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PhilThib
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Patch 1.04f on Beta trial

Thu Dec 04, 2008 11:23 am

Can you believe this...

Calvinus is a man who has forgotten the notion of sleep. Here is another new patch, 1.04f, non official, with lots of gameplay fixes as already informed by him on the forum...

And he seems he will have another of his 18-hours a day work on the game today too...

http://ageoddl.telechargement.fr/3rdParty/WW1/Patches/WW1_Patch_v1.0.4f.exe

:cool:
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calvinus
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Thu Dec 04, 2008 11:31 am

Herewith the news:

[Version 1.0.4e]
[Version 1.0.4f]
************

New features:
- Air squadrons that can be used for naval support (reconnaissance) are now easily distinguishable thanks to the anchor sprite printed close to the nato symbol
- The unenployed production sites are now more easily distinguishable on the map thanks to a new set of sprites
- WW1 Configurator tool now allows to enable/disable the AI Logging
- The trenches level is now displayed also on the square-like stacks on map

Scenario changes:
- 1914 Grand Campaign: added all army HQs available for recruitment (German XIV, XV and XVI armies, British III and IV armies)
- 1918 scenario: added some corrections to the uniforms & technologies

Improvements:
- A new more stable and better performant MP3 playback library is now integrated in the game
- Automatic browse of ingame musics is now in force
- The WW1 Configurator now allows to set two new parameters: "load all sounds at start" and "play sounds in streaming mode"
- Reduced the lags during land battles due to the frequent check for battle events to play
- Recruit Points capacity of minor nations is now set to 10 RPs maximum
- The Main Offensives window is no more accessible in 1914 (until the Fire-Power doctrine is in vigor)
- Loading time of scenarios has been improved
- The default display mode of NW fluctuation messages has been changed to popup window
- Path finding of Diplomatic moves has been improved in order to avoid diplomats bogged in countries too far from the targets
- The automatic retreat towards the nearest supply source is now forced for those stack that at the end of turn/phase share the
map location with enemy forces, unless a siege is undergoing and they are participating the combat
- Several improvements have been introduced to boost the Military AI (during combats and normal gameplay)
- Sack of leaders, planning of Expeditionary Forces and Political Actions can now be scheduled also during the Interphase
- Execution phase for all political actions is now the Interphase, except for the "New Government" and the "Improve National Morale" (Politics Phase)
- Stacks' supply infos are now stored in savegames
- The one-army-per-area rule is now applied only if the strictly-turn-based mode and the army-by-army-activation rule are in force
- The Recruit Points usages infos aren't anymore resetted upon load of saved game

Fixed bugs:
- Fixed the mysterious bug of the snowy meteo conditions during spring
- Fixed a bug in Fog of War manager: the visibility bonus chits of AI were never released
- Corrected tooltip for forbidden interceptions in Fire-Power doctrine
- Corrected map DB mistakes for Persian Gulf and Red Sea
- Fixed the recurrent crash in Diplomatic phase of Summer 1915
- Fixed display error (top frame) for rail and naval transport capacity
- Fixed bugs in naval transport planning and execution
- Corrected implementation of munitions expenditures on budget during Interphases
- Fixed the expiration checks regardign the effect of Fog of War bonus events (Mata Hari, Bolo Pasha, Espionnage...)
- Corrected the scripting of French Plan XX: wrong initial level of NW
- Fixed some bugs in Main Offensives checks
- Added some missing AI .ini files for minor countries, that caused Political AI infinite loops in late years of war (1917+)
- Finally spotted and fixed the crash on merging of ambassadors
- Fixed a bug in the "Appoint new leader" political option
- Fixed bug in war declaration
- Removed the lags in the setting of the sliders inside the Technological researchs / Munitions production / Economic aids windows
- Fixed bug in turn number check for events play (i.e.: Supplementary Munitions event was never playable)
- Fixed infinite loop in AI: towards the "physical" end of the war (1919) it was unable to plan Grand Offensives
- Fixed savegame bug in storing/retrieving the reserve value of HQs
- Fixed bug in December checks for Grand Offensives: offensive can now be newly planned in following year

Important:
- The AI logs have been disabled because some antivirus caused the crash of the game detecting the generation of these html logs as a possible threat
- The options "Give AI full time" can be now activated (if enabled, the AI boost is deactivated and the pervasive supply checks are so reintroduced)

As Philippe said, today I will spend the whole day fixing other minor glitches and introducing new features and improvements. (Just for example the Naval Air Squadron NATO symbol you will find in this patch is ugly! And we are working a new version... but this is only the minor part!).

A public official new version will come during the week-end! :thumbsup:

Serpent77
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Thu Dec 04, 2008 2:57 pm

Great news indeed!!! :thumbsup:
What about a new battle animation promised for December, if i remember exactly?

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Haplo_Patryn
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Thu Dec 04, 2008 3:32 pm

Keep up the good work!

Thank you, great patch.

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PhilThib
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Thu Dec 04, 2008 3:35 pm

Serpent77 wrote:Great news indeed!!! :thumbsup:
What about a new battle animation promised for December, if i remember exactly?



We did not say when in December ;) ... we still have 26 days :mdr:

Seriously, it's on its way for next or next after next patch...a little patience please :neener:
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vonRocko
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Thu Dec 04, 2008 3:37 pm

I could use a little clarification please:
1. is army by army mode working?
2. you mention the one army per area rule is disabled in WEGO, does this mean there is unlimited stacking? Theoretically,can I put all armies in one area?
3. The AI log:what is it for?Does the AI learn from past games? If my computer has no problem running it,should I have it enabled?
4. AI fulltime: do I need or not? If the AI gives a better game I don't mind a little extra waiting.
Thank you.

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calvinus
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Thu Dec 04, 2008 4:06 pm

vonRocko wrote:1. is army by army mode working?


Still not tested 100% after the AI engine refactoring due to the HW incompatibity issues. I will go back to checking this play mode once 100% gameplay bugs will be fixed (very soon! ;) ). In the meanwhile, if you wish, you can take "the risk"...

vonRocko wrote:2. you mention the one army per area rule is disabled in WEGO, does this mean there is unlimited stacking? Theoretically,can I put all armies in one area?


The stacking limits rule is another matter...
In theory, you can put an unlimited number of armies in the same area, provided you still respect the stacking limits rule, of course! I believe the stacking limits rule will anyway prevent you from creating ultra-powerful stacks... :D

vonRocko wrote:3. The AI log:what is it for?Does the AI learn from past games? If my computer has no problem running it,should I have it enabled?


No, AI logs allow you simply to "read what AI thinks and does". ;)
The other option (currently disabled) is: "AI uses all behaviours".
It's disabled since the AI engine refactoring. It will come back available soon.
However, AI currently stores her "knowledge" about enemy forces! Eh eh...
If you want to "clear" such knowledge, click on the trashcan button. ;) (options window).

vonRocko wrote:4. AI fulltime: do I need or not? If the AI gives a better game I don't mind a little extra waiting.


If disabled, AI performs "simple" checks on supply routes when she tries to find the best way to put your armies out of supply, encircled or isolated (and also to prevent this on her own forces, of course).
If enable, AI performs much more "pervasive" checks, in a chess-like game, very very long... :cool:

vonRocko
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Thu Dec 04, 2008 4:24 pm

calvinus wrote:


The stacking limits rule is another matter...
In theory, you can put an unlimited number of armies in the same area, provided you still respect the stacking limits rule, of course! I believe the stacking limits rule will anyway prevent you from creating ultra-powerful stacks... :D





OK thanks calvinus this helps.
Just to experiment,I moved the German 1st + 2nd armies into Maastricht in early august. the game allowed the move,but on the next turn I could do nothing with them.They could not move. I won't do that again.I think I'll just keep my HQs seperate :)

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calvinus
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Thu Dec 04, 2008 4:27 pm

In fact these are the risks of changing the game mechanics on the run... :wacko:

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Winfield S. Hancock
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Thu Dec 04, 2008 4:32 pm

What about the problems in calculating national will that were bugs, causing NW to be wrong. Were those bugs fixed in this beta patch? I would hope that this would be a high priority, given how important NW is to the game mechanics and victory.

BTW Calvinus, thanks for all the hard work on your part. I know this has been a rough launch for you, and many things have been problematic. However, this game has incredible depth and potential, and with your diligent work and that of people here in the forum, I expect this to be a very fine game once completely debugged and polished. I am very happy with my decision to purchase and support you and AGEOD.
"Wars are not all evil; they are part of the grand machinery by which this world is governed, thunderstorms which purify the political atmosphere, test the manhood of a people, and prove whether they are worthy to take rank with others engaged in the same task by different methods" -- William T. Sherman addressing the Grand Army of the Republic in 1883

Second in War, Second in Peace, First in the Hearts of His Countrymen -- General Winfield Scott Hancock, USA

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calvinus
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Thu Dec 04, 2008 4:35 pm

Winfield S. Hancock wrote:What about the problems in calculating national will that were bugs, causing NW to be wrong. Were those bugs fixed in this beta patch? I would hope that this would be a high priority, given how important NW is to the game mechanics and victory.


This fix is "inside" this:
- Fixed some bugs in Main Offensives checks

AndrewKurtz
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Thu Dec 04, 2008 4:55 pm

Winfield S. Hancock wrote:BTW Calvinus, thanks for all the hard work on your part. I know this has been a rough launch for you, and many things have been problematic. However, this game has incredible depth and potential, and with your diligent work and that of people here in the forum, I expect this to be a very fine game once completely debugged and polished. I am very happy with my decision to purchase and support you and AGEOD.


Ditto...rough launch and there are obviously, for good reason, some upset people. But, IMHO, the reaction by the AGEOD team, the work and effort specifically by Calvinus and the constructive yet critical efforts and comments by most of the people on the board will all result in this being an absolute gem in the very near future.

igor7111
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Thu Dec 04, 2008 5:24 pm

I'll second that. Amazing followup. Calvinus, don't burn yourself out.

AndrewKurtz wrote:Ditto...rough launch and there are obviously, for good reason, some upset people. But, IMHO, the reaction by the AGEOD team, the work and effort specifically by Calvinus and the constructive yet critical efforts and comments by most of the people on the board will all result in this being an absolute gem in the very near future.

WhoCares
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Thu Dec 04, 2008 5:33 pm

vonRocko wrote:OK thanks calvinus this helps.
Just to experiment,I moved the German 1st + 2nd armies into Maastricht in early august. the game allowed the move,but on the next turn I could do nothing with them.They could not move. I won't do that again.I think I'll just keep my HQs seperate :)

Silly question, but sure you were in the right phase (= Military phase) - each time after the turn resolution I start trying to drag units around and wonder why it doesn't work, just to notice that I am in the Events phase :bonk:

Why I ask is because the AI does that stacking all the time, either forced upon it by me after a HQ retreated into an occupied region or in the redeployment phase, but it has no problem to move them in the following turns. Not that the AI would have to drag them by the mouse :wacko:

Kotik
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Thu Dec 04, 2008 5:56 pm

igor7111 wrote:I'll second that. Amazing followup. Calvinus, don't burn yourself out.


He yesterday evening responded to a post I made and he was online again 7 hours after responding to my post, I hope he had some rest in between otherwise he is taking this a bit too seriously ;)
"Saw steamer, strafed same, sank same, some sight, signed smith" From "The Thousand Mile War" by Brian Garfield.

vonRocko
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Thu Dec 04, 2008 6:57 pm

WhoCares wrote:Silly question, but sure you were in the right phase (= Military phase) - each time after the turn resolution I start trying to drag units around and wonder why it doesn't work, just to notice that I am in the Events phase :bonk:

Why I ask is because the AI does that stacking all the time, either forced upon it by me after a HQ retreated into an occupied region or in the redeployment phase, but it has no problem to move them in the following turns. Not that the AI would have to drag them by the mouse :wacko:


There are no silly questions with this game! :D The phases can throw you,and I have certainly done what you suggest! :bonk: But in this instance,it was the military phase.
What has happened to you I have also experienced.But I think in this case,the actual number of corps probably exceeded the stacking limits and it threw the computer for a loop. The armies can stack together,but I don't think it meant to allow me to move there in the first place.I'm going to try some different things and see what happens! :neener:
Have a nice day!

06 Maestro
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Thu Dec 04, 2008 7:07 pm

Kotik wrote:He yesterday evening responded to a post I made and he was online again 7 hours after responding to my post, I hope he had some rest in between otherwise he is taking this a bit too seriously ;)


I've noticed this also-on several occasions.

So, Calvinus, in view of your recent efforts, I think there would be a consensus to allow you a full eight hours of sleep, preceded by 2 glasses of vino-do it tonight. ;)

I have studied (and participated) in sleep deprivation operations. A young Soldier/Marine in excellent physical shape can maintain good performance over the long term with as little as 4 hours of sleep per night. It can fluctuate, but the average cannot be reduced. If you are older, and not quite in a professional athletes physical condition, you must have more than 4hours of sleep (6 to 8 for most); otherwise, you will be trying to put the square peg into the round hole. :) Keep in mid that you will not realize this as it is happening-you will think you are just tired

Without proper nutrition and rest, there may be no tomorrow... :(
Oh, and thanks for the patch

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calvinus
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Thu Dec 04, 2008 7:23 pm

Thanks again. I'm happy to hear your moral support.
Tonight I must deliver the new official version.

Then, a full week-end of relax! It's a promise! :thumbsup:

db99
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Thu Dec 04, 2008 8:41 pm

Thanks for 104f :thumbsup:

I was able to play from beginning of July 1919 to September 1919 with no hangs or CTDs! A new record for me ;)

Keep up the good work Calvinus! And get some sleep so you don't end up looking like this -> :wacko:

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calvinus
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Thu Dec 04, 2008 8:57 pm

Tomorrow a new gift with the official release of 1.04g :thumbsup:

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Lannes
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Thu Dec 04, 2008 9:01 pm

Are you a real Stakanovitch Calvinus :mdr: :mdr: :mdr:

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calvinus
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Thu Dec 04, 2008 9:02 pm

No I'm simply very close to the total mental collapse! Too manu drugs! :mdr:

PascalB
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Fri Dec 05, 2008 8:17 am

I have many CTD since 104f :(
I cant finish 1 turn of the game.
I have delete all savegames and began a new scenario but I cant finish august turn....
I have all sounds and video off, no army by army system, WEGO mode...

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calvinus
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Fri Dec 05, 2008 9:01 am

PascalB wrote:I have many CTD since 104f :(
I cant finish 1 turn of the game.
I have delete all savegames and began a new scenario but I cant finish august turn....
I have all sounds and video off, no army by army system, WEGO mode...


Quick suggestions:
- Disable AI Logging (WW1 Configurator);
- Clear AI Cache (Options window, trashcan button);
- Disable the "Give AI full time" option (Options window).

If the problem persist, make a backup copy of all saved games and do a fresh installation from zero + latest patch. Try again.

If you have still the problem, post here the zipped savegame (maybe a reproducible bug?).
Also, if you start a new game, you have always the crash at the end of the first turn??? :blink:

Thanks,
Calvinus.

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calvinus
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Fri Dec 05, 2008 9:36 am

vonRocko wrote:OK thanks calvinus this helps.
Just to experiment,I moved the German 1st + 2nd armies into Maastricht in early august. the game allowed the move,but on the next turn I could do nothing with them.They could not move. I won't do that again.I think I'll just keep my HQs seperate :)


Yesterday night I tried something similar with Italian forces (III and IV armies on the Alps front against France)... no problem then in scheduling movements from a shared area during the following turn. :bonk:

Kotik
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Fri Dec 05, 2008 12:18 pm

I dont know if it was patch 1.04f fault but when I got a naval battle where the enemy ai couldn't finish, so after some 20-30 minutes I had to ctrl+alt+del to quite the game. I got screenhot and a savegame.

I see that a new patch has come out, do calvinus want me to wait with applying it?
"Saw steamer, strafed same, sank same, some sight, signed smith" From "The Thousand Mile War" by Brian Garfield.

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calvinus
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Fri Dec 05, 2008 12:27 pm

Kotik wrote:I dont know if it was patch 1.04f fault but when I got a naval battle where the enemy ai couldn't finish, so after some 20-30 minutes I had to ctrl+alt+del to quite the game. I got screenhot and a savegame.

I see that a new patch has come out, do calvinus want me to wait with applying it?


Post here a zipped savegame. I will try to reproduce it on next week.
This can be a very residual naval battle bug. It seems your enemy is unable to select the tactic, so the battle cannot start, and therefore the hang.

Surely not a 1.04f fault, and probably a residual and rare naval battle hang. :love:

Kotik
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Fri Dec 05, 2008 2:22 pm

here you go, there is 2 savegames since I dont know which one of them is the most recent save.
"Saw steamer, strafed same, sank same, some sight, signed smith" From "The Thousand Mile War" by Brian Garfield.

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