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Rafiki
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Location: Oslo, Norway

Mon Oct 01, 2007 8:08 am

But if there are a number of hints, it'd be nice to have a random one displayed each turn, rather than the same one over and over till you restart the game.

(I like the feature, though, no doubt :) )
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James D Burns
Posts: 561
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Location: Salida, CA

Mon Oct 01, 2007 8:49 am

I've noticed that unit training does not appear to work now (it used to) in patch 1.07b. I've had units stacked with both little Mac and Halleck for several turns, but no messages about units being trained.

Jim

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GShock
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Joined: Tue Aug 07, 2007 4:30 pm

Mon Oct 01, 2007 3:22 pm

Good point on the hints, Rafiki...still i guess we could build them and hand them over to Pocus for implementation. This "hint" system should be reworked so it's limited to the log size below...it currently goes beyond and out of the screen. :)

Yes James, you are right. The retraining/replacement is not being displayed anymore. I cannot but push even stronger towards the implementation of a real log with messages displayed in the form of telegraph bulletins (exactly as the grand campaign players show us) sorted in boxes according to the message category.

All in due time, I hope.

I'm still stuck at learning these "ghost" mechanics and surely i'm not the only one. On the other hand in the "Bull" scenario, i finally used the general redeploy order and i saved my side from the northern assaults from the coast aimed for Richmond. :)

Kwik E Mart
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Mon Oct 01, 2007 4:53 pm

James D Burns wrote:I've noticed that unit training does not appear to work now (it used to) in patch 1.07b. I've had units stacked with both little Mac and Halleck for several turns, but no messages about units being trained.

Jim


I concur...however, some militia units NOT stacked with Mac or Halleck are now getting trained...

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Pocus
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Location: Lyon (France)

Mon Oct 01, 2007 5:06 pm

James D Burns wrote:I've noticed that unit training does not appear to work now (it used to) in patch 1.07b. I've had units stacked with both little Mac and Halleck for several turns, but no messages about units being trained.

Jim


Please send me a save, I don't remember touching anything on that since several weeks at least. Thanks.
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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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lodilefty
Posts: 7616
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Location: Finger Lakes, NY GMT -5 US Eastern

Mon Oct 01, 2007 5:06 pm

James D Burns wrote:I've noticed that unit training does not appear to work now (it used to) in patch 1.07b. I've had units stacked with both little Mac and Halleck for several turns, but no messages about units being trained.

Jim


For a while, I thought the same about Hardee and Bragg. Then I noticed "bronze bars" becoming "silver bars", and examination showed increases in experience. Happens only in stacks with "trainers".

however, some militia units NOT stacked with Mac or Halleck are now getting trained...


I see Militia upgrades everywhere. My understanding is that's part of normal upgrade process (probabilities exists for all units to upgrade, I think...)

Clearer messages would be nice, but only if I can have a "switch" to supress them, similar to the message sorting buttons we have now (add a new category??)..... :sourcil:

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James D Burns
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Mon Oct 01, 2007 6:30 pm

Pocus wrote:Please send me a save, I don't remember touching anything on that since several weeks at least. Thanks.


I guess I should take a closer look before stating this as fact. I'm not seeing the text messages that used to be displayed, but I haven't tracked individual elements to see if they are in fact training up or not. Next time I get a chance to play again, I’ll watch things closely to see if it’s just missing text messages or if units are failing to train.

Jim

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Pocus
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Mon Oct 01, 2007 6:36 pm

I was anyway going to call off the request as a player is reporting having them and these days I just can't check things based on suspicions :)

Don't forget that trained can either be in experience or in a new model indeed. An experience militia can also switch to a regular element with this, but the process would be very slow.
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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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Contact: Website

Tue Oct 02, 2007 12:52 am

Franciscus wrote:Sorry to contradict you, Pocus friend, but I allways have used the 96 setting, but these new hint messages, although very fast for me, are definitely over the limit of the message window ( I am using a 1440x900 monitor, by the way).
Of course this is not at all important; it is probably a "napoleonic" thing :innocent:



Couldn't this be fixed with a simple line break?
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DirkX
Lieutenant
Posts: 126
Joined: Sun Aug 05, 2007 10:09 pm

relocate ?

Wed Oct 03, 2007 8:52 pm

whats the purpose behind this feature ?
i dont really like beaming people across the map

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McNaughton
Posts: 2766
Joined: Wed Mar 21, 2007 8:47 pm
Location: Toronto, Canada

Wed Oct 03, 2007 10:53 pm

DirkX wrote:whats the purpose behind this feature ?
i dont really like beaming people across the map


It is the only way to get the AI to move its commanders from one frontier to another (properly). Plus, it was known that you could historically move an individual much further, and faster, than a regiment of infantry (due to time taken to load, unload, transfer, etc.). So the 'beaming' just abstracts a personal trip from one front to another (that didn't have to be a military train).

I believe that there are limits on how many you can do in a turn.

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Prussian Prince
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Wed Oct 03, 2007 11:23 pm

"I believe that there are limits on how many you can do in a turn" By McNaughton

3 moves a turn if I remeber right.

Big Muddy

Thu Oct 04, 2007 12:58 am

DirkX wrote:whats the purpose behind this feature ?
i dont really like beaming people across the map


I wasn't to sure how I would feel about this option, but I like it. You don't have to use it, and it helps the AI form Armies & Corps. I'm in '61 early November and the CSA already has An Army and three Corps around Manassas. And yes you can use this three times.

DirkX
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Thu Oct 04, 2007 1:20 am

if its for the AI its ok i guess ^^
i am definately not using it in PBEM games.

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Pocus
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Thu Oct 04, 2007 6:57 am

DirkX wrote:whats the purpose behind this feature ?
i dont really like beaming people across the map


This is my fault, I'm proposing it to you without enough restrictions. I intend to finish my job today with a new sub-patch. :sourcil:
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Jagger
AGEod Grognard
Posts: 949
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Thu Oct 04, 2007 7:42 pm

Pocus wrote:This is my fault, I'm proposing it to you without enough restrictions. I intend to finish my job today with a new sub-patch. :sourcil:


Excellent news! I am eagerly looking forward to experimenting with some modding of that exported "march to the guns" and entrenchment data!!! :dada:

Small, totally unnecessary reminder but I am eagerly looking forward to some more modding.... ;)

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Pocus
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Thu Oct 04, 2007 7:51 pm

err, postponed 12 hours, I stumbled on some bones in the code. But you will get it very soon.
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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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Pocus
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Location: Lyon (France)

Fri Oct 05, 2007 7:30 pm

Some 2 bugs reported, so update postponed further until tomorrow. Sorry for the modders starving for new tweaks to test ;)

Beside that, only bug fixes, so if you don't have a bug, there is nothing to wait for impatiently in this new update :)
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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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Pocus
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Location: Lyon (France)

Sat Oct 06, 2007 9:20 am

Patch 1.07c uploaded:

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

Readme:

1.07c
fixed: Prisoners tally was erroneous after a surrender.
fixed: Plundering sea regions for seaweed is not authorized.
fixed: You could detach&combine using the shortcut key even if not legit.

added: Weather of the first turn is now randomized (each time you start a scenario)
added: Redeploying a leader unactivate him and he get penalties to ratings for a turn (-2/-2/-1).
added: An option in the Options/Gameplay tab allows you to specify how many Redeployments are granted a turn.
added: New variables exported for modders in the files: combat.opt, Bombard.opt, Reserve.opt

changed: Marching to the sound of guns if you are in defensive posture get you a -10% modifier to the marching roll.
changed: AI algorithm to hunt and destroy enemy stacks much more aggressive. Can use forced march if needed.
----------
Image


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

Big Muddy

Sat Oct 06, 2007 12:07 pm

I tried 1.07c and found that I could: call for volunteers, 5% war bond & total blockade every turn, played two months and went back to b. Also, the option to move leader anywhere on map reduced from 3 to 1. I will try another attempt later and see what happens.

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lodilefty
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Sat Oct 06, 2007 2:10 pm

Czrasai wrote:I tried 1.07c and found that I could: call for volunteers, 5% war bond & total blockade every turn, played two months and went back to b. Also, the option to move leader anywhere on map reduced from 3 to 1. I will try another attempt later and see what happens.


1) I confirm the unrestricted use of drafts, finance options.
2) The leader option reduced to 1 is WAD as stated in upgrade notice.
3) The issue I reported earlier with ctrl-D on locked units still exists.

I am sending save files for #1 and #3 to the bug report email address.....

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Pocus
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Location: Lyon (France)

Sat Oct 06, 2007 4:33 pm

The major one, options resetting themselves is fixed. Please download again to the same link, if you download before this post (I have not changed the version number).

As for the option to detach unit, I still can't repeat it. I used the CSA brigade at Richmond in the 1862 scenario, and the split was prevented. not a major bug, so I will wait for the report saying that the Emancipation gives money.
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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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saintsup
Captain
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Sat Oct 06, 2007 7:10 pm

Downloaded and installed (twice !!); last one from Pocus' sig.

I'm pretty sure the problem with draft/volunteers is not solved (could be a hudge coincidence though ...).

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Pocus
Posts: 25673
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Location: Lyon (France)

Sat Oct 06, 2007 7:51 pm

Clear your cache and download again, I found the error, fixed it, then tried in game and it worked. :)
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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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morvael
Sergeant
Posts: 79
Joined: Thu Aug 09, 2007 11:42 am
Location: Otwock, Poland

Sat Oct 06, 2007 10:06 pm

Good God, you're supplying us patches on weekend... glad I have looked on the site before starting a new campaign :)
...

goodwood
Lieutenant
Posts: 136
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Location: Toongabbie Vic Oz

Sun Oct 07, 2007 5:29 am

G'day all, has anyone noticed this? Since installing 10.7c you can get bonds and exceptional taxes every turn. also on the industrialization pages, the factories disappear each turn.Ron
Happily Grumpy:siffle:

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Pocus
Posts: 25673
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Location: Lyon (France)

Sun Oct 07, 2007 8:01 am

Have you downloaded the patch before or after my post #82 ? Before you had this bug, after it has been fixed.

I can check and upload again at noon (yes this is sunday but we love you) if there is a problem.
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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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saintsup
Captain
Posts: 171
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Sun Oct 07, 2007 8:32 am

Pocus wrote:Clear your cache and download again, I found the error, fixed it, then tried in game and it worked. :)


Surely I'm missing something. It is not working.

The patch 1.07c I downloaded and installed for the 3rd time is dated 06/10/07 17:26.

Will send you my save by e-mail.

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Hobbes
Posts: 4438
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Location: UK

Sun Oct 07, 2007 10:51 am

goodwood wrote:G'day all, has anyone noticed this? Since installing 10.7c you can get bonds and exceptional taxes every turn. also on the industrialization pages, the factories disappear each turn.Ron


Gene and I also have this problem with 1.07c

Cheers, Chris

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Hobbes
Posts: 4438
Joined: Sat Mar 11, 2006 12:18 am
Location: UK

Sun Oct 07, 2007 10:57 am

Could it be that the patch has fixed the problem but the data in current games has been overwritten?

I downloaded the patch again and all options are still available.

Cheers, Chris

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