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calvinus
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Official Patch 1.06D

Wed Apr 08, 2009 2:51 pm

Hi all, I'm glad to announce a new official patch 1.06D

Link to Patch 1.06D:
http://ageoddl.telechargement.fr/3rdParty/WW1/Patches/WW1_Patch_v1.0.6d.exe

Link to the Demo Patch 1.06D:
http://ageoddl.telechargement.fr/3rdParty/WW1/Patches/WW1_DemoPatch_v1.0.6d.exe

Here the news...

[Version 1.0.6b]
[Version 1.0.6c]
[Version 1.0.6d]
************

New features:
- Political action "Appoint New Leader" can be now adopted only if at least one new historical leader is available
- Enemy rail tracks are now converted by corps located in conquered areas, at the end of each Military Phase
- Enemy rail tracks are now automatically converted in conquered areas (no need of corps garrisoning) at the end of each Interphase
- Armies of surrendered nations are now fully disbanded (customizable via PeaceRules.csv DB)

Improvements:
- Sound effects can now be played only one per time, in order to prevent the erratic crashes reported on some PC configs / sound cards / codec drivers
- Fog of War engine has been refactored in order to improve the game performances during the map refresh procedure
- The Map Engine has been refactored in order to improve the game performances during the map refresh procedure
- Added several checks in political actions to avoid the adoption of "Call to D'Annunzio" and the other territorial promises if Italy is already at war (similar checks added also for Rumania and Bulgaria)
- Popup menu for Change Command action now shows the exact number of corps in armies (before only first line corps were counted)
- Messages concerning the economic and NW effects of Submarine Warfare and Blockade are now notified to all players
- Selected units are now highlighted by a coloured square
(*) The selected war plan is now displayed in the tooltip of Grand Offensive buttons
- Removed cheat that allowed to order the retreat with one combat round advance
- "Send Expeditionary force" political actions have been revised and corrected
- Diplomatic AI improved in order to avoid diplomatic moves & missions in nations where no diplomacy can be done (i.e.: Albania) or whose diplomatic level
has already reached the maximum allowed threshold
- Death checks for admirals are now performed at the end of naval combat, and no more overy combat round resolution
- Removed cheat that allowed to activate twice an army (in army-by-army mode) by using a coordination attempt
- Human players cannot send anymore diplomats in surrendered nations
- Political and Diplomatic AI now ignores surrendered nations
- Air/Naval missions now cannot be planned more than once on the same air-squadrons/fleets per turn when the army-by-army activation mode is on
- Committing units from reserves now changes the commanding general only if the unit belongs to an army fighting the battle
- The max sustainable attacks rule for Central Powers is now in effect
- Austria can now build naval steps (shipyards) even at the lowest war economy level
- Corrected the corps construction DB for Turkey that was not allowed to build some corps types
- Events Draw window is now displayed back after the autosave procedure
- War declarations on surrendered nations is no more allowed
- The max number of political actions "New Government" per nation has been halved down (from 10 to 5)
- The political actions "New Government" can now be planned only if the nation capital is not enemy controlled
- The chances for unconditional surrendering of most major nations have been increased
- Conversion of enemy rails can now be performed only if infantry or cavalry corps are stacked inside the detachment
- Conversion of enemy rails no more takes place in case of battle
- Calculation of paths for naval movements has been improved in order to avoid the weird behaviours caused by the intermediate stops
- Removed a major slow down caused by "Grant Supply" turn rule
- Added key territorial considerations in Accept/Surrender AI evaluations checks
- Corrected the PoliticalConditions DB in order to allow the limitations to political actions "New Government" in case of nation capital controlled by the enemy
- Added a nation allegiance double check for the "US Corps landing NW bonus" rule
- Major Offensives can now be planned also for Britons when in French territory
- In case of successful breakthrough, only the reserves of GHQs and of the armies directly involved in combat are taken into account when creating the breakthrough stacks
- Removed some erratic slow downs in land battles during trench warfare
- Corrected the wrong post office bitmap in the telegram window
- Added some key corrections in the max reserves call checks during land battles
- Introduced an outstanding improvement in Military AI in order to prevent the generation of holes in the Front line, especially in Trench warfare
- Introduced an improvement in Military AI in order to support the patching of holes in the Front line
- The "Reshuffle" event now is applied to all events, even to those actually in the hand of players
- Added AI evaluation on weather conditions for attacks plannings during trench warfare
- Improved the defender's obstination in land combats during trench warfare
- Introduced an improvement in Military AI in order to avoid the premature abandonement of Grand Offensives
- Introduced an improvement in Military AI in order to avoid the planning of Grand Offensives for winter time
- Added terrain and weather AI evalution for the planning of spot offensives in movement warfare

(*) Scenario corrections:
- 1914 scenario: Moltke plan, Germany had no main army on Western and Western Fronts
- 1914 scenario: Czar plan, Russia had no main army
- 1914 scenario: Corrected NW / Events effects for "Ultimatum Accepted" war-plan option of Austria
- All scenarios: Right of passage scripted rules have been modified in order to be applied during all game phases, except for those RoP coming from diplomatic events
- 1914 scenario: Enver Pacha is no more Commander-in-Chief of Turkish GHQ and he's now in command of III army
- 1914, 1916 and 1918 scenarios: starting level of National Will value of several nations moved from zero to 40 (this caused an almost immediate unconditional surrender in case of war entrance)
- 1914 scenario: Yavuz Selim battlecruiser (a.k.a Goeben) is no more deployed in Ottoman Fleet by default at scenario setup (it comes only by event)
- 1914 scenario: corrected the Events draw effects of "Volunteers and Ammunition" war-plan options of France
- 1914, 1916 and 1918 scenarios: the rule for Italy sinking Austrian warships does not require anymore the presence of Italian submarines (none at all!) because Italy uses the MAS ships
- 1914 scenario: BEF now enters in play in St. Quentin or Mons, respectively if Belgium is neutral or not
- 1916 scenario setup fix: Russian area 'Klevan' in Eastern Front is now under German control

Fixed bugs:
- Fixed crash in Statistics window (i.e.: Palestine scenario, page #17) caused by a malformed parametrical text for Tanks description (French language only)
- Fixed crash in Air Squadron detail window (when a flying ace is present)
- Fixed a bug that made the dead admirals relive upon successful political action "New Leader" after the loading of a previous savegame
- Removed the AI deadlocks during the placement of an overflow number of camouflaged stacks (this caused infinite AI job)
- Fixed crash in Statistics window occurring only when a weird monitor resolution is active (16:9 monitors)
- Fixed a bug in RP flow calculation and spending (the flow was wrongly resetted at the beginning of each Military/Reinforcements phase so making the spending double-checks partially wrong)
- Fixed a bug in determination of turn number for construction of aircrafts
- Fixed a bug in that made the change fleet command not working
- Fixed a bug that made sometimes impossible the siege bombardments even if artilleries and ammunitions were available
- Informations of just planned Grand Offensives are no more lost upon load of saved game
- Fixed a bug that made AI swapping the turn order even when not allowed
- Fixed a bug that made sometimes the breakthrough detachments out of command
- Fixed a rare crash in "peaceful frontiers garrisoning" rule check
- Fixed a bug the made impossible the Interceptions on the moved armies in Combine Doctrine
- Fixed a bug that made air missing too easy for success
- Fixed a bug in naval combats that caused wrong results in end battle
- Fixed a tooltip error in Recruitments window
- Corrected some wrong tooltips
- Fixed a small display error in the setting of the munition production slider (Munitions window)
- Fixed a bug that prevented the GHQ release of support units (artillery, tanks and assault troops) in defense battles
- Fixed a bug that made always applied the -1 penalty modifier to the Parliament attitude in case of mutiny (social test)
- Fixed a bug that caused sometimes phantom battles (defender considered wrongly as not able to deploy troops, so entailing an immediate defeat)
(*) Fixed a bug in TR_UnitLosses rule that made all submarine damages on blockading fleets and slavic/turkish desertions never happening
- Fixed a bug that triggered the "main front change negative NW effects" even when not needed
- Fixed a bug that prevented the play of political action "Sincere/Bluff peace proposal" even during the winter Interphase
- Fixed a bug in the "Right of Passage" event
- Fixed a bug in AI that prevented often the spending of RPs for refilling units

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

Important: the official 1.06D is all-inclusive, you can install it over any previous version of the game.

Have fun!
Calvinus.

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Chertio
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Wed Apr 08, 2009 3:24 pm

Excellent stuff, thank you Calvinus!

Mowers
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Wed Apr 08, 2009 5:20 pm

"Introduced an improvement in Military AI in order to support the patching of holes in the Front line

Introduced an outstanding improvement in Military AI in order to prevent the generation of holes in the Front line, especially in Trench warfare"


This issue was a big one for me as there was no challenge in the game.

Anyone noticed a difference since loading up the patch? Do the above changes make a difference in the game now? ie will the AI have some troops facing you most of the time?

Frank
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Wed Apr 08, 2009 6:43 pm

Mowers wrote:This issue was a big one for me as there was no challenge in the game.

Anyone noticed a difference since loading up the patch? Do the above changes make a difference in the game now? ie will the AI have some troops facing you most of the time?


Yes the ai is much better now. It holds it front line together and is much more aggressive now. You have to rethink your strategies. It is a complete new game. :thumbsup: In my current game as CP i have difficulties to hold the Russians out of East Prussia. Königsberg is lost and i must send troops from the West Front now to conquerer it back. :wacko: And Serbia makes a few nasty attacks too which forced me to transfer troops from the italian front. I was never forced to do this in earlier versions. ;)

Mowers
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Wed Apr 08, 2009 6:57 pm

Thanks very much for the info Frank, great news that inspires me to start a new game.

Frank
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Wed Apr 08, 2009 7:06 pm

One thing with the new patch what Calvinus maybe could look at is that in earlier versions the ai retreats from a battle even if it was much superior. Now it is the opposite. The ai seldom retreats even if greatly outnumbered. I don´t know if this is a good or bad thing. Need more time to make a final judgement on this matter.

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calvinus
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Wed Apr 08, 2009 7:25 pm

Frank wrote:One thing with the new patch what Calvinus maybe could look at is that in earlier versions the ai retreats from a battle even if it was much superior. Now it is the opposite. The ai seldom retreats even if greatly outnumbered. I don´t know if this is a good or bad thing. Need more time to make a final judgement on this matter.


I played several battles, and I think that it's better now. I feel now much more suspence, and combats look much more tactical. No more easy combats, instead many things to judge...

Frank
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Wed Apr 08, 2009 7:37 pm

Yes on the whole it is positive. But i had a few battles where the ai was the attacker and i on the defend had much more troops. In this case the ai should consider to retreat if it had no hope for victory.

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calvinus
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Wed Apr 08, 2009 8:45 pm

Frank wrote:Yes on the whole it is positive. But i had a few battles where the ai was the attacker and i on the defend had much more troops. In this case the ai should consider to retreat if it had no hope for victory.


I increased the obstination of the defender, not of the attacker. But on the other hand, AI now plans her offensives more carefully and builds her priorities better. The priorities give also the obstination in battle when attacking. So I think you are experiencing the effect of better planned attacks, where the AI gives more importance to target priorities.

Edit: consider also that AI does not know the content of your stacks. Finally, the RP spending procedure now is much more effective, so she works also planning the refill of losses. ;)

Anthropoid
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Thu Apr 09, 2009 2:34 am

Hey, just an idea . . . you might want to ADDIT your first post in this thread to explain that this official 1.06D patch is inclusive, and the others are not necessary to DL and install first.

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calvinus
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Thu Apr 09, 2009 7:24 am

Anthropoid wrote:Hey, just an idea . . . you might want to ADDIT your first post in this thread to explain that this official 1.06D patch is inclusive, and the others are not necessary to DL and install first.


Done, thanks.

Frank
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Thu Apr 09, 2009 2:39 pm

Calvinus, i found a small bug with the new patch. When i get a new leader and place him in an army he has no attack or defend value displayed. In the savegame file he has the correct numbers stored. During battles the new leader have an zero value too.

And why can i commit reserves on some battle only on the third turn onwards and not during the second turn as normal? :bonk:

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calvinus
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Thu Apr 09, 2009 2:53 pm

Frank wrote:Calvinus, i found a small bug with the new patch. When i get a new leader and place him in an army he has no attack or defend value displayed. In the savegame file he has the correct numbers stored. During battles the new leader have an zero value too.


Strange. Yesterday night I received Ludendorff as reinforcement (two stars in attack and defense, great! :thumbsup :) , I placed him and I see normally his att/def values! :blink:

Frank wrote:And why can i commit reserves on some battle only on the third turn onwards and not during the second turn as normal? :bonk:


I have to check the rules, sorry... now I'm leaving for vacations. :)
I'll be back next week... :D

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calvinus
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Thu Apr 09, 2009 3:06 pm

Frank wrote:And why can i commit reserves on some battle only on the third turn onwards and not during the second turn as normal? :bonk:


Ok, flash response: if the Attacker has adopted the Flash Bombardment, you cannot call reserves until the third round. Also, remember that the rules of the battle reinforcements in Russian front are now applied also to the Western Front... the more distant is your GHQ, the later and less frequent you can call reserves... ;) (see GameRules.xls DB, rows RF4 RF5 and RF6 for the Russian Front, and WF4 WF5 and WF6 for the Western Front)... Good luck! :D

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calvinus
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Thu Apr 09, 2009 3:07 pm

Frank wrote:Calvinus, i found a small bug with the new patch. When i get a new leader and place him in an army he has no attack or defend value displayed. In the savegame file he has the correct numbers stored. During battles the new leader have an zero value too.


Are you sure you are not confusing the att/def stars with some other value? :blink:

Frank
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Thu Apr 09, 2009 3:10 pm

I will investigate further today. :sherlock: The leader was Ars so far as i remember.

Btw, Happy Easter Calvinus. You have deserved it. :D

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calvinus
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Thu Apr 09, 2009 3:14 pm

Frank wrote:I will investigate further today. :sherlock: The leader was Ars so far as i remember.


Very strange indeed. On the side of Austrian leaders, I received Puhallo and I saw his one star in defense... :wacko:

Happy Easter to all you!

Frank
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Thu Apr 09, 2009 3:33 pm

Here is the savegame if you need it. Arz is on the serbian front. On the ledger he has the right values but not on the map.

[ATTACH]6995[/ATTACH]
Attachments
SaveGame.zip
(414.47 KiB) Downloaded 411 times

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Tarokaja
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Thu Apr 09, 2009 8:07 pm

calvinus wrote:- Improved the defender's obstination in land combats during trench warfare


Perhaps a little too much ... With the AI as italian player, the italian army is invicible a Caporetto. German stosstruppen seem totally useless now.

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Johnny Canuck
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Thu Apr 09, 2009 8:13 pm

Frank wrote:Yes the ai is much better now. It holds it front line together and is much more aggressive now. You have to rethink your strategies. It is a complete new game. :thumbsup: In my current game as CP i have difficulties to hold the Russians out of East Prussia. Königsberg is lost and i must send troops from the West Front now to conquerer it back. :wacko: And Serbia makes a few nasty attacks too which forced me to transfer troops from the italian front. I was never forced to do this in earlier versions. ;)


Are you playing in simultaneous or army-by-army mode? I ask because I'm most interested in the army-by-army mode, but have heard that the AI is best in simultaneous, so I was wondering if this AI improvement holds for army-by-army too. :)

Frank
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Thu Apr 09, 2009 8:23 pm

I am playing in WEGO mode. I played only one time a few weeks ago the turn by turn mode and the ai wasn´t so good as playing with WEGO. When i finished my current game i will try the turn by turn mode again to see if it has improved too.

vonRocko
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Fri Apr 10, 2009 5:12 am

Thank you for the patch Calvinus! :)

razorbackjac
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Excellent work

Fri Apr 10, 2009 5:39 pm

:thumbsup:

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count taaffe
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Fri Apr 10, 2009 7:20 pm

Hi Calvinus!

vonRocko wrote:Thank you for the patch Calvinus! :)


Yes - I agree - thank you so much!!! It's a great game!!! :coeurs: :thumbsup:

Cheers

GT

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Flop
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Fri Apr 10, 2009 8:36 pm

I finally got my desktop back from the shop yesterday, and I just installed this latest patch. My first reaction is how much smoother it runs now. Great job Calvinus!

I hope you're taking easter off. You deserve it. :)

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Tamas
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Sat Apr 11, 2009 8:13 pm

Tarokaja wrote:Perhaps a little too much ... With the AI as italian player, the italian army is invicible a Caporetto. German stosstruppen seem totally useless now.


I think all that Calvinus meant was that he made the defender AI less likely to retreat. No change to combat parameters AFAIK.

06 Maestro
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Sun Apr 12, 2009 4:28 pm

Flop wrote:I finally got my desktop back from the shop yesterday, and I just installed this latest patch. My first reaction is how much smoother it runs now. Great job Calvinus!


I'll second that. I have started a new campaign with this patch. The difference from this and the initial release is amazing. The "smoothness" factor is huge, plus memory usage is down-no problems so far-its a pleasure to play.

Flop wrote:I hope you're taking Easter off. You deserve it. :)


I'll second that too-take some time to appreciate life.

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Franciscus
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Sun Apr 12, 2009 5:40 pm

Thanks, calvinus :thumbsup:

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Evren
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Mon Apr 13, 2009 2:20 pm

calvinus wrote:Ok, flash response: if the Attacker has adopted the Flash Bombardment, you cannot call reserves until the third round. Also, remember that the rules of the battle reinforcements in Russian front are now applied also to the Western Front... the more distant is your GHQ, the later and less frequent you can call reserves... ;) (see GameRules.xls DB, rows RF4 RF5 and RF6 for the Russian Front, and WF4 WF5 and WF6 for the Western Front)... Good luck! :D


But this rule only applies if you're drawing reserves from the GHQ. The same thing happens to me (i cannot commit my reserves before the third round) when i try to commit reserves from the same Army HQ, even before the Flash Bombardment Doctrine.

Can anyone else confirm this?

PS: Great work Calvinus. I can also confirm that the battles became much better.

Frank
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Tue Apr 14, 2009 8:46 am

Calvinus, regarding the missing leader values i notice after starting an 1916 scenario that leaders like Brusilov and Arz have no stars in their portrait too. In the ledger they are correctly noted.

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