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RGD Cards in 1.05a/ Other Issues
Posted: Mon Apr 20, 2015 3:52 pm
by richfed
I have noticed that some of the cards disappear from play if you try to use them but they were unsuccessful in their purpose --- Sea Mines, Martial Law, Mescaleros are ones I noticed.
Other issues with this patch:
-- Union AI is very passive [normal aggression, AI more time, all behaviors, default detection & activation] ... Summer 1862 and no battles of any importance ... just skirmishes. Nothing going on.
-- The pulsating regions and are all out-of-whack; non-existent in some cases, over-bearing in others
-- Experienced on CTD Was through plotting my movements, etc. Had my cursor on a RGD card [I think it was Clearing] and suddenly an error popped up that the game could not continue and it crashed
-- Some Retreat issues .. small Union force moved in to Harpers Ferry from the N, and just sat there to be battered ... regions to their rear were clear.
-- Morale points are still off-center
I have no saves, sorry ... am going to do a clean re-installation and see how it goes
Posted: Mon Apr 20, 2015 11:56 pm
by Cardinal Ape
richfed wrote:I have noticed that some of the cards disappear from play if you try to use them but they were unsuccessful in their purpose --- Sea Mines, Martial Law, Mescaleros are ones I noticed.
There was some discussion in another thread about that issue. I think Pocus hinted that the cards not being removed on failed attempts was a problem? So I think it may be intended that failed RGDs are removed.
Posted: Tue Apr 21, 2015 8:54 am
by Pocus
Indeed, a failed RGD, for whatever reason must be removed. This is an exploit to spam each turn a failed RGD until it succeeds, this was not the intent and I'm not very happy versus myself of having overlooked that initially.
As for passive AI, I don't think there is something in the recent code that can alter its behavior, so if others can be watchful of this potential issue, I would appreciate.
Posted: Thu Apr 23, 2015 5:51 pm
by richfed
I have completely removed the game. Then I installed the version 1 Setup & patched - in-game - directly to version 1.05a. Also, added in the BRS add-on.
# 1 & 2 above are still present. AI is just horrible. Union seems to build, but does not move aggressively, except in the trans-Mississippi with raid-type attacks. Oh, and a small force attacks at Harper's Ferry ... and keeps attacking until they are no more. Now, finally, in August 1862, McClellan with a small force has struck near Marion, VA and cut the rail line. That is it! In well over a year. KY has joined the Union. Pulsating regions has not yet been addressed with a fix.
#3 - One CTD .. it was of the"unable to write" type. I had forgotten to set the game .exe to Run As Administrator. Seems OK now.
#4 - With all the discussion, I guess this is WAD --- but I really don't find it realistic for a force to enter a region like Harper's Ferry to be effectively abandoned and apparently to stay there at all costs.
#5 - Total National Morale indicator - minor, I know, is still off-center.
Not sure I like it, but I am happy to know that the issue with RGDs is WAD. Until the AI is jump-started with a good Kick in the Ass, there is really no point in playing; solitaire, nothing happens. I did bump up the detection setting, but it made no difference. AI is ON with More Time, All Behaviors, Normal Aggression, Historical Attrition, Battle Planner ON, Easy Supply ON, Naval- Standard Rule, NO Auto-Replacements ... everything else is Default.
Posted: Fri Apr 24, 2015 2:32 am
by richfed
True to form, McClellan just sat there [Wytheville, VA], so I sent Jackson Corps, by rail, down to greet him. First appearance of the Battle Planner! in September 1862. A turn or two later, the game completely froze at Day 7 during processing. I could not exit the game. I got a CW2.dmp file - but it weighs in at 942MB, so I guess I'm not uploading it. I ended up having to do a hard boot to get my PC stabilized again. I will attach saves, but I just know it will process just fine. Never had that happen while playng an Ageod game.
Posted: Fri Apr 24, 2015 6:23 am
by DrPostman
Pocus wrote:
As for passive AI, I don't think there is something in the recent code that can alter its behavior, so if others can be watchful of this potential issue, I would appreciate.
It's become quite an issue. A lot of players are reporting this now. I've
noticed it in the game I was playing before I updated. The South stopped
being aggressive.
Posted: Fri Apr 24, 2015 1:54 pm
by Pocus
I believe I found the issue, time for another patch it seems.
Posted: Fri Apr 24, 2015 5:24 pm
by DrPostman
Pocus wrote:I believe I found the issue, time for another patch it seems.
