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Clovis
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Fri Mar 21, 2008 4:10 pm

Pocus wrote:I don't reproduce it. Are you using 1.09e executable and terrains files?


Yes I reinstalled the patch once again and the bug disappeared...i suppose something had gone wrong the first time.
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Lasse
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Fri Mar 21, 2008 4:33 pm

I've gotten a bug were i form divisions, set move orderes, then press next turn. the turn is processed but the division hasn't formed but some of the move orderes has... on top of that the messages from the turn before is duplicatet, so the same messages + new ones is shown.

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Le Ricain
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Sat Mar 22, 2008 12:24 am

Lasse wrote:I've gotten a bug were i form divisions, set move orderes, then press next turn. the turn is processed but the division hasn't formed but some of the move orderes has... on top of that the messages from the turn before is duplicatet, so the same messages + new ones is shown.


I can confirm Lasse's observation. In my case, I hit the next turn button and the game advanced to the next turn. However, the message log and the game set-up were exactly the same as the start of the previous turn. I thought that perhaps I had made a mistake, but as the turns were in winter, it was obvious that the map's regions had changed from snow to clear.

Apparently, in Lasse's case he got a mixture of the old and new turns. I, OTOH, got the old turn to do again.

I re-did the turn and hit the next turn button and everything worked fine.
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Jojo le Gouffy
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Sat Mar 22, 2008 9:56 am

The same.
It's loosing a turn in the better case
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Lasse
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Sat Mar 22, 2008 12:03 pm

Some units move - but sometimes it's just a lone officer (one time I got Sherman killed that way) but the units, that were supposed to be in his division stayed back.

Jagger
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Sun Mar 23, 2008 5:42 pm

Using 1.09, my opponent and I have confirmed that Union heavy artillery, (rodmans and coastal artillery), will not bombard passing CSA ships using he bombard button. Union coastal artillery will return fire if first bombarded by the CSA ships. Example from game, Union has 4 coastal artillery batteries at Fort Monroe with level 8 entrenchments and bombardment button on which have refused to fire at multiple rebel fleets passing Fort Monroe. CSA coastal guns appear to be working fine. I have not seen any mention of this problem or any fixes in the series of patches since 1.09, so I assume the problem is still in 1.09e.

Also any chance of splitting the patch into two parts-one part with the huge graphics folder and one with everything else? I just checked the time on a download of the current patch and it is a little over 11 hours. I know I can't be the only one stuck with a dial-up connection.

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arsan
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Sun Mar 23, 2008 6:00 pm

Jagger wrote:Using 1.09, my opponent and I have confirmed that Union heavy artillery, (rodmans and coastal artillery), will not bombard passing CSA ships using he bombard button. Union coastal artillery will return fire if first bombarded by the CSA ships. Example from game, Union has 4 coastal artillery batteries at Fort Monroe with level 8 entrenchments and bombardment button on which have refused to fire at multiple rebel fleets passing Fort Monroe. CSA coastal guns appear to be working fine. I have not seen any mention of this problem or any fixes in the series of patches since 1.09, so I assume the problem is still in 1.09e.

Also any chance of splitting the patch into two parts-one part with the huge graphics folder and one with everything else? I just checked the time on a download of the current patch and it is a little over 11 hours. I know I can't be the only one stuck with a dial-up connection.


I reported before on this thread (i think :siffle: ) that the bombard button seemed to work the other way around. Tooltips and effect was reversed so "on" was "off" and "off" was "on".
Could this be your problem also?
Regards!

Jagger
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Sun Mar 23, 2008 6:28 pm

arsan wrote:I reported before on this thread (i think :siffle: ) that the bombard button seemed to work the other way around. Tooltips and effect was reversed so "on" was "off" and "off" was "on".
Could this be your problem also?
Regards!


Well I just did some more tests. I ran a CSA fleet up the Mississippi and every Union coastal battery fired.

But then I cannot get the batteries at Fort Monroe to fire. I can run reb fleets in and out of the Fort Monroe region without any sort of reaction by the Union guns. I have 4 Union coastal batteries emplaced to level 8. I have tried with bombard button on and off. I have tried giving reb fleets evade and evade off. Still nothing.

So Union batteries are firing along the Mississippi River but not at Fort Monroe. I am going to test if other Union batteries along the East Coast fire.

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arsan
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Sun Mar 23, 2008 7:03 pm

From my experience, Fort Monroe don't shoot at fleets leaving the James river stuary towards the open sea (east).
Now, if you try to pass a fleet from Hampton roads towards the north (Chesapeake bay?) it will fire. Have you tried this?
Don't know if this is historic or intended, but is the way it works, i think.
As the CSA you can go from Richmond to the sea without being fired by Fort Monroe, and use Norfolk as a navy base as long as the North does not post a fleet on Hamptons Road.
Regards

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arsan
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Mon Mar 24, 2008 1:32 am

Hi!

Reporting a CTD critical error on my USA campaign with 1.09e.
On late feb turn, checking the message window i noticed an strange "New units raised on various states" line at the end of the message list. Strange because i had already checked th standard "New Units raised" message at the beginning of the list. Maybe this second line is because some event triggered units??
This second message reports 2 units, but after clicking the message line the window that opens is empty.
Clicking on the scroll arrow on the recently opened window crashes the game :p leure:
I attach screen and error log.
Regards
---------------
Edit: Updating the report: i have reloaded my save and this time the second "New Units Raised" message opens OK.
Inside There are 2 "free" units: 2 permanently fixed militias, as you can see on the AACW no error screen.
Don't know if this can be of any help... :siffle:
Attachments
AACW No Error.jpg
AACW Error.jpg

[The extension txt has been deactivated and can no longer be displayed.]


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soundoff
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Mon Mar 24, 2008 2:02 pm

OK my problem with the 1.09e patch is related to the 'OPTIONS' section 'Turn Compression'. Once I check the 'turn compression' and then, at prompt, enter a password each time I complete a turn in game as soon as it gets to 'supply segments' a dialogue box appears prompting me to enter the password. If I enter the password the turn proceeds ok until the next time. If I click on one of the cancel options though I'm thrown back to desktop with a critical error.

If I leave the password section blank in the OPTIONS section then turns run as they should, without any password prompts but that kind of negates the reason for protecting the files for PBEM play.

I'm currently using the standard 1.09 without any mods. I've copied the game into another folder to test. I've now downloaded the 1.09e patch twice and done reinstalls and everything is OK until I add the latest patch.

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Gray_Lensman
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Mon Mar 24, 2008 5:42 pm

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arsan
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Mon Mar 24, 2008 7:09 pm

Hi
Gray, i completely agree. Nicknames are nice in addition to names.
Never instead of the real name.
But bear in mind that this nicknames are not used on the big campaign (1861 april) only on some scenarios (Shiloh it seems by your screenshot)
I attach a pic of Sherman on the 1.09e April 61 campaign so you can see.
Regards
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sherman name.jpg

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Gray_Lensman
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lodilefty
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Mon Mar 24, 2008 8:00 pm

Gray_Lensman wrote:The screenshot was taken from the 1862 Campaign Game, not the Shiloh Scenario and I don't think this problem is scenario independant anyhow. It is present in all scenarios. You just have to play further into the big Campaign to get some generals with "Nicknames". I've found that some generals with nicknames display properly and others such as Sherman display as above. Why the difference?


Looks like the nicknames are defined in the models [BZ: Custom Names], and not all generals have them defined.
That's where they come frm, but I dunno why they're showing this way now, unless some of the patches [or WIA work] is modifying the column references
'globally'.....
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lodilefty
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Mon Mar 24, 2008 8:04 pm

...or the other thing of note:
the nickname is showing when he's part of a Division, not showing when he's independent......
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Gray_Lensman
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lodilefty
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Mon Mar 24, 2008 8:10 pm

Gray_Lensman wrote:If you look at "McClellan", he displays properly even though he has a "Custom Name" of "Little Mac" defined. That's what I meant by "Why the difference?"

Ah, I see you may have pointed out the difference... So the incorrect part of the display seems to be coming in when they are part of a division... Needs to be fixed.


Army HQ vs. Corps HQ vs. Division HQ vs. independent?

edit: Gray, you type too fast! :niark: :niark:
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Gray_Lensman
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Pocus
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Tue Mar 25, 2008 11:56 am

Le Ricain wrote:I can confirm Lasse's observation. In my case, I hit the next turn button and the game advanced to the next turn. However, the message log and the game set-up were exactly the same as the start of the previous turn. I thought that perhaps I had made a mistake, but as the turns were in winter, it was obvious that the map's regions had changed from snow to clear.

Apparently, in Lasse's case he got a mixture of the old and new turns. I, OTOH, got the old turn to do again.

I re-did the turn and hit the next turn button and everything worked fine.


Le Ricain, Jojo and Lasse, is the bug repeatable? ie, you revert to the previous turn and redo an end turn, does the problem appears again?
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Pocus
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Tue Mar 25, 2008 11:59 am

Jagger wrote:Using 1.09, my opponent and I have confirmed that Union heavy artillery, (rodmans and coastal artillery), will not bombard passing CSA ships using he bombard button. Union coastal artillery will return fire if first bombarded by the CSA ships. Example from game, Union has 4 coastal artillery batteries at Fort Monroe with level 8 entrenchments and bombardment button on which have refused to fire at multiple rebel fleets passing Fort Monroe. CSA coastal guns appear to be working fine. I have not seen any mention of this problem or any fixes in the series of patches since 1.09, so I assume the problem is still in 1.09e.

Also any chance of splitting the patch into two parts-one part with the huge graphics folder and one with everything else? I just checked the time on a download of the current patch and it is a little over 11 hours. I know I can't be the only one stuck with a dial-up connection.


Beware, the button is the 'Don't bombard order', ie by default all forces try to bombard.

As for patch splitting, this is something I'm considering, I have to talk to Gray_lensman about that.
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Pocus
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Tue Mar 25, 2008 12:04 pm

Gray_Lensman wrote:The screenshot was taken from the 1862 Campaign Game, not the Shiloh Scenario and I don't think this problem is scenario independant anyhow. It is present in all scenarios. You just have to play further into the big Campaign to get some generals with "Nicknames". I've found that some generals with nicknames display properly and others such as Sherman display as above. Why the difference?


Unintended, send me a savegame please.
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Pocus
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Tue Mar 25, 2008 12:06 pm

I got your mail, I will check that too, thanks!



soundoff wrote:OK my problem with the 1.09e patch is related to the 'OPTIONS' section 'Turn Compression'. Once I check the 'turn compression' and then, at prompt, enter a password each time I complete a turn in game as soon as it gets to 'supply segments' a dialogue box appears prompting me to enter the password. If I enter the password the turn proceeds ok until the next time. If I click on one of the cancel options though I'm thrown back to desktop with a critical error.

If I leave the password section blank in the OPTIONS section then turns run as they should, without any password prompts but that kind of negates the reason for protecting the files for PBEM play.

I'm currently using the standard 1.09 without any mods. I've copied the game into another folder to test. I've now downloaded the 1.09e patch twice and done reinstalls and everything is OK until I add the latest 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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runyan99
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Tue Mar 25, 2008 4:43 pm

Pocus wrote:Beware, the button is the 'Don't bombard order', ie by default all forces try to bombard.


The tooltip says exactly the opposite. This has been confusing me.

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GShock
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Tue Mar 25, 2008 5:14 pm

I d love to see corps and divs hq ...
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Gray_Lensman
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Evren
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Tue Mar 25, 2008 6:07 pm

Gray_Lensman wrote:Those are gone for good. They were removed several patch versions back because of AI problems.


Is there any way to revive them, at least for mods?

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Primasprit
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Tue Mar 25, 2008 6:19 pm

Evren wrote:Is there any way to revive them, at least for mods?

No, the old Division HQ rules can't be brought back to life. And corps HQ never existed.
Please note also that the AI was not the main reason for the removal of the Div HQ. It was a design decision by Philippe&Philippe.

Cheers
Norbert

tagwyn
AGEod Guard of Honor
Posts: 1220
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Tue Mar 25, 2008 6:20 pm

Pocus: Use the real names; don't use nicks. Athena will interpret the "nick" as another general. Could the same happen with pictures? For example, a general with a long mustache appears twice as two different generals both crummy BTW. LOL :p apy:

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Rafiki
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Tue Mar 25, 2008 6:45 pm

Isn't it technically still possible to play with Div HQs? Not that you can do it without a fair amount of modding and other hassle, though :)

general.opt:

Code: Select all

RemoveDivHQ = 0
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