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Chaplain Lovejoy
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Sun Nov 22, 2009 2:06 pm

Just finished playing an entire campaign as USA vs. Athena with AI set to "normal," followed by an entire campaign with AI set to "passive." The first game ended in a USA victory in Aug 62; the second game ended in a USA victory in Sep 63. Thus the "passive" setting resulted in the game lasting a year longer.

There were fewer suicidal AI moves under "passive," but still some. By the summer of 63, I had a beefy line of mutually supporting, entrenched USA corps stretching across the regions Nelson, Amherst, Appomattox, and Henrico, VA. I garrisoned only lightly the peninsula stretching from Richmond to Ft Monroe, since I had naval forces preventing crossings of the James River and James Estuary. No way Athena was going to bang her head against the line of entrenched corps, and she didn't. Instead, to my surprise she mustered enough ironclads to knock back my fleet in the James Estuary and launch a massive amphibious assault against Williamsburg. I quickly sent in enough naval forces to reconstitute the James Estuary force, and the CSA army outside Williamsburg was isolated and doomed. Had Athena not launched this attack, the war could have gone on at least another six months.

This isn't really a criticism of the AI, because I think she plays quite well, all things considered. It's more of a suggestion to try "passive" when playing against the CSA AI.

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arsan
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Sun Nov 22, 2009 7:56 pm

Sounds like a great tip! Thanks! :thumbsup:

enf91
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Sun Dec 06, 2009 8:21 pm

Chaplain Lovejoy wrote:Just finished playing an entire campaign as USA vs. Athena with AI set to "normal," followed by an entire campaign with AI set to "passive." The first game ended in a USA victory in Aug 62; the second game ended in a USA victory in Sep 63. Thus the "passive" setting resulted in the game lasting a year longer.


So the mid-1862 CTD bug has been fixed? It used to be that games would not go past about July 1862 even in PBEM.

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gchristie
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Sun Dec 06, 2009 8:34 pm

Would appear so. The PBEM I'm in is now into January 1863. Did experience a freeze up during a small battle in Henrico, VA but got past that.
"Now, back to Rome for a quick wedding - and some slow executions!"- Miles Gloriosus

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Gray_Lensman
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richfed
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Clean version 1.15

Mon Dec 07, 2009 1:26 pm

I have had several CTDs in a solo game ... they seem to appear beginning in 1863, or so, as the AI has more to keep track of. Game crashes during turn resolution, but reloading the game is all it takes to proceed. Everything goes fine again until ... ??? :)

Unfortunately, I have no saves, as that game is completed, but something is still amiss in there somewhere!
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

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Gray_Lensman
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MikeV
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Sat Dec 12, 2009 6:43 pm

Pocus wrote:This should go into a mod then, we are sorry but we can't dedicate any more resource (hands, brain, time, money) to AACW, unless in case of crashing bugs.

Have you tried letting volunteers into your SVN server, using a separate branch, then merging in their work when it's been tested? Works for Linus T. and lots of other folks ... ;)

[[SIZE="1"]BTW: I'm fluent in C++ and Java[/size]]

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MikeV
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Sat Dec 12, 2009 6:44 pm

Chaplain Lovejoy wrote:I noticed the undue interest in West(ern) Virginia as well.

She's going for Pittsburgh. Check the strategic objectives view ...

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MikeV
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Sat Dec 12, 2009 6:48 pm

W.Barksdale wrote:I tried very hard to track down all the bugs before the final patch was released. I'm really going to be stunned if I find that the others that I helped to track down are still lurking around.

Like the Poor, bugs will always be with us ...

The one I'm going to try to verify is the odd way that newly-recruited units that appear in a city with a locked garrison also end up locked & unusable (usually happens with militia in St Louis and/or DC). Oddly, they get "released" if trained up from conscript status ...

enf91
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Sat Dec 12, 2009 9:21 pm

Because they're static militia, guys who own guns to defend their houses but not much else. Training up to regular infantry in effect means they're willing to leave their houses for real campaigning.

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Colonel Dreux
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Tue Dec 15, 2009 3:40 am

richfed wrote:I have had several CTDs in a solo game ... they seem to appear beginning in 1863, or so, as the AI has more to keep track of. Game crashes during turn resolution, but reloading the game is all it takes to proceed. Everything goes fine again until ... ??? :)

Unfortunately, I have no saves, as that game is completed, but something is still amiss in there somewhere!


Funny y'all are talking about this. I've never played a AACW game that doesn't crash. For me it starts in the Spring of '62 and happens every several months. Only once was I not able to reload and continue though. It got stuck one time and the game could not go forward.

This is definitely something specific to this game. It's never happened with anything else I've played or any other program. Perhaps, for me, it was a Vista related issue. I've got Windows 7 now, but haven't installed the game yet.
Oh my God, lay me down!

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Pocus
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Wed Dec 16, 2009 9:16 am

That's not the norm though, believe me. Either the crashes are because of bugs, in this case you are welcome to contact the support line, or they are because of your computer specs, here there is not much we can do on our side.

For the record, when I play Civilization IV (FFH variant ;) ), I start to get CTD each time the game is becoming significant (a good indicator is the size of the saved game file: around 800 Kb or more). Before that, I could play 50 turns in a row. After, I must save after each turn processing, quit and reload. It is definitively because my computer has reached its limit, although this is a laptop with 3 gigs of RAM and a 512 Mb video card.
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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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Inside686
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Wed Jan 20, 2010 1:25 pm

Hello,
Will the supply map (green area) bug be corrected in an potential next version?

enf91
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Wed Jan 20, 2010 6:35 pm

If you mean AACW2, probably. If you mean 1.16, no.

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Inside686
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Wed Jan 20, 2010 9:35 pm

So I guess it's not considered as a major bug.
OK, thank you.

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gchristie
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Wed Jan 20, 2010 9:57 pm

Inside686 wrote:Hello,
Will the supply map (green area) bug be corrected in an potential next version?


If by supply map bug you mean depot regions no longer showing as dark green, Pocus answered that in post #24 of this thread when he said it was an "unexpected side effect of a revision of the supply filters code."

I miss those dark green regions, but ces't la vie.
"Now, back to Rome for a quick wedding - and some slow executions!"- Miles Gloriosus

richfed
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Thu Jan 21, 2010 12:15 am

Gotta say that the Union AI is infinitely better than any previous incarnation. Much improved at building supply lines and forces deeper into enemy areas. Great job, Pocus!
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

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Pocus
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Thu Jan 21, 2010 9:09 am

It is the latest patch, not the last. The supply filter is already fixed and I even dare say enhanced now, ROP players should be happy and AACW ones will be too, but not right now, perhaps in February.
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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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Inside686
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Thu Jan 21, 2010 1:14 pm

Pocus wrote:It is the latest patch, not the last. The supply filter is already fixed and I even dare say enhanced now, ROP players should be happy and AACW ones will be too, but not right now, perhaps in February.


Great news!
You see Gray that I was right to ask ;)

tagwyn
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Thu Jan 21, 2010 7:23 pm

I have never played an AGEOD game that crashed (except for WWI). Check your system. t

tagwyn
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Thu Jan 21, 2010 7:24 pm

Strange! Feb is when HOI3 is scheduled for another patch. :p apy:

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Pocus
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Fri Jan 22, 2010 11:19 am

tagwyn wrote:I have never played an AGEOD game that crashed (except for WWI). Check your system. t


Let's be frank, there are crashes in the AGE engine games, but we always try to fix them as soon as possible. Now I believe the engine overall is very stable, even if a new game is released with it: we don't reinvent the wheel each time and some basics remain.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

richfed
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Fri Jan 22, 2010 1:30 pm

Except in a very few rare cases -- and I play this game alot!!! -- most crashes seem to occur during the AI phase of turn resolution. Closing the program and then reopeing it is all it normally takes. The game remembers all moves and all you need to do is press the next turn button to have them resolve. Once in a while, your entire turn is lost and you have to redo it. I have gotten in the habit of saving my turn BEFORE hitting the next turn button.
[color="DarkRed"][SIZE="2"][font="Book Antiqua"]"We've caught them napping!"[/font][/size][/color]

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Pocus
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Fri Jan 22, 2010 2:16 pm

well, did you know that the first thing which is happening when you click on End Turn is to save your turn automatically?
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

tagwyn
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Fri Jan 22, 2010 6:42 pm

Pocus: Yes, I knew that but had forgotten it. Another example of a quality gaming system. Yes, I have experienced some CTDs but not enough to complain about, except for WWI, which I still have not been able to download. t

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Pocus
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Sat Jan 23, 2010 3:56 pm

I believe that Luca did a really good work with the 6+ patches and that it is very safe now to play and enjoy the game... I admit that I had not time really diving into it though, it is what we old boardgamers call a "mammoth game" :)
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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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willgamer
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Sat Jan 23, 2010 5:26 pm

Pocus wrote: what we old boardgamers call a "mammoth game" :)


Never heard that one.

My groggy group called them "monster games"... :D

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