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calvinus
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Beta Patch 1.06D

Mon Apr 06, 2009 2:20 pm

Hi all, I'm glad to announce a new beta patch 1.06D

Link to Patch 1.06D:
http://ageoddl.telechargement.fr/3rdParty/WW1/WW1_Patch_v1.0.6d.exe

Link to the Demo Patch 1.06D:
http://ageoddl.telechargement.fr/3rdParty/WW1/WW1_DemoPatch_v1.0.6d.exe

Important:
The Demo patch is "all inclusive", so you can install it over any version of the Demo game.
[color="Red"]Instead, the other patch is not "all inclusive", and you need to have the version 1.06A (or B) previously installed, before applying the 1.06D.[/color]

Here the news...

[Version 1.0.6b]
[Version 1.0.6c]
[Version 1.0.6d]
************

New features:
- Political action "Appoint New Leader" can be now adopted only if at least one new historical leader is available
- Enemy rail tracks are now converted by corps located in conquered areas, at the end of each Military Phase
- Enemy rail tracks are now automatically converted in conquered areas (no need of corps garrisoning) at the end of each Interphase
- Armies of surrendered nations are now fully disbanded (customizable via PeaceRules.csv DB)

Improvements:
- Sound effects can now be played only one per time, in order to prevent the erratic crashes reported on some PC configs / sound cards / codec drivers
- Fog of War engine has been refactored in order to improve the game performances during the map refresh procedure
- The Map Engine has been refactored in order to improve the game performances during the map refresh procedure
- Added several checks in political actions to avoid the adoption of "Call to D'Annunzio" and the other territorial promises if Italy is already at war (similar checks added also for Rumania and Bulgaria)
- Popup menu for Change Command action now shows the exact number of corps in armies (before only first line corps were counted)
- Messages concerning the economic and NW effects of Submarine Warfare and Blockade are now notified to all players
- Selected units are now highlighted by a coloured square
(*) The selected war plan is now displayed in the tooltip of Grand Offensive buttons
- Removed cheat that allowed to order the retreat with one combat round advance
- "Send Expeditionary force" political actions have been revised and corrected
- Diplomatic AI improved in order to avoid diplomatic moves & missions in nations where no diplomacy can be done (i.e.: Albania) or whose diplomatic level
has already reached the maximum allowed threshold
- Death checks for admirals are now performed at the end of naval combat, and no more overy combat round resolution
- Removed cheat that allowed to activate twice an army (in army-by-army mode) by using a coordination attempt
- Human players cannot send anymore diplomats in surrendered nations
- Political and Diplomatic AI now ignores surrendered nations
- Air/Naval missions now cannot be planned more than once on the same air-squadrons/fleets per turn when the army-by-army activation mode is on
- Committing units from reserves now changes the commanding general only if the unit belongs to an army fighting the battle
- The max sustainable attacks rule for Central Powers is now in effect
- Austria can now build naval steps (shipyards) even at the lowest war economy level
- Corrected the corps construction DB for Turkey that was not allowed to build some corps types
- Events Draw window is now displayed back after the autosave procedure
- War declarations on surrendered nations is no more allowed
- The max number of political actions "New Government" per nation has been halved down (from 10 to 5)
- The political actions "New Government" can now be planned only if the nation capital is not enemy controlled
- The chances for unconditional surrendering of most major nations have been increased
- Conversion of enemy rails can now be performed only if infantry or cavalry corps are stacked inside the detachment
- Conversion of enemy rails no more takes place in case of battle
- Calculation of paths for naval movements has been improved in order to avoid the weird behaviours caused by the intermediate stops
- Removed a major slow down caused by "Grant Supply" turn rule
- Added key territorial considerations in Accept/Surrender AI evaluations checks
- Corrected the PoliticalConditions DB in order to allow the limitations to political actions "New Government" in case of nation capital controlled by the enemy
- Added a nation allegiance double check for the "US Corps landing NW bonus" rule
- Major Offensives can now be planned also for Britons when in French territory
- In case of successful breakthrough, only the reserves of GHQs and of the armies directly involved in combat are taken into account when creating the breakthrough stacks
- Removed some erratic slow downs in land battles during trench warfare
- Corrected the wrong post office bitmap in the telegram window
- Added some key corrections in the max reserves call checks during land battles
- Introduced an outstanding improvement in Military AI in order to prevent the generation of holes in the Front line, especially in Trench warfare
- Introduced an improvement in Military AI in order to support the patching of holes in the Front line
- The "Reshuffle" event now is applied to all events, even to those actually in the hand of players
- Added AI evaluation on weather conditions for attacks plannings during trench warfare
- Improved the defender's obstination in land combats during trench warfare
- Introduced an improvement in Military AI in order to avoid the premature abandonement of Grand Offensives
- Introduced an improvement in Military AI in order to avoid the planning of Grand Offensives for winter time
- Added terrain and weather AI evalution for the planning of spot offensives in movement warfare


(*) Scenario corrections:
- 1914 scenario: Moltke plan, Germany had no main army on Western and Western Fronts
- 1914 scenario: Czar plan, Russia had no main army
- 1914 scenario: Corrected NW / Events effects for "Ultimatum Accepted" war-plan option of Austria
- All scenarios: Right of passage scripted rules have been modified in order to be applied during all game phases, except for those RoP coming from diplomatic events
- 1914 scenario: Enver Pacha is no more Commander-in-Chief of Turkish GHQ and he's now in command of III army
- 1914, 1916 and 1918 scenarios: starting level of National Will value of several nations moved from zero to 40 (this caused an almost immediate unconditional surrender in case of war entrance)
- 1914 scenario: Yavuz Selim battlecruiser (a.k.a Goeben) is no more deployed in Ottoman Fleet by default at scenario setup (it comes only by event)
- 1914 scenario: corrected the Events draw effects of "Volunteers and Ammunition" war-plan options of France
- 1914, 1916 and 1918 scenarios: the rule for Italy sinking Austrian warships does not require anymore the presence of Italian submarines (none at all!) because Italy uses the MAS ships
- 1914 scenario: BEF now enters in play in St. Quentin or Mons, respectively if Belgium is neutral or not
- 1916 scenario setup fix: Russian area 'Klevan' in Eastern Front is now under German control


Fixed bugs:
- Fixed crash in Statistics window (i.e.: Palestine scenario, page #17) caused by a malformed parametrical text for Tanks description (French language only)
- Fixed crash in Air Squadron detail window (when a flying ace is present)
- Fixed a bug that made the dead admirals relive upon successful political action "New Leader" after the loading of a previous savegame
- Removed the AI deadlocks during the placement of an overflow number of camouflaged stacks (this caused infinite AI job)
- Fixed crash in Statistics window occurring only when a weird monitor resolution is active (16:9 monitors)
- Fixed a bug in RP flow calculation and spending (the flow was wrongly resetted at the beginning of each Military/Reinforcements phase so making the spending double-checks partially wrong)
- Fixed a bug in determination of turn number for construction of aircrafts
- Fixed a bug in that made the change fleet command not working
- Fixed a bug that made sometimes impossible the siege bombardments even if artilleries and ammunitions were available
- Informations of just planned Grand Offensives are no more lost upon load of saved game
- Fixed a bug that made AI swapping the turn order even when not allowed
- Fixed a bug that made sometimes the breakthrough detachments out of command
- Fixed a rare crash in "peaceful frontiers garrisoning" rule check
- Fixed a bug the made impossible the Interceptions on the moved armies in Combine Doctrine
- Fixed a bug that made air missing too easy for success
- Fixed a bug in naval combats that caused wrong results in end battle
- Fixed a tooltip error in Recruitments window
- Corrected some wrong tooltips
- Fixed a small display error in the setting of the munition production slider (Munitions window)
- Fixed a bug that prevented the GHQ release of support units (artillery, tanks and assault troops) in defense battles
- Fixed a bug that made always applied the -1 penalty modifier to the Parliament attitude in case of mutiny (social test)
- Fixed a bug that caused sometimes phantom battles (defender considered wrongly as not able to deploy troops, so entailing an immediate defeat)
(*) Fixed a bug in TR_UnitLosses rule that made all submarine damages on blockading fleets and slavic/turkish desertions never happening
- Fixed a bug that triggered the "main front change negative NW effects" even when not needed
- Fixed a bug that prevented the play of political action "Sincere/Bluff peace proposal" even during the winter Interphase
- Fixed a bug in the "Right of Passage" event
- Fixed a bug in AI that prevented often the spending of RPs for refilling units


(*) : old savegame are not affected, sorry.

IMPORTANT: savegames done with 1.06A or previous versions are now compatible with version 1.06D and following ones.

Elements marked in bold are the affected ones.

This beta patch has been already tested by a couple of volunteers, who reported outstanding improvements in Military AI. So I believe it will become official in a couple of days.

User avatar
yoppy
Sergeant
Posts: 83
Joined: Mon Jul 16, 2007 3:22 pm
Location: Cologne, Germany

Mon Apr 06, 2009 2:46 pm

:thumbsup:
Right time to start again. And now I'm sure i will
1. finish a grand campaign game and
2. love this game

many thanks to all this hard work. :coeurs:

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Haplo_Patryn
Brigadier General
Posts: 400
Joined: Sat Mar 04, 2006 6:11 pm

Mon Apr 06, 2009 3:49 pm

Great news. Thank you very much.

Frank
Posts: 246
Joined: Wed Nov 30, 2005 10:12 am
Location: Nürnberg, Germany

Mon Apr 06, 2009 6:16 pm

calvinus wrote:- Introduced an outstanding improvement in Military AI in order to prevent the generation of holes in the Front line, especially in Trench warfare
[/I]


Very good news Calvinus. :thumbsup: Thank you for the continuous improvements. :coeurs:

User avatar
calvinus
Posts: 4681
Joined: Mon Dec 19, 2005 4:52 pm
Location: Italy
Contact: Website

Mon Apr 06, 2009 8:02 pm

I found a glitch in the commit drag & drop of artillery units during land combats: you have first to deploy the unit from the Rear, then you can commit it.

I already corrected this glitch and the correction will be available as soon the 1.06D will become the official all-inclusive patch.

Thanks,
Calvinus.

06 Maestro
General
Posts: 573
Joined: Fri Nov 14, 2008 1:14 am
Location: Las Vegas, NV, USA
Contact: WLM

Tue Apr 07, 2009 1:01 am

Installing now-news to follow...
Edits;
1. Intro playing fine-sound and all (btw, love that music).
2. Load time was under 3 minutes (excluding intro.
3. Pointer is not sticking on map---aaah :coeurs:
4. Smoother action overall

A job well done with the patching. I will be starting another campaign soon.

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calvinus
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Location: Italy
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Tue Apr 07, 2009 6:59 am

I think that, besides the Military AI improvements, the most outstanding change you will notice is the one-reserve-unit-call-per-round rule... This has widely affected the battles, mainly during trench warfare! :)

06 Maestro
General
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Location: Las Vegas, NV, USA
Contact: WLM

Tue Apr 07, 2009 7:05 am

calvinus wrote:I think that, besides the Military AI improvements, the most outstanding change you will notice is the one-reserve-unit-call-per-round rule... This has widely affected the battles, mainly during trench warfare! :)


I noticed that, but I was not sure what was causing that-it definitively makes the battle more interesting. Glad to hear it was planned that way :thumbsup: .

I played through 3 turns as the CP-it feels like a different game-again; a job well done. But, actually, I guess this sort of work is never really done :D .

Frank
Posts: 246
Joined: Wed Nov 30, 2005 10:12 am
Location: Nürnberg, Germany

Tue Apr 07, 2009 8:46 am

Being 4 turns into the Grand Campaign i must say that the ai is much improved. :thumbsup: It holds it front line together, doesn´t retreat during combat if superior and is more aggressive on the whole. And the new reserve rule is great too. Can´t wait to see the upcoming combat logs. :niark:

User avatar
calvinus
Posts: 4681
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Location: Italy
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Tue Apr 07, 2009 9:10 am

Frank wrote:Being 4 turns into the Grand Campaign i must say that the ai is much improved. :thumbsup: It holds it front line together, doesn´t retreat during combat if superior and is more aggressive on the whole. And the new reserve rule is great too. Can´t wait to see the upcoming combat logs. :niark:


Well well so very good news indeed!

After the Easter vacations, if the Spanish and Italian publishers will validate the Master DVDs, I will be finally "free" to start working on the Combat Logs, plus all other Interface improvements that require new game texts! :thumbsup:

Marquee
Sergeant
Posts: 84
Joined: Thu Mar 08, 2007 3:59 pm

Tue Apr 07, 2009 2:17 pm

Thanks for the new patch calvinus. A good time to fire up another campaign!

igor7111
Captain
Posts: 156
Joined: Sat Jul 07, 2007 1:53 pm

Tue Apr 07, 2009 3:04 pm

Thanks Calvinus!

Johnnie
Captain
Posts: 187
Joined: Sun Feb 26, 2006 4:09 am

Tue Apr 07, 2009 11:55 pm

Why the slooooooooow download rates ??

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bjfagan
General of the Army
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Location: Los Angeles, USA

Wed Apr 08, 2009 1:07 am

calvinus wrote:I think that, besides the Military AI improvements, the most outstanding change you will notice is the one-reserve-unit-call-per-round rule... This has widely affected the battles, mainly during trench warfare! :)


Calvinus,

I am not sure what you mean by this change. Is it reserve units can only be used once in combat?

BTW, thank you for all the hard work and constant improvements.

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calvinus
Posts: 4681
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Wed Apr 08, 2009 7:39 am

bjfagan wrote:Calvinus,

I am not sure what you mean by this change. Is it reserve units can only be used once in combat?

BTW, thank you for all the hard work and constant improvements.


It means you can call one reserve unit per round, not more. That's to say you drag one unit from Reserves to the Rear (or the Deployments, or the Commitments), then you have to wait until the next combat round.

The limitation of one unit changes a bit during:
- the first round in Trench warfare during the Grand Offensive battles, depending on the type of Bombardment chosen by the Attacker;
- the Lull round (Trench warfare, during the Grand Offensive battles again).

Anthropoid
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Posts: 132
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Five Questions

Wed Apr 08, 2009 1:36 pm

I am presently using 1.06.

Question (1): If I update to 1.06d will I be able to play an old .sav game started in 1.06, or will I need to follow the directions listed in the thread for the 1.06a update to make it compatible?

Question (2): what is the chance that I will not be able to make the old .save file compatible if I update to 1.06d?

Question (3): To update to 1.06d do I need to install in the following order:
1.06a, then
1.06b & then
1.06d
??

Or can I skip either 1.06b or 1.06a or both?

Questions (4): As of 1.06d, have any of the changes had any effect on the issues with lagging or CTD resulting from conflicts with other processes running (i.e., requring use of the Taskmanager to turn off unnecessary process)?

Questions (5): As of 1.06d, have any of the changes had any effect on the issues of mouse-click "sweet spot" or difficulties with selecting, moving, left- and right-clicking units?

User avatar
calvinus
Posts: 4681
Joined: Mon Dec 19, 2005 4:52 pm
Location: Italy
Contact: Website

Wed Apr 08, 2009 1:50 pm

Anthropoid wrote:Question (1): If I update to 1.06d will I be able to play an old .sav game started in 1.06, or will I need to follow the directions listed in the thread for the 1.06a update to make it compatible?

Question (2): what is the chance that I will not be able to make the old .save file compatible if I update to 1.06d?


1.06D is compatible with old savegames.

Anthropoid wrote:Question (3): To update to 1.06d do I need to install in the following order:
1.06a, then
1.06b & then
1.06d
??

Or can I skip either 1.06b or 1.06a or both?


Current beta 1.06D requires 1.06A (or B) installed. So, I guess you have first to install 1.06A, then you can proceed with 1.06D.

However, Philippe will soon publish the official 1.06D, that is all-inclusive (so no need of 1.06A), and is better.

Anthropoid wrote:Questions (4): As of 1.06d, have any of the changes had any effect on the issues with lagging or CTD resulting from conflicts with other processes running (i.e., requring use of the Taskmanager to turn off unnecessary process)?


I worked out some performace improvements, as you can see in the Change Log; but no change has been done in order to "protect" the game from the intrusions of antivirus programs.

Anthropoid wrote:Questions (5): As of 1.06d, have any of the changes had any effect on the issues of mouse-click "sweet spot" or difficulties with selecting, moving, left- and right-clicking units?


I did worked no improvement for this issue(s), yet. I will start working on Interface improvements after Easter vacations.

Thanks,
Calvinus.

User avatar
Winfield S. Hancock
Captain
Posts: 176
Joined: Tue Apr 17, 2007 10:14 pm
Location: Lovettsville, VA, USA

Wed Apr 08, 2009 5:05 pm

Link is broken, I cant download 1.06d.
"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

User avatar
calvinus
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Location: Italy
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Wed Apr 08, 2009 5:12 pm


Anthropoid
Lieutenant
Posts: 132
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Thu Apr 09, 2009 1:41 am

Excellent Calvinus, thanks for answering all my questions so quickly and clearly! :thumbsup:

I look forward to :thumbsup :D Ling the :thumbsup :o fficial 1.06d patch and resuming my game that was going so well weeks ago!

User avatar
calvinus
Posts: 4681
Joined: Mon Dec 19, 2005 4:52 pm
Location: Italy
Contact: Website

Thu Apr 09, 2009 7:27 am

The "new" AI yesterday night surprised me... the AI Entente managed to get Italy at war on her side, Italy launched a surprise winter Grand Offensive in Jan.-Feb. 1915 (I coded the selection of the starting month, and I can say I'm surprised!) against Trento... well I was greatly outnumbered by the II Italian army, and now (Feb-Mar. 1915) Trento is Italian........ :wacko:

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Tarokaja
Colonel
Posts: 339
Joined: Thu Jun 01, 2006 5:33 pm

Thu Apr 09, 2009 8:35 am

Since the last patch (1.06D), the efficiency of german troops seems greatly reduced in the Caporetto scenario. I can not break the italian line, even playing several times.

Forezjohn
Corporal
Posts: 59
Joined: Thu Nov 15, 2007 12:40 pm

Thu Apr 09, 2009 5:38 pm

I made some tests:
1/I reloaded my 1914 campaign started with 1.06b, well It was somehow wirred :blink: : Austria Hungary had surrendered previously, Germany was totally invaded and I got : bad peace with 0 victory point...

2/Started a brand new 1918 campaign : I was confused because of the new rule. I prefere the previous one. sometimes I wasn't able to send troops from the rear to the front :bonk:

3/GHQ is not avalaible anymore for "normal" battles?

4/Worse the game crashed at the end of a turn, after a successfull siege.

tagwyn
AGEod Guard of Honor
Posts: 1220
Joined: Tue Apr 17, 2007 4:09 pm

Thu Apr 09, 2009 6:09 pm

Hurrah! t

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