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dooya
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Tue Dec 16, 2008 3:15 pm

Pocus wrote:Bug fixed, sorry guin ... err gents!!

This has to do with a new feature of the AI that I'm adding these days. The AI thinks by mission (called Agenda internally) and she is now capable of remembering over several turns what are the missions each force is doing with an interest value associated to the mission, plus a 'lock' value, to check if a force can be borrowed (diverted) for something else in urgency.
When this feature works for Athena, would you mind implementing it in me? :love:
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DarthMath
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Tue Dec 16, 2008 3:53 pm

I agree. Really good news. :thumbsup:
When the patch will be released ?
I wish to start a new game !!
"You know, in this world, there's two kind of people, my friend. Those who have a loaded gun, and those who dig in. You dig in ..." :cool:

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AndrewKurtz
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Tue Dec 16, 2008 4:00 pm

DarthMath wrote:I agree. Really good news. :thumbsup:
I wish to start a new game !!


Me too!!! Great timing with the holiday break around te corner :thumbsup: :coeurs: :coeurs:

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Pocus
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Tue Dec 16, 2008 4:29 pm

It is a work in progress, so no promises it will be there for Xmas, and anyway it will be added by gentle touches, we don't want to perturb too much Athena, she is easily overwhelmed at time :)

Dooya, I still have a scalpel or two from my past job (no I was not a surgeon by far!), I can pay you a visit to implement the upgrade in your brain if you need! :wacko:
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dooya
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Tue Dec 16, 2008 4:39 pm

Pocus wrote:[...]
Dooya, I still have a scalpel or two from my past job (no I was not a surgeon by far!), I can pay you a visit to implement the upgrade in your brain if you need! :wacko:
The best wife of them all would probably reply "That would be really nice, but he has to get a brain first..." :wacko:
No quote - No bullshit!

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DarthMath
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Tue Dec 16, 2008 4:39 pm

@ Pocus,
pour les scalpels, ça me rappelle une phrase de Galabru dans
"Papy fait de la resistance" :
"Pendant la guerre, j'ai opéré l'oeil d'un Roumain avec une cuillère,
le gars était ravi, on correspond toujours"
Et pour Sandra, merci d'avoir confirmé.
Au fait pour le patch, j'en deduis qu'il faut repasser en RC2
si je veux lancer une partie avant de partir en vacances ?
"You know, in this world, there's two kind of people, my friend. Those who have a loaded gun, and those who dig in. You dig in ..." :cool:



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DarthMath
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Tue Dec 16, 2008 4:41 pm

Dooya,
don't be so hard with yourself !!
;)
"You know, in this world, there's two kind of people, my friend. Those who have a loaded gun, and those who dig in. You dig in ..." :cool:



[SIGPIC][/SIGPIC]

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picaron
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Le patch 1.12(RC2)

Tue Dec 16, 2008 5:23 pm

J'ai essayé le patch 1.12 (RC2), avec la campagne de 1861, les batailles donnent resulados très rares, par exemple la bataille de Norfolk a duré trois tours avec des résultats très étrangers. Les écrans sont certains de la bataille

Est-ce normal ?

Il m'a été impossible de continuer le partie avec le patch 1.12 (RC3)

Un pardon par mon français, fait beaucoup que je ne le pratique pas
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Pocus
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Tue Dec 16, 2008 6:42 pm

This will reply to your question, Darthmath:

http://ageoddl.telechargement.fr/temp/patch_AACW_v1.12aRC4.zip

[font="]1.12a – RC[/font][font="]4[/font]
[font="] [/font]
[font="]AI[/font]
[font="]==============================================================================[/font]
[font="]- A crash introduced in RC3 has been fixed.[/font]
[font="]- Long range Defense mission can’t borrow anymore units set for Garrison Duty.[/font]
[font="]- Break Siege Mission had a bug rendering it not enough interesting to do.[/font]
[font="]- AI will see much less interest in doing Attack missions in winter.[/font]
[font="]- (WIA only) Transports without the Commerce attribute won’t be sent in the Shipping Lanes.[/font]
[font="] [/font]
[font="]Game Improvements[/font]
[font="]==============================================================================[/font]
[font="]- Moved the start date of the 1862 Campaign scenario back one turn to start 1862/03/01 instead of 1862/03/16.[/font]
[font="]- You cannot form Corps at all in the Bull Run Scenario.[/font]
[font="]- You cannot form Corps for either the April or July Campaign scenarios until 1862/03/01.[/font]
[font="]- None of the 1862 or later scenarios are affected by the above Corps formation restrictions.[/font]
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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DarthMath
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Tue Dec 16, 2008 6:54 pm

:w00t:
Thank you very much, Sir.
:thumbsup:
You're the best !! Definitely !!

I'm trying it immediately.
"You know, in this world, there's two kind of people, my friend. Those who have a loaded gun, and those who dig in. You dig in ..." :cool:



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Franciscus
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Wed Dec 17, 2008 12:48 am

Pocus wrote: [font="]- You cannot form Corps for either the April or July Campaign scenarios until 1862/03/01.[/font]


As much as I, in theory, favor this change, I must voice some concerns:
- A small one: the rules for Corps/Divisions formation are not exactly "straightforward". Now they will become a bit more complicated and strange for new players.
- A larger one: I fear the possible malus to the AI's capability of effectively organizing her forces. I remember very well last year problems with AI forces allways fighting with penalties because of her inability to create corps/divisons and Pocus's hard and good work to fix this. Will the AI be capable, in March 1862, to organize effectively her existing forces in Corps ?.
I feel that this should be tested before being implemented. A sugestion that I would like to make would be making this an option, like attrition: One could choose "historical forces" (Corps only in March 1862; safe for PBEM, maybe not for solo) and "normal" (as it is now). In that way everybody would be happy :thumbsup:

PS: As you seem willing to make fundamental game changes why not implement finally the historical appearance locations for the various generals ? :coeurs:

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RELee
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Wed Dec 17, 2008 1:09 am

Rafiki wrote:[color="Blue"]Asante sana, squash banana, wiwi nugu, mimi apana[/color] :D


Thank you very much, Squash banana, You're a baboon and I'm not
:mdr:

I knew the sentence sounded familiar. Thank God for the internet. It helps fill in the gaps for us old geezers.

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Gray_Lensman
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v1.12a (RC4) and the previous (RC3) confirmed broken

Wed Dec 17, 2008 6:34 am

Pocus:

This new patch v1.12a (RC4) is "broken". (so was v1.12a (RC3))

I usually test games with the AI off in order to speed up the action to get to where I want to be event wise, then turn the AI on, to test behaviors. cwhomer previously posted a saved game that I decided to retest with (RC4). This saved game exhibited some small inconsistencies so I decided to follow up on the rest of the reported behavior. I turned on the AI, then loaded the 1861 April Scenario (new) and picked the USA side. I pressed the "Next turn" button and after some processing it went back to the "Game Menu" and momentarily displayed near the top AI Computing Finished. After that it displayed another box with an error message in it probably French. then crashed back to the desktop. I confirmed this same behavior with the 1861 July Scenario ,the 1862 Campaign Scenario, the 1863 Campaign Scenario, and the 1864 Campaign Scenarios. I stopped at this point. Evidently, there's something new introduced to the AI engine that is still causing CTDs. Since this problem is also in the later scenarios, we can rule out the new Corps formation commands. They are not used in the later scenarios.

I went back to the (RC3) version, enabled the AI from the very start, and can now confirm that this behavior was already in the code in that version also. For now, I am having to work with (RC2) in order to continue testing the new Kentucky AI behavior.

During processing, it never gets past the "Processing Day 0/15..." message. This error occurs early enough in the turn processing that there are no error scripting.

Here's a screen pic of one of the error messages:

[ATTACH]5298[/ATTACH]

Finally, attached below is the resulting !Main Log.txt file.
.

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Pocus
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Wed Dec 17, 2008 10:21 am

All things being equal, the AI would perform better if nobody had access to corps, compared to 'everybody can build them', as players are better than the AI in reducing their CP penalty ;)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Gray_Lensman
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Wed Dec 17, 2008 3:56 pm

Pocus wrote:All things being equal, the AI would perform better if nobody had access to corps, compared to 'everybody can build them', as players are better than the AI in reducing their CP penalty ;)


Now, I have a thought. Since, there's no way we would want to eliminate Corp formation altogether, Is there a way to have the game engine compensate it's CPs, for the side being played by the AI? Basically, cut the CPs requirements in half, or double the CPs provided by AI leaders? Just a thought, but this could be a major help to the AI.

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Cdr. McBragg
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Thu Dec 18, 2008 1:54 am

Is it recommended to do a clean install when patching the game?

After trying out RC1, I decided to go back to 1.12 because of the depot destruction thing. I just ran the 1.12 patch without reinstalling. When I started a new game, it worked fine except that the map was corrupted in the Kentucky Confluent region, so I had to reinstall.

I was going to wait for the release, but I broke down and installed RC3, which repeatedly crashed on turn 2. So I reinstalled and patched to 1.12 again.

BTW - Just as a suggestion, I found it very hard to run ACW on Vista until I edited the general.opt file to MemUsage = 25 and TexAtStart = 0, after which it ran without a hitch. Perhaps these should be default values.

It is a great credit to this game that I am not at all discouraged by technical obstacles. I plan to stick around for much more.

asdicus
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Thu Dec 18, 2008 3:53 am

Starting a new pbm game using v1.12a rc4 I have noticed that depots now seem to be always burnt on capture ( so far 2 depots taken by the union both burnt). This is really going to hit the union player (assuming they are advancing) as they are going to have to keep rebuilding depots ( and thus keep spending money/conscripts/ws). I can't really see the point of this change - you only burn captured depots if you are raiding - an occupying army would happily seize and keep such a valuable prize.

I think AGEOD should look again at this new feature - it is going to have a big effect on gameplay because creating depots is so expensive.

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Pocus
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Thu Dec 18, 2008 8:44 am

in any .opt it will work, but you can create a loyalty.opt and add loyChangeByMartialLaw = 5 for example.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Gray_Lensman
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Thu Dec 18, 2008 10:32 am

Thanks Pocus

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Comtedemeighan
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Sat Dec 20, 2008 9:37 am

I know you guys are very busy but just a minor thing Sir Frederick Williams one of the British Corps Commanders in Canada is supposed to be Sir William Fenwick Williams I believe :)

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berto
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Sat Dec 20, 2008 3:43 pm

After KY, how much more RR work until you're done?

Then ... (I hesitate to ask), any more map work you have planned?
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