User avatar
Primasprit
Posts: 1614
Joined: Mon Jun 19, 2006 7:44 pm
Location: Germany

Sat Jan 17, 2009 9:53 am

Paul Roberts wrote:Woo Hoo! I asked about this in another thread, and there the assumption was that this improvement would take while to migrate from WIA to AACW.

Many Thanks!


Well, as you was the one asking for it, all resources we could gather were instantly mobilized for this. :neener:

User avatar
Paul Roberts
Posts: 520
Joined: Sun Apr 15, 2007 9:26 pm
Location: Between the Schuylkill and the Wissahickon

Sat Jan 17, 2009 7:02 pm

Primasprit wrote:Well, as you was the one asking for it, all resources we could gather were instantly mobilized for this. :neener:


I completely approve of this policy.

:thumbsup:

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Sat Jan 17, 2009 8:37 pm

Using this latest patch, I began a new campaign as the CSA. Around late July-early August, during turn resolution, the game crashed to the desktop. Everytime I try to resume that game, I get a CTD. Cannot proceed. Saved game [created with RC5] seems ok. Game generated error report sent to Pocus.
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

User avatar
Nial
Colonel
Posts: 370
Joined: Thu Jul 19, 2007 6:21 pm
Location: Hotel California

Sat Jan 17, 2009 9:15 pm

richfed wrote:Using this latest patch, I began a new campaign as the CSA. Around late July-early August, during turn resolution, the game crashed to the desktop. Everytime I try to resume that game, I get a CTD. Cannot proceed. Saved game [created with RC5] seems ok. Game generated error report sent to Pocus.



Same problem. Have rolled back to 112

Nial
[SIGPIC][/SIGPIC]

User avatar
Mosby
Lieutenant
Posts: 104
Joined: Tue Apr 01, 2008 10:03 am

Sat Jan 17, 2009 10:28 pm

I've started a campaign and everything seems to be fine. I'm in late October and haven't seen any problems.
"Have you got the rascal?" "No but he has got you!"

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sat Jan 17, 2009 10:34 pm

deleted

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sun Jan 18, 2009 12:37 am

deleted

User avatar
Franciscus
Posts: 4571
Joined: Fri Apr 20, 2007 8:31 pm
Location: Portugal

Sun Jan 18, 2009 2:26 am

FYI, it might help to know that I had started yesterday a JULY Grand Campaign (as CSA), with fresh installed RC6, and it is chugging along through September 1861 without CTD. But I confirm CTD in the April campaign. So, the problem maybe something specific to the April campaign (events, etc ?)

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sun Jan 18, 2009 2:28 am

deleted

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Clean Install

Sun Jan 18, 2009 3:25 am

I did a clean install of the game. Same thing occured - during the end of June/early July turn. Pretty serious bug it appears.

With RC5 I was getting the same message every few turns - the Oui/Non/Ignore thing - but I was able to click ignore and the game would proceed as if nothing had happened. Sent Pocus a save of that a couple of weeks ago. Looks like it got worse in this release.

Help us, Pocus, please! :)
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sun Jan 18, 2009 4:09 am

deleted

asdicus
Sergeant
Posts: 87
Joined: Fri Aug 31, 2007 2:40 pm

Sun Jan 18, 2009 4:19 am

Also seeing a fatal error appearing in late jun 61. new campaign v1.12aRC6 playing head to head with myself. error appears running the turn as csa host.

detail line from main log

Critical ] TGameSim.ExportMessages Exception caught Indice de liste hors limites (99)

Mirandasucre
Lieutenant
Posts: 133
Joined: Tue Dec 09, 2008 5:15 pm

crashed

Sun Jan 18, 2009 5:36 am

a fatal error too with the far west 1861-1862 scenario

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sun Jan 18, 2009 2:31 pm

deleted

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sun Jan 18, 2009 3:04 pm

deleted

richfed
Posts: 902
Joined: Tue Nov 21, 2006 9:50 pm
Location: Marion, North Carolina, USA
Contact: Website

Sun Jan 18, 2009 4:51 pm

Understood, Gray ... not complaining, just trying to let you all know my experience so that the next official release will be solid and stable.
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

User avatar
Franciscus
Posts: 4571
Joined: Fri Apr 20, 2007 8:31 pm
Location: Portugal

small problem ?

Mon Jan 19, 2009 1:19 am

@Gray

Maybe I am missing something and also, maybe this is not specific to RC6, but I found something strange in a ongoing July campaign playing against AI as CSA, fresh install of RC6.
Namely, in Norfolk, although Huger is activated, and the "create division" is also active, it does not work - meaning, I can not make Huger divisional leader, if in the same stack is present the Norfolk artillery, which is a fixed unit. Note that I have only 6 divisions in the field, have necessary resources, Huger is the only general in the stack, I am not trying to create the division including the fixed unit (which I nevertheless think that can be done - only then the whole division will be fixed, of course) and if I remove Huger from the stack, or the Norfolk artillery from the stack, I am able to create the division.

Savegame attached

Regards
Attachments
july1861Huger.zip
(1.74 MiB) Downloaded 267 times

User avatar
Paul Roberts
Posts: 520
Joined: Sun Apr 15, 2007 9:26 pm
Location: Between the Schuylkill and the Wissahickon

Mon Jan 19, 2009 2:15 am

Franciscus wrote:@Gray

Maybe I am missing something and also, maybe this is not specific to RC6, but I found something strange in a ongoing July campaign playing against AI as CSA, fresh install of RC6.
Namely, in Norfolk, although Huger is activated, and the "create division" is also active, it does not work - meaning, I can not make Huger divisional leader, if in the same stack is present the Norfolk artillery, which is a fixed unit. Note that I have only 6 divisions in the field, have necessary resources, Huger is the only general in the stack, I am not trying to create the division including the fixed unit (which I nevertheless think that can be done - only then the whole division will be fixed, of course) and if I remove Huger from the stack, or the Norfolk artillery from the stack, I am able to create the division.

Savegame attached

Regards


I may be mistaken, but I think this has been the case since the game's release. It's difficult to do nearly anything with a stack containing a fixed unit, even if you're only trying to do it with unfixed units.

For instance, it's usually possible to merge two (unfixed) single-element Militia units into a double-element unit. Put those two single-element units into a stack with a third, fixed unit and you can no longer merge the two unfixed ones.

In short, I don't think there can be any merging going on (and divisions are just a kind of merging) if there's a fixed unit in the stack. Moving the units you want to manipulate out the stack, of course, eliminates the problem. Just put them back where you want them after the merge.

nilam
Sergeant
Posts: 68
Joined: Fri Sep 05, 2008 7:16 am
Location: Northampton, England

Mon Jan 19, 2009 8:35 am

I Give Up,

The Start Of This Thread States It Is A New Patch To Cure Previous
Bugs,then Gray Says We Shouldnt Be Using It..

Well Which Version Should We Be Using.

I Havnt Been Able To Play The Game Since Rc5-all I Get Is One
Error Message After Another And As I Very Rarely Get Any
Tangeable Help Or Understand Why You Release A Patch That Is Obviously Flawed..official Or Not

User avatar
dooya
Posts: 1311
Joined: Wed Nov 07, 2007 9:12 am
Location: Always near to Vicky Pollard.
Contact: Website

Mon Jan 19, 2009 8:43 am

nilam wrote:I Give Up,

The Start Of This Thread States It Is A New Patch To Cure Previous
Bugs,then Gray Says We Shouldnt Be Using It..

Well Which Version Should We Be Using.

I Havnt Been Able To Play The Game Since Rc5-all I Get Is One
Error Message After Another And As I Very Rarely Get Any
Tangeable Help Or Understand Why You Release A Patch That Is Obviously Flawed..official Or Not

Pardon me, but Gray did not say that you should not use this patch. He said:
Gray_Lensman wrote:Keep in mind this is a public beta release. If you really need to continue playing a game, you should stick with the last "official" update release v1.12.
No quote - No bullshit!

nilam
Sergeant
Posts: 68
Joined: Fri Sep 05, 2008 7:16 am
Location: Northampton, England

Mon Jan 19, 2009 8:55 am

same difference...implies dont use patch...

User avatar
dooya
Posts: 1311
Joined: Wed Nov 07, 2007 9:12 am
Location: Always near to Vicky Pollard.
Contact: Website

Mon Jan 19, 2009 9:07 am

nilam wrote:same difference...implies dont use patch...
No, it says: If you want to help testing (!) this beta (!) patch, you are welcome, but if you have an important game going, better stick to the official one.
No quote - No bullshit!

User avatar
Jarkko
Colonel
Posts: 365
Joined: Sat Oct 25, 2008 2:34 pm
Location: Finland

Mon Jan 19, 2009 10:29 am

Nilam, personally I stick with official patches (while actively (I am lieing, semi-actively at best in fact) following this thread). I'd like to help with testing betas and/or release candidates, but I really don't have the time; thing is, that the RC's are up for testing, and because it is a test you are *supposed* to find bugs, anomalies and whatnots, and then report them accordingly. Stick with the latest official patch if you do not want the hassle with betas/RC's.
There are three kinds of people: Those who can can count and those who can't.

User avatar
Franciscus
Posts: 4571
Joined: Fri Apr 20, 2007 8:31 pm
Location: Portugal

Mon Jan 19, 2009 11:03 am

Paul Roberts wrote:I may be mistaken, but I think this has been the case since the game's release. It's difficult to do nearly anything with a stack containing a fixed unit, even if you're only trying to do it with unfixed units.

For instance, it's usually possible to merge two (unfixed) single-element Militia units into a double-element unit. Put those two single-element units into a stack with a third, fixed unit and you can no longer merge the two unfixed ones.

In short, I don't think there can be any merging going on (and divisions are just a kind of merging) if there's a fixed unit in the stack. Moving the units you want to manipulate out the stack, of course, eliminates the problem. Just put them back where you want them after the merge.


As I stated, I am not trying to merge anything or even make a division with a fixed unit (which, IIRC, is possible, with the side effect of the whole division remaining fixed). I am just trying to enable division command with Huger without any other unit of his stack (and his button is alight, although not "clickable", which is not a normal behavior, I think).

Needless to say, I maybe completely wrong :neener:

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Jan 19, 2009 1:31 pm

As some a time-hungry meeting has been dropped today, I should be able to take a look at the pending bugs within a few hours. Stay tuned!
Image


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

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Mon Jan 19, 2009 2:56 pm

deleted

AndrewKurtz
Posts: 1167
Joined: Tue Jan 30, 2007 2:49 am
Location: Greenville, SC

Mon Jan 19, 2009 3:14 pm

nilam wrote:I Give Up,

The Start Of This Thread States It Is A New Patch To Cure Previous
Bugs,then Gray Says We Shouldnt Be Using It..

Well Which Version Should We Be Using.


Which version anyone should be using is very simple. I think I am safe to say that, unless you want to help test upcoming releases, you should never play anything except an official release.

And if you want to help test upcoming releases, you should not be upset when there are issues because that's the point of testing.

What issues where you having with the official 1.12 release that where no answered? Perhaps the better approach than trying the beta/RC release.

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Jan 19, 2009 3:32 pm

Franciscus wrote:@Gray

Maybe I am missing something and also, maybe this is not specific to RC6, but I found something strange in a ongoing July campaign playing against AI as CSA, fresh install of RC6.
Namely, in Norfolk, although Huger is activated, and the "create division" is also active, it does not work - meaning, I can not make Huger divisional leader, if in the same stack is present the Norfolk artillery, which is a fixed unit. Note that I have only 6 divisions in the field, have necessary resources, Huger is the only general in the stack, I am not trying to create the division including the fixed unit (which I nevertheless think that can be done - only then the whole division will be fixed, of course) and if I remove Huger from the stack, or the Norfolk artillery from the stack, I am able to create the division.

Savegame attached

Regards


I checked and this is normal, it has always been like that. At first, only stack level special orders existed, so preventing their use if the stack was fixed was logical. Then we introduced unit-level special order, but they will still be prevented in the stack is considered fixed. You have to put Huger out, do your manipulation and then put it back.
Image


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

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Jan 19, 2009 3:33 pm

I believe the main bug (crash on message panel) is fixed and RC7 will come soon. It happens only in late june / early july I think. Game with the crash will still get it with the new release, but hopefully, no new game should be affected by the problem. I hope :)
Image


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

User avatar
Franciscus
Posts: 4571
Joined: Fri Apr 20, 2007 8:31 pm
Location: Portugal

Mon Jan 19, 2009 4:16 pm

Pocus wrote:I checked and this is normal, it has always been like that. At first, only stack level special orders existed, so preventing their use if the stack was fixed was logical. Then we introduced unit-level special order, but they will still be prevented in the stack is considered fixed. You have to put Huger out, do your manipulation and then put it back.



OK :thumbsup:
I stand humbly corrected :love:

Return to “Help to improve AACW!”

Who is online

Users browsing this forum: No registered users and 1 guest