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PhilThib
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Beta Patch 1.06

Fri Feb 13, 2009 3:03 pm

Just came back, in time to post here Calvinus last huge efforts. Please enjoy and report :thumbsup:


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

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


PS: I'll be away from Internet all of next week. :cool:
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Serpent77
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Fri Feb 13, 2009 3:33 pm

As far as I understand, it is a beta patch?
You have just reported ''Thread closed as new 1.06 patch is now available'' in the thread http://www.ageod-forum.com/showthread.php?t=13005&page=2 hence the confusion.

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calvinus
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Fri Feb 13, 2009 3:38 pm

It will become official on next monday, when I will send the new WW1 Master to Ascaron.
So you have the full week-end to report me your feedbacks. ;)

AndrewKurtz
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Fri Feb 13, 2009 3:39 pm

PhilThib wrote:PS: I'll be away from Internet all of next week. :cool:


Lucky YOU!

tagwyn
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Beta Changes!

Fri Feb 13, 2009 7:21 pm

Luca: No, lucky you my friend. LOL. :p apy:

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calvinus
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Fri Feb 13, 2009 8:01 pm

Herewith the news:

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

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


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


(*) 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


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

Elements highlighted in bold refer to the 1.0.6 as a difference from 1.0.5L.

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Egoix
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Fri Feb 13, 2009 8:10 pm

Are you going to release the hi-res manual on monday also? i´m eagerly awaiting it :love:

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calvinus
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Fri Feb 13, 2009 8:25 pm

Yes! :gardavou:

The lo-res manual is already included in the patch. ;)

patrat
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Fri Feb 13, 2009 10:00 pm

just tried 1.06, new game not save.


i still had both ypres and compienge lost without a fight. both had 4 corps in the line.

in ypres case all my units got wounded immediatly. i didnt even have a chance to deploy them. the battle screen came up, they were immediately wounded, then the results screen came up and the go to next battle started flashing.

Johnnie
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Sat Feb 14, 2009 1:10 am

Is the low resolution manual the printer friendly one ??

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Groucho
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Slows The Game

Sat Feb 14, 2009 5:32 am

Is there a reason that since I installed the 1.06 patch the game runs r-e-a-l s-l-o-w? The phase where the moves are executed literally take up to half an hour to complete.

This was not the case with 1.05f.

patrat
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Sat Feb 14, 2009 7:52 am

started another 1918 scenerio and my troops in sossions retreated without a fight and were not only wounded but lost all of 4 corps in the frontline.

i got a message that they suffered heavy caustlies due to a disordered retreat far from supply. which is funny since they had a clear line of retreat and were right next to a supply source.

patrat
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Sat Feb 14, 2009 7:57 am

a differant problem also occurs in the 1918 scenerio when i just click on lawrence in arabia, the game freezes for about 5 minutes. afterwards i can play normally. but if i click on lawrence again the game freezes for 5 minutes more.

its weird especially since ive never had my game freeze like that before this patch.

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calvinus
Posts: 4681
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Sat Feb 14, 2009 8:28 am

Groucho wrote:Is there a reason that since I installed the 1.06 patch the game runs r-e-a-l s-l-o-w? The phase where the moves are executed literally take up to half an hour to complete.

This was not the case with 1.05f.


Do you mean when you plan the moves or you see the moves enacted??

If you mean when you plan the moves, the lags upon stack selections are due to the fix in the determination procedure of the yellow pulsating filter on the map (that highlights the areas reachable by movement): I have been asked to remove the speed optimizations because they did the filter with errors. If this fix is making the game unplayable, please tell me in time, so I roll back the change in time for the official patch!!! :love:

If you mean when you see the movements executed on the map, have you modified the speed bar of moves in the Options window? :blink:
Otherwise, you disabled the FoW, so you see ALL moves...

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calvinus
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Sat Feb 14, 2009 8:30 am

patrat wrote:a differant problem also occurs in the 1918 scenerio when i just click on lawrence in arabia, the game freezes for about 5 minutes. afterwards i can play normally. but if i click on lawrence again the game freezes for 5 minutes more.

its weird especially since ive never had my game freeze like that before this patch.


Ok, now this makes me sure now that the fix on yellow filter is making the game unplayable! I'm going to roll back it immediately!

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calvinus
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Sat Feb 14, 2009 9:15 am

Yellow filter changes rolled back! The game was too slow! The official patch 1.06a on monday will be ok. Do not hesitate in posting the urgent reports. :thumbsup:

Thanks again,
Calvinus.

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calvinus
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Temporary fix for 1.06 slowness

Sat Feb 14, 2009 12:08 pm

Several people have reported game lags during movements of armies.
As said before, this was caused by the fix on the pulsating yellow filter on map.
A couple of you have tested a temporary fix, where I rolled back that fix. The game now works fine as before (1.05L).

The official patch 1.06a will be aligned to this roll-back.

For the time being, you can find herewith enclosed as attachment a temporary fix that will make the game playable as before: unzip the attachment and copy the files on the game folder.

The official version 1.06a will be released on monday 16th feb.

Very Important:

1) this fix is not compatible with the demo version.
2) the language is new set to English, so if you are playing in French, open the WW1.ini file (text editor) and set:

Language="FR"

(or "SP" for Spanish, of course).

Thanks,
Calvinus.
Attachments
WW1.zip
(2.96 MiB) Downloaded 354 times

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Bruit Bleu
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Sat Feb 14, 2009 12:19 pm

This 1.06 patch is great news ! :)

I just tried it, and saw there are still map problems in Sicily or Golfe de Gascogne. Shouldn't it be solved with the "February patch" ? ;)


And a question : will the manual be translated in French ? 200 pages are a bit too much for me... :o
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Hanno
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Sat Feb 14, 2009 12:21 pm

I had had no game slowing effects (but I have a powerful PC). But the correct working of the yellow range is really important to plan your moves. Otherwise we need to sit there with the Terrain effects chart and calculate each and every move by ourselves. (This is what I am doing right now)

Thanks for the patch Calvinus

Hanno

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calvinus
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Sat Feb 14, 2009 12:22 pm

Bruit Bleu wrote:This 1.06 patch is great news ! :)

I just tried it, and saw there are still map problems in Sicily or Golfe de Gascogne. Shouldn't it be solved with the "February patch" ? ;)


Eh eh... I had so much work for this release, waiting also the Spaniards, that I was unable to do that... :(

Bruit Bleu wrote:And a question : will the manual be translated in French ? 200 pages are a bit too much for me... :o


Volunteers??? :D

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Bruit Bleu
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Sat Feb 14, 2009 4:57 pm

In fact, a few chapters have been translated (here and there).
But that's a lot of work (~230 pages) and you can't expect volunteers to do the job that should be done by a professional translator. ;)

Come on ! Ageod is a french company ! :)


Personnaly I played a few quick games, but I can't really enter this complex simulation without a proper manual. :o
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calvinus
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Sat Feb 14, 2009 8:50 pm

Hanno wrote:I had had no game slowing effects (but I have a powerful PC). But the correct working of the yellow range is really important to plan your moves. Otherwise we need to sit there with the Terrain effects chart and calculate each and every move by ourselves. (This is what I am doing right now)


Tomorrow I will study a solution, because the game must be playable.
Such lags are not admitted... :wacko:

patrat
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Sat Feb 14, 2009 10:42 pm

"- Removed cheat in major land battles that allowed to move one commitment from one flank to the other -"




you can still move units from one flank to the rear and then deploy them to the other flank. you can do this even after the battle has started.

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calvinus
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Sat Feb 14, 2009 11:05 pm

patrat wrote:you can still move units from one flank to the rear and then deploy them to the other flank. you can do this even after the battle has started.


This is allowed. Not a bug nor a cheat.

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Clovis
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Sun Feb 15, 2009 12:39 am

Bruit Bleu wrote:
Come on ! Ageod is a french company ! :)





a very small French company
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Franciscus
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Sun Feb 15, 2009 2:35 am

A quick test with 1.06, Serbia scenario, revealed, at least in my desktop:
- No noticeable lags related to the pulsating yellow movement filter :confused:
- No lags related to changing musics :thumbsup:

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calvinus
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Sun Feb 15, 2009 9:20 am

Franciscus wrote:- No noticeable lags related to the pulsating yellow movement filter :confused:


You have installed the temporary fix WW1.zip posted here?
Or you have a particularly fast PC? :D
Or you never clicked on a stack composed only by fast cavalries (i.e.: Arab Army in 1918 scenario)? ;)

Eh eh... the lag is there and it's awful in some cases. :(
This is why I reintroduced the speed optimization.

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calvinus
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Sun Feb 15, 2009 10:45 am

Two news that will be very welcome! :thumbsup:

AI improvement:
- 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)

Bug fixed:
- Fixed the phantom battles bug: those battles that ended without one single round fought

Edit: the number of such phantom battles look now considerably reduced, and the remaining ones are caused by a real absence of troops available for the first lines.

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Tamas
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Sun Feb 15, 2009 10:55 am

:thumbsup:

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Franciscus
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Sun Feb 15, 2009 11:51 am

calvinus wrote:You have installed the temporary fix WW1.zip posted here?
Or you have a particularly fast PC? :D
Or you never clicked on a stack composed only by fast cavalries (i.e.: Arab Army in 1918 scenario)? ;)

Eh eh... the lag is there and it's awful in some cases. :(
This is why I reintroduced the speed optimization.


No temporary fix, just the beta 1.06
Not a particular fast PC, but good, IMHO - Intel Core Duo E6550, 2 Gig RAM;. ATI HD 4670 512 Mb RAM
No cavalry stacks - only the Austrian stacks of the Serbia scenario

The movement range filter is essential, IMHO. Maybe if it was different (not pulsating ? or, as in AACW, just the number of days needed besides the tracks to be followed ??) it could be implemented ?

Regards

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