Gray_Lensman wrote:Similar thoughts here, but there's also the possibility of linking the replacement process to the successful completion of the "1861 Threaten Richmond" event. Almost as a precursor however, in order to satisfy the "1861 Threaten Richmond" event, he (McDowell), would have had to already won at Manassas. I just can't picture McDowell satisfying the "1861 Threaten Richmond" event without winning at Manassas first, unless (gamewise) it was against a totally incompetent AI.
I was able to piece together your earlier contribution allowing McClellan to be placed wherever McDowell is located. Nifty and again much appreciated. Thanks. As a returned favor, you might want to check you SVF code to ensure the removal of the artillery element that also accompanies the Northeastern Virginia Army HQ unit. Testing revealed this element remained with McDowell after the HQ element was removed. This might possibly lead to the "rebuilding" of the HQ unit since only one element was removed.
After using the database/compile method, this is what I finally came up with that works: (Note that I added a few more conditionals to ensure the presence of all the necessary units prior to the event action.) (Also, note that for some reason I had to remove McDowell to remove his HQ, then reinstate him) ...Not exactly sure why yet.
For now, I'm not posting this reworked update until it's decided what the linkage should be and condideration of this being AI only. I don't particularly like the McClellan event firing and then McClellan staying in Cincinnati... Seems rather incomplete without additional rework.
Another item for those reading this...
Lyon/Price event timing overlap error for the 1861 July Scenarios has been fixed.
Gray_Lensman wrote:I'm unable to reproduce the crash. This could be for several reasons.
1.) An incorrect installation... Did you install th v1.13b comprehensive patch prior to this public beta patch.
2.) Possibly already fixed in the latest update work that I've done.
3.) Different settings or not enough save files. (might need to go back another turn).
Gray_Lensman wrote:This will be a code problem for Pocus to look into if it wasn't there in earlier versions. Thanks for pointing it out. To attempt to fix it in the database would require every single scenario's database to be altered for every single water region and then accompanied by every scenario being recompiled with no guarantee that it would fix the problem (and remain fixed if Pocus reworked the code after the fact.) The game code is supposed to compensate for this internally.
ShovelHead wrote:I received the exact same error last night while testing my mod. 1.13e-RC5.
ShovelHead wrote:I don't think Pocus would want to debug my saved game. I have many many modifications to the units, models, regions and scenario with my mod. It would take some time to setup the environment. If Pocus wishes to debug this I'll be happy to put together the environment. I just wanted to confirm Clovis's post of the issue.
10:13:48 AM [Critical ] TFactions.GetFactionByUID The faction of UID -1 was not found
10:13:48 AM (Reporting) Host MakeStep
10:13:48 AM [Error ] THost.MakeStep Exception caught: Violation d'accès à l'adresse 005C87DF dans le module 'AACW.exe'. Lecture de l'adresse 00000000 DebugStep: Replay Creation
10:13:48 AM (Reporting) Host MakeStep
10:13:48 AM [Error ] THost.MakeStep Exception caught: Violation d'accès à l'adresse 005C87DF dans le module 'AACW.exe'. Lecture de l'adresse 00000000 DebugStep: Replay Creation
10:13:48 AM (Reporting) Host MakeStep
10:13:48 AM [Error ] THost.MakeStep Exception caught: Violation d'accès à l'adresse 005C87DF dans le module 'AACW.exe'. Lecture de l'adresse 00000000 DebugStep: Replay Creation
10:13:48 AM [Error ] TAIEngine.ApplyAgenda Exception caught: Violation d'accès à l'adresse 0066364A dans le module 'AACW.exe'. Lecture de l'adresse 00000008 LogStep: Summary1003416 43. Confederate Detachment
10:13:48 AM [Error ] THost.LoadHostFile One or more error while generating AI files. Check the logs
edit> From the AIlog
10:13:48 AM (Reporting)
10:13:48 AM (Reporting) List of Agendas for 1003416 43. Confederate Detachment, 1102 Ft Monroe, VA, Pow:71, Count: 4(l 0/L 4/S 0)
10:13:48 AM (Reporting) Agenda 1 : Agenda: Intercept (Master), Value: 13200, Region: 1102 Ft Monroe, VA
10:13:48 AM (Reporting) Choosen Agenda: Agenda: Intercept (Master), Value: 13200, Region: 1102 Ft Monroe, VA
Gray_Lensman wrote:Thanks for the feedback and the saved game files. I was finally able to confirm this with unaltered (RC5d) Public beta patch files.
edit> This is indeed confirmed with the latest v1.13e AACW.exe and again with unaltered files. Darn. We'll have to wait for Pocus to squash it or at least store it away somewhere with the rest of his nuts.
Pocus:
I posted the confirmation of this bug along with saved game and log files at Post #4 at this link: http://www.ageod-forum.com/showthread.php?t=14004
enf91 wrote:Not really a problem, just CSA AI quirks mostly from the April 1861 campaign.
1. The CSA has almost never defended Manassas in all the times I have played it. Maybe once back a few versions ago, but that was it. Instead, it keeps its Army of the Potomac by Richmond and sends some other force to attack Fort Monroe. Sometimes it uses Joe Johnston to attack Pittsburgh, where (under the system from the last version under which loyalty influenced military control) the entire force would be destroyed.
2. No matter what the overall situation is, the CSA regularly attacks/besieges Fort Pickens in force. I could have forces overrunning central and western Tennessee while this stack with some 300-400 strength points sits in western Florida. I suppose it could be there to defend against possible amphibious assaults that other players might launch, but the stack sits there for months on end doing absolutely nothing.
3. I saw once a CSA stack (1/16/1862 or 2/1) that had about 9 generals and 1 division. No other combat troops were in the stack.
Gray_Lensman wrote:Stress levels elevated. Time for a break. This particular Public Beta patch is no longer supported by me. Changes will be forthcoming in a later data patch (possibly middle June). If the developers are still busy then, we'll postpone it until such time as RoP and VgN have been released, which could be even later in the year.
Near term, I'll be issuing some QuickFixes for common errors contained in the v1.13b "official" patch.
Sorry for any inconvenience.
Return to “Help to improve AACW!”
Users browsing this forum: No registered users and 9 guests