning constraints.... :(
That means whenever you load a savedgame, the AI starts with a blank memory!

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Franciscus
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Mon Feb 16, 2009 9:12 pm

calvinus wrote:Confirmed. This check-box prevents all store procedures of AI memory on the HD. So the AI will not remember his knowledge about the enemy stacks composition, the enemy espionnage, the garrisoning constraints.... :(
That means whenever you load a savedgame, the AI starts with a blank memory!



I have not tried it, but this option (blank AI memory) can be potentially ruinous. I remember years ago the same problem with Rome Total War - it also had a blank memory everytime we loaded a saved game, and it was a disaster (Haa, the memories - and how different the devs - it required a long flame war and an online petition :blink: for the RTW devs to finally acknowledge and correct this glaring bug. Those were the days :D :p apy :)

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calvinus
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Mon Feb 16, 2009 9:25 pm

The problem is that I'm contended among those who want zero crashes, those who want an acceptable AI and the antivirus programs that do not trust in the game I/O operations and make WW1.exe crashes... and I'm exactly in the middle of this mess! :D

Edit: so I have to make everybody happy. To do so I added this check-box, I renamed all that files into .txt (maybe a more trusted file extension??? :confused :) and I made the I/O operations are performed when the game quits (not during runtime)! I hope this will be enough in my war against the nasty antivirus! ;)

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dooya
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Mon Feb 16, 2009 9:32 pm

calvinus wrote:The problem is that I'm contended among those who want zero crashes, those who want an acceptable AI and the antivirus programs that do not trust in the game I/O operations and make WW1.exe crashes... and I'm exactly in the middle of this mess! :D

Edit: so I have to make everybody happy. To do so I added this check-box, I renamed all that files into .txt (maybe a more trusted file extension??? :confused :) and I made the I/O operations are performed when the game quits (not during runtime)! I hope this will be enough in my war against the nasty antivirus! ;)
Why don't you save the AI stuff into the save game? I have never heard of an Antivirus going insane on saving a savegame. Even Autosave functions are frequently used. :confused:
No quote - No bullshit!

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calvinus
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Mon Feb 16, 2009 9:40 pm

The autosave files (.SAV & .MAP) files are already worth of 4 MBs. In addition, if I use a single .txt files for all matches, I have a shared knowledge that is not linked to the single savegame. AI knowledge is also the strategic choices, plans, diplomatic strategies, etc. etc. So a unique repository is a must.

animaluk
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tick

Tue Feb 17, 2009 1:06 am

so if this box is ticked the al does not remember.

Syagrius
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Tue Feb 17, 2009 2:54 am

Installed the patch and got an endless politics processing at the start of military phase, didnt happened with the previous beta.
Roma Aeterna Est

patrat
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Tue Feb 17, 2009 3:39 am

let me get this straight.

checked box = no AI memory

unchecked = AI memory

is this correct?

AndrewKurtz
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Tue Feb 17, 2009 4:18 am

patrat wrote:let me get this straight.

checked box = no AI memory

unchecked = AI memory

is this correct?


I think you might have it backwards.

Motley
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Desktop

Tue Feb 17, 2009 7:11 am

I will be playing world war one and the game just crashes on my desktop for no reason? I have talk to 9 people and they all have the same problem and i have patch 1.05f I see u have 1.06a is that going to solve this problem? Really sick of it crashing i can't even get into it cause when i do it crashes. :confused:

Anthropoid
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1.06 + "temp fix for slowness" = 1.06a ??

Tue Feb 17, 2009 7:51 pm

The first post in the "1.06 Patch" thread in the Help Improve WW1 section here:
http://www.ageod-forum.com/showthread.php?t=13154

ought to be edited so that a link to this thread and the 1.06a patch is provided.

I just DLed 1.06 patch and the "Temporary Fix for 1.06 slowness" that Calvinus attached in post #17 of the thread hyperlinked above.

Now I'm not sure if should bother DLing this 1.06a version or if the 1.06 version plus the zipped up "temp fix" from the thread above is equivalent to 1.06a?

patrat
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Tue Feb 17, 2009 7:54 pm

i would assume they are the same. i have the same as you, 1.06 plus the a fix.

until i hear differant from calvinus im sticking with that.

AndrewKurtz
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Tue Feb 17, 2009 8:36 pm

patrat wrote:i would assume they are the same. i have the same as you, 1.06 plus the a fix.

until i hear differant from calvinus im sticking with that.


I would think you are always better off installing newly released official patches when they are released after beta patches (which is what the 1.06 and the hot fix where).

Motley
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Froze

Wed Feb 18, 2009 12:58 am

Played 10 mins froze even quicker than usual...... I was Austria playing the military phase and as soon as i was done, the battle of liege took place and it froze after i clicked on next battle. 4 player mode. The only thing i had running was sounds and monitor resolution. I have macaffee virus scan. I've never in my entire life had such a problem with a game to work and 3 patches later....

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calvinus
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Wed Feb 18, 2009 8:18 am

Anthropoid wrote:The first post in the "1.06 Patch" thread in the Help Improve WW1 section here:
http://www.ageod-forum.com/showthread.php?t=13154

ought to be edited so that a link to this thread and the 1.06a patch is provided.

I just DLed 1.06 patch and the "Temporary Fix for 1.06 slowness" that Calvinus attached in post #17 of the thread hyperlinked above.

Now I'm not sure if should bother DLing this 1.06a version or if the 1.06 version plus the zipped up "temp fix" from the thread above is equivalent to 1.06a?


1.06 was a beta-patch. You have to install the official 1.06A over your current version of the game.

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calvinus
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Wed Feb 18, 2009 8:22 am

Motley wrote:Played 10 mins froze even quicker than usual...... I was Austria playing the military phase and as soon as i was done, the battle of liege took place and it froze after i clicked on next battle. 4 player mode. The only thing i had running was sounds and monitor resolution. I have macaffee virus scan. I've never in my entire life had such a problem with a game to work and 3 patches later....


Does "freeze" means the game totally hang without proceeding to the next turn? Or you had simply to wait a while before entering the new turn. End-turn operations could take a while, and some sound effects are usually played, following particular events.

The Sound Engine is giving still problems on a few PCs. In some cases, for example, the cause is the not-updated sound card codec drivers. I would suggest you to try without sounds. Unfortunately, I and Nik (the developer of irrKlang library) tried to reproduce such freezes without any success. I will ask Nik to investigate further on this issue.

Edit: I will download and installe a trial copy of McAfee virus scan, so I will make a test using a configuration similar to yours. I have a Realtek sound card chipset, updated to v6.01... of codec drivers, you?

Edit: in the meanwhile, have a look also here: http://www.ageod-forum.com/showthread.php?t=13200

Serpent77
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Wed Feb 18, 2009 12:10 pm

Thanks for the nice patch! I am able to see an intro moovie at last! The black screen has gone!

Anthropoid
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Thu Feb 19, 2009 12:41 am

calvinus wrote:1.06 was a beta-patch. You have to install the official 1.06A over your current version of the game.


Cool thanks for clarifying Calvinus. However, since it seems to be runnng like a top (played several hours yesterday and will do some more tonight!) I think I'll finish my current game before I install the official 1.06a.

And BTW, I'm really lovin' this game now! I know I've only just started to scratch the surface, but now that I can actually play it a bit, and it runs smooth, I am seeing that there is a very intricate, beautiful, well-thought-out, and enjoyable piece of art/culture here to savor! :thumbsup:

Motley
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Thu Feb 19, 2009 6:58 am

calvinus wrote:Does "freeze" means the game totally hang without proceeding to the next turn? Or you had simply to wait a while before entering the new turn. End-turn operations could take a while, and some sound effects are usually played, following particular events.

The Sound Engine is giving still problems on a few PCs. In some cases, for example, the cause is the not-updated sound card codec drivers. I would suggest you to try without sounds. Unfortunately, I and Nik (the developer of irrKlang library) tried to reproduce such freezes without any success. I will ask Nik to investigate further on this issue.

Edit: I will download and installe a trial copy of McAfee virus scan, so I will make a test using a configuration similar to yours. I have a Realtek sound card chipset, updated to v6.01... of codec drivers, you?

Edit: in the meanwhile, have a look also here: http://www.ageod-forum.com/showthread.php?t=13200



After the battle was done i click on next battle and the game froze the mouse then the windows screen came up and said program not responding and i was playing with no sound other than sound affects and the graphics set at1024/868 or whatever it is. If u make it work on my computer it will work on everyone elses.

thank motley

Motley
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Thu Feb 19, 2009 7:15 am

Motley wrote:After the battle was done i click on next battle and the game froze the mouse then the windows screen came up and said program not responding and i was playing with no sound other than sound affects and the graphics set at1024/868 or whatever it is. If u make it work on my computer it will work on everyone elses.

thank motley


The game runs great just the speratic crashes :(

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calvinus
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Thu Feb 19, 2009 8:27 am

Motley wrote:After the battle was done i click on next battle and the game froze the mouse then the windows screen came up and said program not responding and i was playing with no sound other than sound affects and the graphics set at1024/868 or whatever it is. If u make it work on my computer it will work on everyone elses.

thank motley


Ok Motley maybe I understood the problem. You wrote that you play with musics off and sound effects on, right? You have a crash sometimes when you click on the "Next Battle" button, and I guess this is the last battle. So it means the click of that button triggers all the end-turn operations, that bring you to the Events phase, right? At the beginning of this phase, a lot of events are checked, and if triggered, they commonly require a sound effect to be played. Now I believe that, on some PCs only and/or with some sound cards only, if more than one sound effect is played in the same moment (2+ events occurred), the game crashes.
Well, what I can do is to build a version where no more than one sound effect is played per time. Once done, I can send you a trial WW1.exe, and if it works it means we have found (finally) a solution even for the most unlucky PCs. It's ok for you? ;) If yes, send me your email address via PM and I will send you the trial WW1.zip as soon I finish this job. :)

Syagrius
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Location: Gatineau, Quebec, Canada

Thu Feb 19, 2009 3:13 pm

Last night got again that lousy "Politics AI" endless processing at the beginning of military phase :confused: It was ok with the beta but having these since 1.06a..
Roma Aeterna Est

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calvinus
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Thu Feb 19, 2009 3:23 pm

Post here the savegame, I will run it several times until I reproduce the problem.

Thanks,
Calvinus.

Motley
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sounds good to me!

Fri Feb 20, 2009 5:43 am

calvinus wrote:Ok Motley maybe I understood the problem. You wrote that you play with musics off and sound effects on, right? You have a crash sometimes when you click on the "Next Battle" button, and I guess this is the last battle. So it means the click of that button triggers all the end-turn operations, that bring you to the Events phase, right? At the beginning of this phase, a lot of events are checked, and if triggered, they commonly require a sound effect to be played. Now I believe that, on some PCs only and/or with some sound cards only, if more than one sound effect is played in the same moment (2+ events occurred), the game crashes.
Well, what I can do is to build a version where no more than one sound effect is played per time. Once done, I can send you a trial WW1.exe, and if it works it means we have found (finally) a solution even for the most unlucky PCs. It's ok for you? ;) If yes, send me your email address via PM and I will send you the trial WW1.zip as soon I finish this job. :)


Okay i am going to ottawa this weekend i will be back sunday night/early monday morning for u ;)

Motley
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Interesting

Mon Feb 23, 2009 5:01 am

Calvinus i dragged the patch over and it overwrote the old exe. while i was playing i made it to september without a crashing but both times i played i had the same problem after a battle it went to another battle but the battle was paused and i couldn't unpause it... so i had to alt cntrl del to get out but it didn't say not responding which is a good sign but the pause for no reason is different... Has anyone mentioned that before?

Thanks motley

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