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Clovis
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Sun Oct 07, 2007 12:07 pm

I don't have this problem with the last version, both on a new and a current games.

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Pocus
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Sun Oct 07, 2007 12:50 pm

1.07d uploaded so I'm sure you have 1.07d and not a rancid 1.07c :)

Same link as usual (check my sig)
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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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Sun Oct 07, 2007 12:54 pm

Again my apologises for the bug introduced by 1.07c. I hope you won't get any more.

To say the truth, I don't quite like to update AACW while we are in the process of finalizing Napoleon's Campaigns, because some modules are in common and what can affects NCP can affects ACW. On the other hand, it is unbearable for us to let players have blocking/crashing bugs in ACW and be stuck without help. :)
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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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Hobbes
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Sun Oct 07, 2007 1:16 pm

Hi Philippe, just tried 1.07d and still get the same problem.
Cheers, Chris

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Pocus
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Sun Oct 07, 2007 1:34 pm

send me the save when it has resetted, with the turn before. I want to check what happen on my side. It makes no sense for me, as of now, I admit.

edit: don't forget that options reset in late june (iirc). If you take the 62 campaign and ask for volunteers, it should not reset for example.
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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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GShock
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Sun Oct 07, 2007 1:51 pm

A patch a day keeps the doctor away! :)

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Henry D.
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Sun Oct 07, 2007 2:12 pm

GShock wrote:A patch a day keeps the doctor away! :)

That may apply to you and me, but I fear, not to poor Pocus, on the contrary... :sourcil:


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Regards, Henry :innocent:
Henry D, also known as "Stauffenberg" @ Strategycon Interactive and formerly (un)known as "whatasillyname" @ Paradox Forums

"Rackers, wollt Ihr ewig leben?" (Rascals, Do You want to live forever?) - Frederick the Great, cursing at his fleeing Grenadiers at the battle of Kunersdorf

"Nee, Fritze, aber für fuffzehn Pfennije is' heute jenuch!" (No, Freddy, but for 15p let's call it a day!) - Retort of one passing Grenadier to the above :sourcil:

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GShock
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Sun Oct 07, 2007 2:37 pm

I confirm with button greyed out, i could detach a div leader and sharpshooters bde in '61 campaign, he was also locked in richmond.

On the other hand, i see the 1 max limit of redeployment for generals works but i have a "problem":

I've captured Laredo raiding it, and i'm staying there to increase MC while the region is pillaged. I tried to redeploy a 1-star general from Richmond to Laredo and failed...i have the feeling Laredo (and perhaps other box-shaped regions) are not selectable, thus negating the possibility to redeploy generals there.

syntax: select general, hit redeploy button, hit region = general is not redeployed in Laredo. Same syntax = 100% success in other regions.

Patch 1.07d

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Hobbes
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Sun Oct 07, 2007 3:13 pm

Pocus wrote:send me the save when it has resetted, with the turn before. I want to check what happen on my side. It makes no sense for me, as of now, I admit.

edit: don't forget that options reset in late june (iirc). If you take the 62 campaign and ask for volunteers, it should not reset for example.


Save sent. Could it not be that the file holding the number of turns left to
reactivate an option has been reset to zero? It has nothing to do with the late June reset.

Cheers, Chris

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Hobbes
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Sun Oct 07, 2007 3:19 pm

I just went back 3 turns with 1.07d and all is well then showing many turns left before options are available, so you should be able to see from the save what the error is.

Cheers, Chris

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fremen
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Mon Oct 08, 2007 6:04 pm

I just installed the patch 1.07d a couple of days ago.
In my two games i have, no battles from that upgrade.

I have two huge stacks in the same zone. A army with Grant with attack order (red) every turn, and a CSA army. However, turn after turn the game reports the follow message: "CSA Army fails to retreat in zone X", HOWEVER NO BATTLE. How is that possible? It's a bug. Grant is obviously activated all my game turns.

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chainsaw
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same thing

Mon Oct 08, 2007 6:30 pm

fremen wrote:I just installed the patch 1.07d a couple of days ago.
I have two huge stacks in the same zone. A army with Grant with attack order (red) every turn, and a CSA army. However, turn after turn the game reports the follow message: "CSA Army fails to retreat in zone X", HOWEVER NO BATTLE. How is that possible? It's a bug. Grant is obviously activated all my game turns.


Same thing playing the 1862 scenario as union on 1.07D - near the Shilloh battlefield site I have both Federal armies (A of Tennessee and A of Cumberland) locked in the same zone with the CSA Army but no battles - something is buggy. I will experiment some more and report back later...
................
=========
[SIZE="4"][color="Orange"] Go Hokies![/color][/size]
=========

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Hobbes
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Mon Oct 08, 2007 7:27 pm

chainsaw wrote:Same thing playing the 1862 scenario as union on 1.07D - near the Shilloh battlefield site I have both Federal armies (A of Tennessee and A of Cumberland) locked in the same zone with the CSA Army but no battles - something is buggy. I will experiment some more and report back later...


I noticed something similar our last PBEM turn - I assumed it was the command delay but maybe not - it didn't seem right.

Philippe, I keep trying to send you a saved game but it keeps rejecting the email. I just tried again to support@ageod.com - so far it hasn't rejected it.

Cheers, Chris

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Hobbes
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Mon Oct 08, 2007 7:37 pm

Still no luck trying to send a 3meg save game (has anyone else been able to send a file to Pocus?)

This is the Postfix program at host claustres.com.

I'm sorry to have to inform you that the message returned
below could not be delivered to one or more destinations.

For further assistance, please send mail to <postmaster>

If you do so, please include this problem report. You can
delete your own text from the message returned below.

The Postfix program

<phmalacher@gmail.com>: host gmail-smtp-in.l.google.com[209.85.129.27] said:
552 5.7.0 Illegal Attachment k29si6854577fkk (in reply to end of DATA
command)

Jagger
AGEod Grognard
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Mon Oct 08, 2007 7:53 pm

Hobbes wrote:Still no luck trying to send a 3meg save game (has anyone else been able to send a file to Pocus?)

This is the Postfix program at host claustres.com.

I'm sorry to have to inform you that the message returned
below could not be delivered to one or more destinations.

For further assistance, please send mail to <postmaster>

If you do so, please include this problem report. You can
delete your own text from the message returned below.

The Postfix program

<phmalacher@gmail.com>: host gmail-smtp-in.l.google.com[209.85.129.27] said:
552 5.7.0 Illegal Attachment k29si6854577fkk (in reply to end of DATA
command)


I have sent a number of files to Pocus. It is weird because some go through fine and some have been bounced back just as yours. Luck of the draw I guess.

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chainsaw
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Mon Oct 08, 2007 10:59 pm

I find that when emails with attachments bounce I use "You Send It" - it's free. http://www.yousendit.com/

On my earlier post about armies being locked in a region with no combat (even though Grant was activated), once I moved one of my stacks out of the region the enemy was able to retreat, but we still had no combat...still testing.
................

=========

[SIZE="4"][color="Orange"] Go Hokies![/color][/size]

=========

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Le Ricain
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Tue Oct 09, 2007 1:08 am

When I applied the 1.07c patch I did not have the problem that Chris has reported. With regards to new money and men, the game behaved as it always had, i.e not being able to get men and money every turn. However, I was in the middle of a game.

I downloaded 1.07d and started a new game (April 1861) and now I have the problem of having personnel and money available every turn.

I will try and send the game.

edit: game sent.
[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

Big Muddy

Tue Oct 09, 2007 1:22 am

I have small battles, but when I attack with army/corp nothing. Both sides just avoid each other, also attack (red) goes to passive (blue) on the next turn, for army/corp attack is not functioning.

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Caltone
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Location: North Carolina

Tue Oct 09, 2007 3:55 am

Just grabbed 1.07d and started a new game tonight. Looks like the issue with Fort Sumter is back. I can't get to the Fort from Charleston in one game turn, looks to be 17 days travel?

I've restarted a couple of times and same issue.

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fremen
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Tue Oct 09, 2007 5:53 am

Czrasai wrote:I have small battles, but when I attack with army/corp nothing. Both sides just avoid each other, also attack (red) goes to passive (blue) on the next turn, for army/corp attack is not functioning.


Me also. Only small combats between cavalry regts. Two army/corps in the same zone and NO COMBAT/BATTLE.
I have this problem from 1.07d in my PBEM games and in a solitaire game.

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Jabberwock
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Tue Oct 09, 2007 6:52 am

Caltone wrote:Just grabbed 1.07d and started a new game tonight. Looks like the issue with Fort Sumter is back. I can't get to the Fort from Charleston in one game turn, looks to be 17 days travel?

I've restarted a couple of times and same issue.


Does it happen from the city or the region or both?
[color="DimGray"] You deserve to be spanked[/color]

Image

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Pocus
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Tue Oct 09, 2007 9:29 am

The non attack thing is fixed, this was a bug introduced by a variable exported for modding and not set correctly. (again I see that 99% of the bugs are introduced by new features, is this not comforting? ;) ).

As for the weather at Fort Sumter, I won't force it to clear for April 61. This is the task of the weather matrix to allow that. Split your force and you should be able to send at least 2 brigades at turn 1 I think.

1.07e:

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."

Serpent77
Sergeant
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Tue Oct 09, 2007 7:23 pm

Do i need to start a new game with 1.07e installed to get rid of "no battle" bug? If so, it is really sad for i am deep into PBEM game.

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GShock
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Tue Oct 09, 2007 7:37 pm

Pocus it would be nice to also write down the changelog. We're updating that on the wiki too :)

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Pdubya64
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Tue Oct 09, 2007 7:42 pm

Serpent:
Normally I have found AACW patches to be extremely forgiving when it comes to working with existing (saved) games. I suppose there is a chance that things could go awry, but my campaign has so far been unaffected by the various patches I have applied since 1.05 came out.
Go ahead and try it.
pw

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Hobbes
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Tue Oct 09, 2007 7:49 pm

Serpent77 wrote:Do i need to start a new game with 1.07e installed to get rid of "no battle" bug? If so, it is really sad for i am deep into PBEM game.


It depends if you think you have missed out on battles for several turns? If so and you want to see them you will have to rewind the number of turns since you noticed the problem - otherwise just add 1.07e and continue. You certainly should not have to start a new game.

Cheers, Chris

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Pocus
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Tue Oct 09, 2007 8:03 pm

I forgot to paste what is in the updates.txt, but it is there (and yes you can continue your game, the 6 players Grand Campaign for example is still working after several patches):



==============================================================================
AGEod's American Civil War Update 1.07a-b-c-d-e Readme
Sept. 14th / Sept. 26th / Oct. 6th / Oct. 7th / Oct. 9th
==============================================================================

This patch contains all changes since the start.
You can continue a saved game created before the patch. Most entry will apply, but not all.
----------
1.07e
fixed: Two corps would not engage into battle even if they should.
fixed: You can't split fixed brigades.

1.07d
fixed: historical options were resetting themselves every turn (introduced by 1.07c)
fixed: units unloading from a transport while targeting another unit on land would cause a crash if the targeted unit was killed into battle.
----------

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.
----------

1.07b
fixed: Army Stacks were targeted too often in battle.
fixed: City which had a blockaded harbor produced nothing.
----------
1.07a
fixed: Surrender event happened too often during siege.
fixed: Transit through the Erie Canal was disabled.
fixed: A new general portrait (Bee) was not there.
fixed: You can no longuer capture pioneers and sappers.
fixed: The Redeploy Unit order had 2 exploits.

added: the Graphic pack is now directly integrated into this patch.
----------
Image


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

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Hobbes
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Tue Oct 09, 2007 9:54 pm

Has anyone had a problem since 1.07e when clicking on message lines?
It's fine for me yet when my PBEM partner does this it always takes him
to the blockade box regardless of message.

We are working on trying to fix it - just wanted to check if anyone else is getting this?

Cheers, Chris

Wilhammer
Captain
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Tue Oct 09, 2007 10:11 pm

"fixed: Plundering sea regions for seaweed is not authorized."


You might want to authorize that option for 'Nemo's Campaigns"

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Hobbes
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Tue Oct 09, 2007 10:37 pm

simovitch wrote:It appears that most of the broken links that I found in the old 1.07 rc's have been addressed, but I noticed a couple more broken with a RR graphic. Not sure if this is intended?

Richmond <> Hanover
Suffolk <> Norfolk

Also, I don't see PBBoeye's 'Proposed railway deletions' project showing up in the patch.

I have by no means checked them all since I'm still not sure where the developers are going with this. I patched over rc5, I hope this is OK.

cheers


A good spot that didn't seem to get an answer. Anyone know the situation with this? I can see the Richmond <> Hanover RR graphic but there is no RR link.

Cheers, Chris

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