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arsan
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Fri Feb 01, 2008 12:03 pm

Pocus wrote:I'm surprised :bonk:
I did nothing between the two but reconstruct the patch with the same content.
What do you see? I tried on my side: text is in Spanish, the buttons in the Main Menu too, and I can click on them.
Be sure to have set
Language = 2
ThirdLanguage = 2

Write me at support@ageod.com for faster feedback.


Pocus,
This afternoon (when i arrive home) i will try it again and make a full AACW reinstall just in case.
I will report to you by email.

In true, this problem with the spanish enabling is not a bug, but an extra feature you had kindly added for the bunch of spanish players who bought the download version of the game before the spanish retail version get to the shops. :coeurs:
So it should not be counted as a 1.09 bug :innocent:

Gray,
Thanks for taking care of the HQ pool tweaking! :coeurs:
Much apreciated! :hat:

Thanks to both!

lord_st_spirit
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Fri Feb 01, 2008 2:54 pm

Once again, congratulations for your wonderful work and fast fixes !!! I really LOVE this game !!! :coeurs:

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saintsup
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Fri Feb 01, 2008 9:08 pm

Loading a game wit 1.09, I seem to have a problem.

in the message log "new units raised in the various states: [color="Red"]0[/color]

clicking on it, only appear the city name and then nothing

Kotik
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Fri Feb 01, 2008 9:18 pm

Small issue really but I recrutied a supply unit in IA, in the "new units raised" list it says it have appered in San Fransico California, but on the map it is in IA.
"Saw steamer, strafed same, sank same, some sight, signed smith" From "The Thousand Mile War" by Brian Garfield.

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Gray_Lensman
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bigus
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Sat Feb 02, 2008 6:31 am

richfed wrote:I wholeartedly agree!!

Resumed a game I had started with the beta version of this patch and all the kinks appear gone. Very stable, so far!!!

Excellent job! Thanks, as always!!



I agree......... :gardavou:

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Pocus
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Sat Feb 02, 2008 1:02 pm

Sorry Gray, I was too indefinite indeed. It works like that:

all units have a 0 force pool allowance be default.
you raise (or lower) the FP with ChangeUnitPool.
So it seems that in the 62+ scenarios, the HQs don't have the benefits of this command (ChangeUnitPool) and thus start with a 0 allowance.

As you have already HQs deployed on map, the Force Pool is 'in debts'.
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lodilefty
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Sat Feb 02, 2008 1:35 pm

Gray_Lensman wrote:Pocus:

I'm sorry, but this explanation is too unclear to help me correct the later scenarios.

I completed a fast run through of the 1861 April Scenario with the following results:

USA at start has 0 HQs...............CSA at start has 0 HQs
Early May 1861 +1 HQ.................Early May 1861 +1 HQ
Early Aug 1861 +1 HQ.................Early Aug 1861 +2 HQs
Early Dec 1861 +2 HQs

USA has 4 HQs at end of 1861.....CSA has 3 HQs at end of 1861

Early May 1862 +2 HQs...............Early Jan 1862 +1 HQ

USA has 6 HQs at end of 1862.....CSA has 4 HQs at end of 1862

Early Jan 1863 +3 HQs................Early Jan 1863 +1 HQ

USA has 9 HQs at end of 1863.....CSA has 5 HQs at end of 1863

Early Jan 1864 +2 HQs................Early Jan 1864 +1 HQ

USA has 11 HQs at end of 1864....CSA has 6 HQs at end of 1864

Early Jan 1865 +1 HQ

USA has 12 HQs at end of 1865...CSA has 6 HQs at end of 1865

These results are high enough that I don't understand why scenarios starting with lower amounts can't at least add HQs until equal to these amounts if there are no limits as you state.


I see that the MaxDate for many of the HQ Pool changes are set very close to the min dates, so these events won't fire in the later scenarios. I believe changing maxdate to 1866/12/31 for these should fix it....

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Gray_Lensman
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Primasprit
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Sat Feb 02, 2008 11:15 pm

EarlyForcePool.inc gives:
USA 1 HQ

The number of HQ you are allowed to build is calculated:
(No. of Units to build) = (No. of Units in Force Pool) - (Units on Map)

EarlyForcePool.inc is used for the 1861 as well as for the 1862 campaign.

1861 campaign

USA has at start 1 HQ on the map and can build no additional HQ.
(No. of Units to build) = (No. of Units in Force Pool) - (Unit on Map)
0 = 1 - 1

Early May 1861 +1 HQ to Force Pool
USA has 1 HQ on the map and can build 1 additional HQ.
1 = 2 - 1

Early Aug 1861 +1 HQ to Force Pool
USA has 1 HQ on the map and can build 2 additional HQ.
2 = 3 - 1

Early Dec 1861 +2 HQ to Force Pool
USA has 1 HQ on the map and can build 4 additional HQ.
4 = 5 - 1

And so on...


1862 campaign

USA start with 7 HQ on the map.
EarlyForcePool.inc allowes only 1 HQ
(No. of Units to build) = (No. of Units in Force Pool) - (Unit on Map)
-6 = 1 - 7

Early May 1862 +2 HQ to Force Pool
USA has 1 HQ on the map and can build no additional HQ.
-4 = 3 - 7

Early Jan 1863 +3 HQ to Force Pool
USA has 1 HQ on the map and can build no additional HQ.
-1 = 6 - 7

Early Jan 1864 +2 HQ to Force Pool
USA has 1 HQ on the map and can build 1 additional HQ.
1 = 8 - 7

Early Jan 1865 +1 HQ to Force Pool
USA has 1 HQ on the map and can build 2 additional HQ.
2 = 9 - 7

So in the 1862 campaign you should end with 2 buildable HQ
EDIT: I checked it and in fact you can build 2 HQ at the end of the 1862 campaign.

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Gray_Lensman
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Rafiki
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Sun Feb 03, 2008 2:32 am

Gray_Lensman wrote:Pocus:

I'm sorry, but this explanation is too unclear to help me correct the later scenarios.

I completed a fast run through of the 1861 April Scenario with the following results:

USA at start has 0 HQs...............CSA at start has 0 HQs
Early May 1861 +1 HQ.................Early May 1861 +1 HQ
Early Aug 1861 +1 HQ.................Early Aug 1861 +2 HQs
Early Dec 1861 +2 HQs

USA has 4 HQs at end of 1861.....CSA has 3 HQs at end of 1861

Early May 1862 +2 HQs...............Early Jan 1862 +1 HQ

USA has 6 HQs at end of 1862.....CSA has 4 HQs at end of 1862

Early Jan 1863 +3 HQs................Early Jan 1863 +1 HQ

USA has 9 HQs at end of 1863.....CSA has 5 HQs at end of 1863

Early Jan 1864 +2 HQs................Early Jan 1864 +1 HQ

USA has 11 HQs at end of 1864....CSA has 6 HQs at end of 1864

Early Jan 1865 +1 HQ

USA has 12 HQs at end of 1865...CSA has 6 HQs at end of 1865

These results are high enough that I don't understand why scenarios starting with lower amounts can't at least add HQs until equal to these amounts if there are no limits as you state.

Much obliged, Gray Lensman :)
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Gray_Lensman
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Primasprit
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Sun Feb 03, 2008 10:05 am

Gray_Lensman wrote:[...]If you fast step thru the 1862 Campaign with AI turned off, to speed things up, you are told in the comment box that you have HQs available to be built, but when you go to the reinforcement box to build them, there are none there to build. (as opposed to them being there if you are playing either of the 1861 scenarios).

Yes, because of the negative Force Pool.
To speed the things up for testing you can also change the trigger date for the HQ events. :)

edit> I think I have the solution but I am testing it before posting. It involves adding a "ChangeUnitPool" line ahead of the preset starting HQs on the Setup tabs of the affected scenarios.

Yes, if you add 6 HQ to the force pool every HQ event will give you one HQ to build.
But as the 1862 scenario start with already 7 HQ you will have 15 HQ at the end instead of the 12 HQ in the 1861 campaign. So there is some discrepancy. I do not know what is more correct though.

Cheeres
Norbert

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Primasprit
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Sun Feb 03, 2008 10:17 am

Is there a "SetUnitPool" command to actually force the UnitPool tally to 0, or something like it rather than "ChangeUnitPool" which basically "adjusts" the current value by a given amount?

No, you have to keep track of the changes you do to the force pool to know the exact number which you can adjust via ChangeUnitPool.

Cheers
Norbert

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Pocus
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Sun Feb 03, 2008 10:41 am

ChangeUnitPool -999 should do, Force Pool never goes below 0 ... (This is the result of Current Force pool minus what is on map which can go below 0)
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runyan99
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Tue Feb 05, 2008 8:44 am

The new men/horses/cannons display does not work correctly. It only shows men. Even if I choose an artillery company, it shows X men/0 horses/0 cannon.

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Pocus
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Tue Feb 05, 2008 9:08 am

This is because we will need someone editing the models.xls file and enter the right figures.
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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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Gray_Lensman
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Philippe
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Thu Feb 07, 2008 2:53 pm

I've noticed that since installing the new patch when I launch the program the music doesn't usually start right away. I can get the music to start by going into options in the menu, deselecting the play music option, and then reselecting it. Music begins playing as soon as I do that.

Very minor, slightly annoying, and can't possibly be WASD. Never had this with the other patches. I guess what is happening is that the program thinks that music is turned off at launch, even when it isn't. Probably a toggle in the start-up routine that needs to be switched.

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Inside686
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Thu Feb 07, 2008 5:15 pm

I think I found a bug:
When we press ctrl key, the number of men present in the units appear on its cards with (I suppose) the number of horses and canons. The problem is that these last two values are always set to 0 even if there is cavalry and artillery present. Ex: 1400/0/0

oops, already reported by runyan99 sorry...

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arsan
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Thu Feb 07, 2008 5:27 pm

Inside686 wrote:I think I found a bug:
When we press ctrl key, the number of men present in the units appear on its cards with (I suppose) the number of horses and canons. The problem is that these last two values are always set to 0 even if there is cavalry and artillery present. Ex: 1400/0/0

oops, already reported by runyan99 sorry...


Hi
Pocus has stated that its not a bug.
It's a new feature that its still on "work in progress".
The interface tooltips are ready for handling horses/guns options, but the units database has to be completed still.
Until now, only men were counted.
Maybe next patch will have everything working.
Cheers!

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Primasprit
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Thu Feb 07, 2008 5:37 pm

Pocus has stated that its not a bug.
It's a new feature that its still on "work in progress".
The interface tooltips are ready for handling horses/guns options, but the units database has to be completed still.

Indeed. The missing numbers for horses and guns do not affect gameplay.

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Pocus
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Thu Feb 07, 2008 5:58 pm

I will try to find some time adding the values, but a volunteer can do that too, it's not that complicated ;)
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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 Feb 08, 2008 12:41 am

Philippe wrote:I've noticed that since installing the new patch when I launch the program the music doesn't usually start right away. I can get the music to start by going into options in the menu, deselecting the play music option, and then reselecting it. Music begins playing as soon as I do that.

Very minor, slightly annoying, and can't possibly be WASD. Never had this with the other patches. I guess what is happening is that the program thinks that music is turned off at launch, even when it isn't. Probably a toggle in the start-up routine that needs to be switched.


The music works fine here, Philippe.

Actually, in my opinion, this patch - 1.09 - might be the most stable yet.
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Gray_Lensman
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berto
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Sat Feb 09, 2008 2:38 am

I'm keen to try your Missouri RR fixes with the Trans Mississippi scenario.

How many states still to go, Gray?
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Gray_Lensman
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simovitch
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Lee no show in 1862 scenario

Sun Feb 10, 2008 4:19 am

v 1.09 Lee is absent in Richmond in 1862 East theater scenario. Then in late 1862 I get the Message that he is available and unlocked, and he still is no where to be seen.

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