RGA
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Tue Mar 29, 2011 2:00 pm

....and still the fixes/improvments keep coming. Well done Calvinus :thumbsup:

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calvinus
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Tue Mar 29, 2011 4:18 pm

calvinus wrote:Added this too:
- Military AI improved to make amphibious offensives outside of Europe allowed only to Japan, France, Great Britain and USA (moddable)


Update: the AI moddable improvement extended also to "expeditionary corps" offensives. ;)

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NefariousKoel
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Sun Apr 17, 2011 11:33 am

RGA wrote:Great news Calvinus :thumbsup:

Do you have an idea about when the patch will be available ?


Let's not rush 'em if this is to be that final one.

Cram all the fixes and testing in as possible! ;)

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calvinus
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Mon Jun 27, 2011 6:54 pm

I finally managed to get the Military AI improved in army-by-army mode! The next patch looks now close to completion... :)

Panama Red
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Mon Jun 27, 2011 7:23 pm

:thumbsup: :) :thumbsup:

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Random
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Mon Jun 27, 2011 8:08 pm

I will add a sincere WooHoo!

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calvinus
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Tue Jun 28, 2011 6:25 am

This is the state of the art of patch 1.08M:

[Version 1.0.7m]
[Version 1.0.8m]
************

New features:
- Introduced the Play-by-Email mode!
- Added aggressivity level setting for stacks (used by battle AI and PBEM)

Improvements:
- Military AI now carefully checks the supply status of areas also when considering the camoflage stacks placement opportunities if the difficulty level is set 4+
- Immobilized armies and fleets are now not counted anymore for assignment of detached forces (drag & drop or forces management window)
- Corrected some Italian, Spanish and German texts
- Introduced limitations in building special units (i.e.: arab forces of Senussi army or Arab army of Lawrence)
- Improved the retreat to nearest friendly port procedure in case of fleets evacuation
(*) Introduced an event that brings the automatic removal of Immobilization rule for French and Austrian armies on Alps frontiers when Italy enters the war
- Military AI improved to make amphibious and expeditionary corps offensives outside of Europe allowed only to Japan, France, Great Britain and USA (moddable)
- Improved activity of Military AI in army-to-army mode

(*) Scenario corrections:
- All scenarios: Turkish genocide of Armenians now takes place only if Turkey is at war with the Entente
- Grand Campaign and 1916: corrected setup of Portuguese forces

Fixed bugs:
- Added several fixes and improvements in supply checks
- Fixed a bug that made impossible the voluntary abandonement of grand offensives
- Fixed a bug that caused an erratic wrong calculation of RP base flows
- Fixed a bug in mandatory attacks check
(*) Fixed some bugs that caused the disappearance or deactivation of rules introduced by events play or diplomatic actions (i.e.: Bruchmuller)
- Fixed a bug than made the naval combat modifier (turn rule) almost never applied

(*) : not working for older savegames

Palpat
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Wed Jun 29, 2011 4:03 pm

Sweet. All the issues we have reported here had been dealt with? :w00t:

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Franciscus
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Wed Jun 29, 2011 5:25 pm

Great news ! :coeurs:

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calvinus
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Wed Jun 29, 2011 5:40 pm

Palpat wrote:Sweet. All the issues we have reported here had been dealt with? :w00t:


I have only to work on a possible bug reported by RGA on naval combats. All other stuff concerns suggested improvements or problems reported with no support savegame that so I cannot reproduce...

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Tamas
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Thu Jun 30, 2011 10:45 am

:thumbsup: :coeurs:

ZardozLord
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Fri Jul 01, 2011 7:04 pm

Wow, I have been away from this game for a while, I am looking forward to having a Pbem game, well done calvinus...

Panama Red
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Sat Jul 02, 2011 10:02 pm

calvinus:
Did you ever fix the AI problem of the AEF (American Expeditionary Force) not going into battle once it landed in France ???

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calvinus
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Sun Jul 03, 2011 7:30 am

Panama Red wrote:Did you ever fix the AI problem of the AEF (American Expeditionary Force) not going into battle once it landed in France ???


For this point I think the best way is to add a event that teleports AEF somewhere to France (if AI controlled) X turns after US entry to war.
Suggestions: where to teleport? X=?

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Random
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Sun Jul 03, 2011 3:56 pm

Fortunately WW1-G is predicated on the American involvement being in formed military units as the AEF. Had the British and French gotten their way they would likely as not appear as additional RP's and NW bonuses to reflect the incorporation of U.S. troops into Allied formations.

Where they ended up fits the original Commander's intention I think. Pershing had no interest fighting in Flanders and the Somme front was void of militarily significant objectives. This leaves the Meuse-Argonne where they historically deployed and 'reasonable' teleportation targets; Provinces 381 Cote de Meuse, 382 Verdun, 383 Argonne, 384 Bar le Duc, 385 Vitry le Francois.

Of course anticipating where the Western Front is likely to be in even a percentage of games represents a crap-shoot and teleporting naval units can end up in odd locations sometimes so this does not create entirely warm and fuzzy feelings as a solution. But if getting them there is half the battle...

Perhaps just having them arrive in France and tweaking the USA-AI threshold perameters to enhance the prospects of the units entering the trench lines and acting aggressively once deployed might offer more reliable US involvement.

Anything, just as long as they stop showing up in Africa!

Baron von Beer
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Sun Jul 03, 2011 8:31 pm

sorry if it's been mentioned elsewhere, skimmed and didn't see...

Any guesstimate when 1.08M will be released? Finally relearned how to play and anxious to actually start a game with the intention of playing it through. :)

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calvinus
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Sun Jul 03, 2011 8:38 pm

Some volunteers are testing the PBEM and will send me soon a feedback (for instance, I've been already informed that AI aggressivity in army-by-army activation mode is finally improved). I have also to do some tests. So just a bit of patience... in the meanwhile I'll try to add further fixes and improvements, such as the US landing problem mentioned above.

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calvinus
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Tue Jul 05, 2011 6:21 pm

I'm receiving feedbacks about a very good performance by AI. :)

Just added this, as suggested:
- All scenarios: added events to make AEF automatically lands in Europe when USA enter war (landing priorities: Le Havre, Cherbourg, Brest, Dover)

Also, amphibious and expeditionary corps offensives outside of Europe no more allowed for USA.

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Random
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Tue Jul 05, 2011 6:46 pm

This is Great News!

Averkinen
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Wed Jul 06, 2011 1:31 pm

calvinus wrote:I'm receiving feedbacks about a very good performance by AI. :)

Just added this, as suggested:
- All scenarios: added events to make AEF automatically lands in Europe when USA enter war (landing priorities: Le Havre, Cherbourg, Brest, Dover)

Also, amphibious and expeditionary corps offensives outside of Europe no more allowed for USA.

The idea is not bad, but it has a large deficit. How do you say after declare war, the U.S. immediately sends its troops to Europe, but it will be a little historical, as in reality the United States entered the war in April 1917, and the fight began only in late fall of 1917, as he not had then the regular army. So I think it is better to leave a gap between the entry into the war and start fighting for the United States. :)
Sorry for my bad English. ;)

Athens
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Wed Jul 06, 2011 1:52 pm

Averkinen wrote:The idea is not bad, but it has a large deficit. How do you say after declare war, the U.S. immediately sends its troops to Europe, but it will be a little historical, as in reality the United States entered the war in April 1917, and the fight began only in late fall of 1917, as he not had then the regular army. So I think it is better to leave a gap between the entry into the war and start fighting for the United States. :)


Fortunatly, events date are moddable.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975

My blog: http://moddercorner.com/about/

[SIZE="2"]Players quotes about Fatal Years:[/size]

the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

Averkinen
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Wed Jul 06, 2011 2:43 pm

Athens wrote:Fortunatly, events date are moddable.

You are right. :thumbsup:
Sorry for my bad English. ;)

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calvinus
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Wed Jul 06, 2011 6:42 pm

Averkinen wrote:The idea is not bad, but it has a large deficit. How do you say after declare war, the U.S. immediately sends its troops to Europe, but it will be a little historical, as in reality the United States entered the war in April 1917, and the fight began only in late fall of 1917, as he not had then the regular army. So I think it is better to leave a gap between the entry into the war and start fighting for the United States. :)


Ok, how many turns delay? 1, 2, 3?

Side note: we discovered some bugs in PBEM engine, so I'll take some time fixing these nasty bugs... :wacko:

Averkinen
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Wed Jul 06, 2011 9:32 pm

calvinus wrote:Ok, how many turns delay? 1, 2, 3?

Side note: we discovered some bugs in PBEM engine, so I'll take some time fixing these nasty bugs... :wacko:

I think somewhere between 3 and 5. This is my personal opinion. Well, better get to know and views of others, as this issue is really very expandable. :bonk: :D
Sorry for my bad English. ;)

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calvinus
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Wed Jul 13, 2011 8:24 pm

Turns delay for US reinforcements set to +1, not possible to do different, sorry...

Most bugs in PBEM engine seem to be finally fixed.... ;) :cuit:

ZardozLord
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Fri Jul 15, 2011 10:52 am

Hi Calvinus... I am a big fan of this game and have been reading the bug fixing posts, how is the pbem bug squashing going?

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calvinus
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Fri Jul 15, 2011 11:11 am

PBEM engine in WW1 is a bit more complicated than other AgeOD games. I've been forced to make PBEM not compatible with advanced game modes of WW1 (strictly turn-based, army-by-army activation), but interceptions must work ok. In addition, to guarantee a funny game (pbem removes a lot of funny aspects of WW1 indeed), I renounced to the host-client architecture and worked out a peer-to-peer mechanic: every player must have all ORD files stored on his PC and executes the next turn/phase procedure, every player, not simply the host. That means the engine must guarantee a perfect synchonization in every aspect of the game, even AI choices during battles (because battle choices are handled by AI in PBEM, of course... nothing is left to human players during the end turn procedure!).

This brought a lot of bugs, obviously, that I have neverthless fixed one by one. Now I have only some doubts for trench warfare... We'll spend some time playtesting during the week-end. Then, if everything works fine, we must work out a manual for PBEM game mode, absolutely necessary... Once done, a beta patch can be published for your enjoy! :)

ZardozLord
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Sun Jul 17, 2011 2:00 pm

Sounds good :)

So with the WWI pbem, the 2 players have to have the exact same files on there pc's, do they just save and swap there order file's, then both process the turn?

What doubts do you have about trench warfare?

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calvinus
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Sun Jul 17, 2011 2:16 pm

ZardozLord wrote:Sounds good :)

So with the WWI pbem, the 2 players have to have the exact same files on there pc's, do they just save and swap there order file's, then both process the turn?


Yes, exactly. All players share ORD files each other, each player must have all ORD files in his SaveGame folder, including his one. Every player clicks the Next Turn/Phase button and executes the end turn procedure watching any moves and battles. Everything is to be perfectly synchronized, AI choices, die rolls... etc. etc.

ZardozLord wrote:What doubts do you have about trench warfare?


We're still experiencing loss of synchronization in AI choices (retreats) in sieges (retreat = siege delayed) and trench battles. This needs absolutely to be fixed. :love:

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NefariousKoel
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Sat Jul 23, 2011 10:07 pm

Might I suggest releasing a "beta" update, before an official release, so you'd have a much wider range of testing on it?

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