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Pocus
Posts: 25662
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Public beta Patch 1.01 RC9 (upd oct 31)

Tue Sep 30, 2014 5:37 pm

Dear players,

Ninth public beta patch for End all Wars can be found here:


http://www.ageod-forum.com/downloads/latest/Patch_EAW_v1.01rc9.exe

It is much advised to restart a new game with it as a lot of events won't work properly otherwise. There is a lot of improvements in several areas. Once the patch seems devoid of any major bug, it will be made official.
This public beta patch is made with an Ageod installer, so there is no auto update of any sort. If you want to use it on your Steam copy, make a copy of EAW before applying it (yes, that's possible and it works).

Orange: new to RC8
purple: new to RC9
Red: significant addition.

You must use the default forum theme (dark grey) to see the colors without having your eyes bleeding

End all Wars Updates (1.01)

Patch 1.01
Release Date: October 2014
How to update your game:

This patch is a comprehensive patch.

LIST OF CHANGES


Gameplay

Grand Headquarter can have more armies.
TrenchLevel memory: If you have at least 50% military control, you can get the previous trenches of the region!
Improved supply in-stack distribution
Stacks helping others through MTSG will be placed back in their original region, even if in retreat. Posture will be defensive, not passive.
Stacks assaulting a structure and ordered to retreat will simply stop the attack.
stacks don't retreat from regions not having an offensive posture stack
Stack in retreat or doing MTSG can't cross blockaded river or pass through 'front' because of ZOC.
Leaders will only lose seniority on January 1st and July 1st, this should help for promotion potential.
Traffic rule (in work)
fix for RGDs & AI not playing some



Interface & Engine
Decision cost added instantly to interface.
Fixed negative display loss in resources.
Fixed reversed battle plans effect
Fixed bullets display in cityscape
Message panel opens on scenario start (allows seeing first red pop up)
Fixed resources costs display issue (gui game options)
Fixed crash in stack panel
Added back random variation in display loss
Commander in Chief indicator shown in Stack panel (in yellow and in tooltip on unit)
Music sound volume can now be tweaked (yeah!) - need editing a file though:
you can alter music volume by adding a value between 20 and 100 in general.opt
inoMusicVolume = 60 // music volume, default is 60
Tooltips are shown in hosting if battle report or planner visible
Can see up to 20 nation tags in recruit panel
Regions list show ammo amounts only in the supply column
Supply filter (2) improved
Fixed railpool value disappearing if at the low level
Flag shown during an ongoing battle will be the one of the Commander in chief.
Fixed a display glitch in message panel
Battle planner improvements:
Day of battle shown
Colored, more detailed battle plans description with advice
Terrain tooltip shown on terrain icon
Up to 3 leaders (the most important ones) per side shown, with tooltip indicating their command
% of your troops (and number of elements) in infantry, cavalry, artillery, tank. Same for the enemy.
Most preeminent posture shown for you and enemy. If low cohesion, special indicator.
Can activate in Options Window, Main Menu, an alternate way of showing the postures and ROE in Stack Panel ('flat view')
In Ledger, Unit List, units under construction are now shown as fixed.
Enlarged Event window for better readability
Equipment captured during battle traced in turn history
can't enter anymore (and erroneously) in structures not designed to handle sieges
when doing drag&drop, name of over region appears
Added 2 moddings options for script command AlterCuSubUnit : SetSupplyPerc & SetAmmoPerc
can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
Fixed a display bug in region list leading to false infos
Ammo trains gauge now displays ... ammos!
Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
Also corrected supply and assets production not taking into account loyalty/alignment
Tooltip background rectangle can have color and opacity changed by modding

better AB display in Forces & Units list, leaders sorted properly by name. Units ID sorted as expected (5th before 11st)
Console can reliably be put back at the forefront
Penetration displayed in element details.
In Forces, Units, Regions listing, can scroll one page at a time with key up/down. Tooltip added to the scrollbar also.




Historical setting, data and events
Terrains: all Links re-established as "Is Crossing = 1". Should fix weird off map naval moves in the Atlantic Ocean
Fixed missing RR links in southern Finland (Helsinki-Lovisa-Kotka)
Events to cover arrival of US forces in France.
Added AI events for key landings (Basra, Dardanelles, Riga Gulf, Finland)
Added Events for Japanese siege and assault on Tsingtau (only if Japan joins the entente)
Added Events for heavy warships 1914 under construction (GER, FRA, RUS and AUS)
Fixed double generals (Artamonov at start, Sarrail when Salonika option taken)
All 3*** leaders CombatDeathChance set back to 0, to avoid losing a GHQ commander from a stray bullet...
NavalBase / TradePort: SupplyWant & AmmoWant level increased (3 to 8)
Islands and off-map regions local supplies increased, should help fix Singapore or Helgoland issues
Army_GER_Riemann : file named erroneous, now fixed (added correctly named file)
Leader Savov (BUL) missing pictures added + Fixed errors in other portraits
Added more corps names for factions to avoid blank names when exceeding the 100 mark.
Exported 2 new scenarios (West 1914, East 1914) for further testing
Reintroduced the Baltic Shipping box as a shipping/commerce offmap box, for supplies and trade
17 new Russian generals (with their pictures) added + fix to 5 other Russian generals
Spanish translation included: many thanks to Picaron and Haplo for their precious help
German translation included: many thanks to Dominic and Gerd for their precious help
More ammos on units

AI
SplitLargeStacks anti doomstack algorithm
AI better at buying replacements and units
Initial AI agents removed after 4 turns
AI Agent infos on stack tooltip (debug mode only)
Less recombination per turn
AI help to construction of Anzac and Indian troops to Egypt
AI will focus less on Antwerp
AI will calculate fronts faster
AI Agents will be less predictable
AI less prone in retreating into structures in regions part of the front.
Tweaked AI so that commerce ships stay much more in commerce box
Ai fix on blockade run estimation
Image


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

Bodhis
Corporal
Posts: 47
Joined: Thu Jun 07, 2012 12:42 pm
Location: Germany

Tue Sep 30, 2014 5:58 pm

Thank you. Hope we haven't been too impatient :thumbsup:

RGA
Lieutenant Colonel
Posts: 259
Joined: Mon May 24, 2010 9:22 am
Location: Britains oldest recorded town.

Tue Sep 30, 2014 6:04 pm

I notice that for medium artillery the ROF has been reduced from 8 to 3 and the ammo supply has been increased from 6 to 36. What was the thinking in reducing the ROF ?

RGA
Lieutenant Colonel
Posts: 259
Joined: Mon May 24, 2010 9:22 am
Location: Britains oldest recorded town.

Tue Sep 30, 2014 6:08 pm

WHOA!!!! Two new scenarios!! :w00t:

User avatar
Highlandcharge
Posts: 705
Joined: Thu Oct 20, 2011 11:44 am

Tue Sep 30, 2014 6:08 pm

Yay its Christmas :)

Thanks to ageod and the betas for all the hard work..

Nico165
Lieutenant
Posts: 134
Joined: Mon Feb 04, 2013 2:05 am

Tue Sep 30, 2014 6:18 pm

First few bugs :)

1914 west scenario : some leftovers from the campaign scenario. Intro tooltip says that the scenario ends in 1919. Objectives in Russia still present.

Bomb fort decision is in the alignements decisions, should be in military.

Tooltip for "strong center" battle plan absent.

And the biggest one :

[ATTACH]31662[/ATTACH]

Problems with the battle result screen. Overlapping text, some missing hits infos.

These are small problems. First impression is good about the AI.
Attachments
batlle results.jpg

RGA
Lieutenant Colonel
Posts: 259
Joined: Mon May 24, 2010 9:22 am
Location: Britains oldest recorded town.

Tue Sep 30, 2014 6:21 pm

Problem with the battle screen. Anyone else got this ?

[ATTACH]31663[/ATTACH]
Attachments
battle.png

Lemelem
Private
Posts: 29
Joined: Sat Jul 05, 2014 8:14 am

Tue Sep 30, 2014 6:31 pm

Thank you :o

User avatar
Pocus
Posts: 25662
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Tue Sep 30, 2014 7:21 pm

It seems there is a problem with some texts in this version compared to yesterday one (only available to beta testers). We will check that very rapidly though!
Image


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

User avatar
Highlandcharge
Posts: 705
Joined: Thu Oct 20, 2011 11:44 am

Tue Sep 30, 2014 7:22 pm

I'm sure I had this battle display bug with the vanilla version of the game when to many troops and casualty numbers are displayed, luckily its a cosmetic bug :)

User avatar
Highlandcharge
Posts: 705
Joined: Thu Oct 20, 2011 11:44 am

Tue Sep 30, 2014 11:00 pm

Will there be a hotfix or new beta that fixes the battle display font problem?

Thanks :)

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Templer
General
Posts: 592
Joined: Mon Jan 05, 2009 2:33 pm
Contact: Website

Don't work

Tue Sep 30, 2014 11:42 pm

I can't get to work:

  1. you can alter music volume by adding a value between 20 and 100 in general.opt
    inoMusicVolume = 60 // music volume, default is 60
  2. German translation included - Don't work in the option menu! I have to set it in the 'General.opt'?


[ATTACH]31669[/ATTACH]
Attachments
EAW General.jpg
Greetings
Templer

User avatar
H Gilmer3
AGEod Grognard
Posts: 822
Joined: Sat Jul 23, 2011 2:57 am
Location: United States of America

Wed Oct 01, 2014 12:01 am

Hip Hip Hooray!
To End All Wars AAR in the War Room. Join us as we laugh, we cry, we drink beer, and we joke on how badly I play......

http://www.ageod-forum.com/showthread.php?36936-To-End-All-Wars-AAR-Western-Entente-against-the-AI-of-Central-Powers!

Nico165
Lieutenant
Posts: 134
Joined: Mon Feb 04, 2013 2:05 am

Wed Oct 01, 2014 6:56 am

A CTD related to something about battle planer and/or unit cohesion.

01:09:22 [Error ] TBattleEngine.CallBattlePlanner Exception caught: Violation d'accès à l'adresse 0041BF19 dans le module 'EAW.exe'. Lecture de l'adresse 00000000 DebugStep: 10
01:09:22 [Critical ] TSubUnit.MaxCohesion Exception caught: Violation d'accès à l'adresse 008B68F1 dans le module 'EAW.exe'. Lecture de l'adresse 00000011 SU Infos: 1002803 IR. 56 'Gorizzutti'


Here are the log and the save :

[ATTACH]31687[/ATTACH]

[ATTACH]31686[/ATTACH]
Attachments
2 - The Guns of August2.zip
(2.61 MiB) Downloaded 198 times

[The extension txt has been deactivated and can no longer be displayed.]


User avatar
Ganbatte
Sergeant
Posts: 94
Joined: Fri Sep 05, 2014 7:46 am
Location: Germany

Wed Oct 01, 2014 7:55 am

Hi Pocus,

thanks all.
Is an german translate included. How yes?
How I can activate them.

Thanks

Michael

User avatar
Pocus
Posts: 25662
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Wed Oct 01, 2014 9:10 am

Templer wrote:I can't get to work:

  1. you can alter music volume by adding a value between 20 and 100 in general.opt
    inoMusicVolume = 60 // music volume, default is 60
  2. German translation included - Don't work in the option menu! I have to set it in the 'General.opt'?

[ATTACH]31669[/ATTACH]


Sorry Templer, the readme has an error, there is already an entry to edit in UserInterface.opt about inoMusicVolume, please edit this one. I'll change the readme file accordingly
Image


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

User avatar
Ganbatte
Sergeant
Posts: 94
Joined: Fri Sep 05, 2014 7:46 am
Location: Germany

Wed Oct 01, 2014 9:14 am

Thank you Pocus.

User avatar
Pocus
Posts: 25662
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Wed Oct 01, 2014 9:18 am

This entry is missing also, it will please veterans:

New option (Main Menu/Options/Media Tab) to get back the old postures/ROE buttons
Image


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

User avatar
Highlandcharge
Posts: 705
Joined: Thu Oct 20, 2011 11:44 am

Wed Oct 01, 2014 10:21 am

I there a quick and ready way to fix the battle report font issue ?

User avatar
Templer
General
Posts: 592
Joined: Mon Jan 05, 2009 2:33 pm
Contact: Website

???

Wed Oct 01, 2014 11:46 am

Pocus wrote:This entry is missing also, it will please veterans:

New option (Main Menu/Options/Media Tab) to get back the old postures/ROE buttons


[color="#FF8C00"]???????????????????????????????????????????????[/color]

[ATTACH]31688[/ATTACH]
Attachments
EAW Media.jpg
Greetings

Templer

User avatar
Templer
General
Posts: 592
Joined: Mon Jan 05, 2009 2:33 pm
Contact: Website

Wed Oct 01, 2014 11:55 am

Pocus wrote:Sorry Templer, the readme has an error, there is already an entry to edit in UserInterface.opt about inoMusicVolume, please edit this one. I'll change the readme file accordingly


OK, I found the entry in 'UserInterface.opt', edited it - it don't work for me! :(
Greetings

Templer

User avatar
Highlandcharge
Posts: 705
Joined: Thu Oct 20, 2011 11:44 am

Wed Oct 01, 2014 12:11 pm

Templar I have found the old attack/posture buttons in the options...


[ATTACH]31690[/ATTACH]

[ATTACH]31689[/ATTACH]

Make sure you installed the patch correctly, I noticed the installer tried to install the patch to c:/games/To End All Wars when it should install to C/Games/To End All Wars

I had to manually change the small g to a capitol G... that might be why you are having trouble editing the UserInterface.opt file also...

User avatar
Templer
General
Posts: 592
Joined: Mon Jan 05, 2009 2:33 pm
Contact: Website

I need a Nobel Prize to install the patch

Wed Oct 01, 2014 12:40 pm

When I installed version 1.0, the installation gave me a 'EAW' folder, instead of a 'To End All Wars' folder.
If I install the patch now, it looks like this:

[ATTACH]31692[/ATTACH]

So I copied & pasted the relevanten files in the 'EAW' directory manually.
Attachments
EAW Vanilla.jpg
Greetings

Templer

User avatar
Highlandcharge
Posts: 705
Joined: Thu Oct 20, 2011 11:44 am

Wed Oct 01, 2014 1:09 pm

Cant we share the Nobel prize :w00t:

Can you see the alternate attack/posture button in the option now?

User avatar
ohms_law
AGEod Veteran
Posts: 725
Joined: Sun Oct 19, 2008 5:42 pm
Location: Syracuse, NY

Wed Oct 01, 2014 1:21 pm

RGA wrote:I notice that for medium artillery the ROF has been reduced from 8 to 3 and the ammo supply has been increased from 6 to 36. What was the thinking in reducing the ROF ?


The ROF was reduced because with the original ROF all medium art would blow through their ammo stockpiles so quickly that they'd never fire in later combat rounds, and then nobody in the world would have any ammo at all by turn 3.

User avatar
Templer
General
Posts: 592
Joined: Mon Jan 05, 2009 2:33 pm
Contact: Website

Wed Oct 01, 2014 1:26 pm

Highlandcharge wrote:Cant we share the Nobel prize :w00t:

Can you see the alternate attack/posture button in the option now?

I have uninstalled the game, reinstalled it, changed the name of the folder by hand, installed the patch.
I see the alternate attack/posture switch/button in the options menu now.
But the music volume does still not work! :(
Greetings

Templer

vaalen
AGEod Guard of Honor
Posts: 1229
Joined: Thu Dec 20, 2007 8:48 pm

Wed Oct 01, 2014 3:43 pm

I have been able to see the alternate posture button in the options since I installed the patch. I turned it on, but when I started a game, there were only the two buttons of the horrible original display.
I checked the options, and the alternate posture button was still checked.

They are not working.

User avatar
Ace
Posts: 3503
Joined: Mon Aug 30, 2010 4:33 pm
Location: Croatia

Wed Oct 01, 2014 3:54 pm

Did you restart the game after changing the option, as it says in the tooltip?

vaalen
AGEod Guard of Honor
Posts: 1229
Joined: Thu Dec 20, 2007 8:48 pm

Wed Oct 01, 2014 7:12 pm

Ace wrote:Did you restart the game after changing the option, as it says in the tooltip?


Ace, I did not notice that in the tooltip. My bad. I will try restarting it, and thanks!

Palpat
Colonel
Posts: 303
Joined: Wed May 30, 2007 9:27 am

Wed Oct 01, 2014 8:16 pm

Something should be done with the insanely low time of travel between the African boxes.

(I also wouldn't have removed the possibility of death for 3*. It's part of war and could also emulate suicide. Samsonov style. )

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