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arsan
Posts: 6244
Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Mon Jul 16, 2007 10:09 am

Hi!!
I´m back from a little holidays and checking how my favorite game is faring.
It seems its doing well! Thumbs up for Athena!! :coeurs:

From what i understand this new 1.06 is still beta and have some problems (the mixed up save/next turn button its one of that little things than can be very frustrating…) :grr:

But Pocus… will we get a “real” 1.6 patch with this and the double Semmes and music volume fixed before your vacation Or… waiting for Philipe Thibaut to come back means we wont have it until august? :innocent:
Just to know if it’s better to wait a little to begin a new (and this will be the definitive one!! until victory or death!!) campaign. :niark:
Cheers!!

keith
Sergeant
Posts: 71
Joined: Mon May 14, 2007 11:08 pm
Location: liverpool

error message in economics screen

Mon Jul 16, 2007 6:01 pm

i have been using 1.06 since it came out with no problems against the ai, i am however experiencing a problem when i have tried to play a pbem game, when i hover over the the build trains or river transport i receive the following error message

'several errors have been generated and the application is stalling. Would you like to terminate it'

it has three choices,- oui,non or annuller

i have tried rebbooting but i am unable to use the above options

has anyone else had this problem

keith

User avatar
Chamberlain
Captain
Posts: 182
Joined: Wed Apr 18, 2007 7:46 pm
Location: New York

Mon Jul 16, 2007 6:25 pm

Prussian Prince wrote:
Chamberlain wrote:Hello richfed,

How was the install time of 1.06 ? Was it better after a fresh install ?

I remember you were also seeing as I was an install update time of 20 - 30 minutes. I updated yesterday to v1.06 & it took 35 minutes to install. Again, I have Vista OS and all the previous updates, prior to 1.04, took mere minutes to install.

Hey Guys,

Have Vista Home Premium and installed 1.06 in about 5 minutes. Have yet to play it though :p leure:

Stewart


Hello Prussian Prince,

I also have Vista Home Premium OS and like I stated earlier up to v1.04, my updates were between 2 - 5 minutes also. Now, for the life of me I, along with richfed, cannot figure it out :bonk: :nuts: :tournepas :bonk: :nuts: :tournepas .

I know when it hit the GameData/Regions Folder, (this actually took 21 minutes for this folder alone), it slowed to a crawl. This time the GameData/Units Folders only took 2 minutes to update where v1.05 took alot longer to install.

I guess the bottom line is how well the game plays with the new patch and not so much as how long as it takes the patch to complete its install.

This is still one helluva game even if it took 1 hour for a patch install :hat:

I would be curious if anyone else with Vista started to experience the patch install time increase like we have.

PS.. Defrag runs every morning scheduled.

Chamberlain

Sheytan
Lieutenant
Posts: 107
Joined: Wed Jul 04, 2007 10:00 pm

Mon Jul 16, 2007 10:42 pm

JB Hood wrote:can confirm that


speaking of which, has anyone had this happen? I had semmes basically shot out of the water running the atlantic blockade, he was wounded, and ended up at a english controlled island...in the caribbean. I was unable to have him picked up by a ship so hes going to sip rum and read about the war :} if the logic train is <send wounded leader to nearest port> it should be a port you can access.

regarding the 1.6 patch, game runs much faster now, I also am not having any CTDs besides the very rare, and random texture CTD. prior to this patch the game would crash randomly this even after I edited mem usage etc etc. btw I have a number of games I run, typically FPS with no problems related to my video card. this is the best patch yet imo, AI is better. Im not sure im buying into the "AI used command functions effectively now" statement however. I still see stacks with big out of command penalitys. the AI is however doing things in my current game that I had not seen before so all in all im impressed.

emu
Private
Posts: 25
Joined: Mon Jun 25, 2007 8:43 pm

small v1.06 bug

Mon Jul 16, 2007 11:31 pm

next turn button now(bugle on left) returns user to menu while return to menu button executes next turn(far right button).

I notice ai units starting to amalgamate rather than running around in panic mode(They should panic:Mobile and NO lost,Corinth lost, KY and most of TN in union hands and Grant closing in on Memphis;ring of fire encircling Richmond and it is only March62)

Patch installs quickly and turn goes fast(bit too fast as I like to watch the units moving around).

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

Tue Jul 17, 2007 12:01 am

emu wrote:
Patch installs quickly and turn goes fast(bit too fast as I like to watch the units moving around).


You can set this delay under Options.

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

Tue Jul 17, 2007 8:14 am

Patch is now official and link has been changed:

http://ageoddl.telechargement.fr/latest/AACW_Patch.zip
Image


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

User avatar
arsan
Posts: 6244
Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Tue Jul 17, 2007 8:24 am

Pocus wrote:Patch is now official and link has been changed:

http://ageoddl.telechargement.fr/latest/AACW_Patch.zip


Has the bugs encontered on 1.06 beta been fixed ??
Thanks!!

User avatar
LMUBill
Lieutenant
Posts: 141
Joined: Thu Dec 28, 2006 5:01 am
Location: Cumberland Gap, Tennessee
Contact: Yahoo Messenger

Tue Jul 17, 2007 3:16 pm

Pocus wrote:Patch is now official and link has been changed:

http://ageoddl.telechargement.fr/latest/AACW_Patch.zip


Did you fix the problem with the save game and end turn buttons being reversed?

User avatar
Cat Lord
Posts: 1806
Joined: Thu Nov 17, 2005 2:07 pm
Location: Lausanne, Suisse

Tue Jul 17, 2007 4:02 pm

Pocus wrote: (and then you won't hear about me during two weeks!).
Have a nice holidays, I am comin closer to you next week (Je vais dans la vallée de l'Ubaye, tout au nord des Alpes de Haute Provence :) ).

Cat

emu
Private
Posts: 25
Joined: Mon Jun 25, 2007 8:43 pm

v1.06 beta bug

Tue Jul 17, 2007 10:51 pm

Lost 2inf (3 regts) and 2 arty in Rolla MO when I detached them from a division that went reb hunting. They just weren't there next turn(26 in the april campaign as union). No sign of this happening with any other units. Duplicated this problem 3 times from a save game which I lost amidst all my testing so I've nothing to send in. This was a continuation from an ongoing game, not a fresh start. I had a good fiddle with this problem detachment. Split them up and rejoined them, flipped orders around, moved them into the countryside to lose their entrenchment before plopping them back inside the city. A strange thing about this stack is that when placed back inside the city their original entrenchment level was reinstated - never saw that happen before. No sign of this behaviour elsewhere but I wondered if anyone else had come across this rogue dissertion problem.

One other item I had a problem with was 2* Sumner taking over Shermans corps whenever I place him in Shermans stack - doesn't happen when Sumner(or any other division commander) placed in any other corps. Sumner was present in the same stack when Sherman got his promotion from division commander and this obviously rankled. Pretty funny really.

User avatar
Le Ricain
Posts: 3284
Joined: Sun Apr 09, 2006 12:21 am
Location: Aberdeen, Scotland

Tue Jul 17, 2007 10:58 pm

emu wrote:
One other item I had a problem with was 2* Sumner taking over Shermans corps whenever I place him in Shermans stack - doesn't happen when Sumner(or any other division commander) placed in any other corps. Sumner was present in the same stack when Sherman got his promotion from division commander and this obviously rankled. Pretty funny really.


Sumner is probably senior to Sherman.
[SIGPIC][/SIGPIC]

'Nous voilà, Lafayette'

Colonel C.E. Stanton, aide to A.E.F. commander John 'Black Jack' Pershing, upon the landing of the first US troops in France 1917

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

Wed Jul 18, 2007 12:37 am

I finished a game with a nice little CSA victory in February 1864. Beat the Yanks through demoralization, though it was touch and go in 1863.

Anyway, no major bugs noticed, other than the little things I've mentioned in this thread. No Generals disappeared via events - well, Cooper was in Richmond because he retired. Lost Early, Price, and another general by battle deaths, but nobody - other than Belle Boyd & Cooper - were removed by event.

I was sorry to see the game end!!! Time to go at it again!

emu
Private
Posts: 25
Joined: Mon Jun 25, 2007 8:43 pm

important v1.06 bug (not v1.06a)

Thu Jul 19, 2007 10:08 pm

Just found another 2 cases of disappearing units after installing v1.06. I detached 1 militia with 1 arty to defend Decatur while the division there advanced on Chatanooga(T29 as union player in april61 campaign). Also detached 1 militia from a division to hold Fulton while said division headed south towards Meridian. After turn resolution(same turn I stormed Richmond which the ai left weakly defended, having given priority to Petersburg)Fulton and Decatur were empty. UFO's strike again. I tried this again from my saved game turn and the same thing happened. This looks like a detachment bug. Will try again detaching brigades etc and see if the game just doesn't like detached militia and arty. This does not impact existing garrisons anywhere else, just recently detached units.

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