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EiA 1.01 Public Beta Uploaded

 
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EiA 1.01 Public Beta Uploaded - 1/25/2008 8:03:54 PM   
Greg Wilcox

 

Posts: 361
Joined: 4/14/2006
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Hi everyone,

We've uploaded a new version v1.01 as a Public Beta via our Members Club. While we do final testing we figured we'd offer you a change to get it early as well. This is still a beta, but it's stable and solid as far as we can tell. Barring any major issues being found, this version will become the official update.

You can download this as a Registered Download as long as you have registered your Empires in Arms serial number in our Members Club (click on the MEMBERS link in the top nav bar).


List of Changes

o Standard Fixes
 Fixed: Unable to intercept neutral fleets carrying enemy forces
• Changed so that any stack carrying a hostile force (loaned forces org owner also applies) can be intercepted and attacked BUT you must issue a DOW costing 4pp before this can be done.
 Fixed: Add to section 10.4.1 General Land Movement Rules, Subsection: Movement Allowances:
• The following minor countries will have their infantry corps movement allowance increased to “4” when they become French controlled Free States or components of a French controlled Confederation of the Rhine: Baden, Bavaria, Denmark, Hanover, Hesse, Holland, Lombardy, Naples, Piedmont, Poland, Portugal, Saxony, Sweden, Switzerland, Venetia, and Wurttemburg"
• NOTE: This is fixed in new games started at 1.01 and later
 Fixed: When Spain loaned a corps that had Castanos was attached to, the program allowed it even though there were no other corps to take the Castanos.
• Now Castanos will be left alone (violation of 13.8).
 Eliminated error message that seemed to always happen to units without a leader "Unit has no leader"
 Fixed: Factors can be illegally added by subtracting factors in setup phase then loading the default setup
 Fixed: Game lockup in diplomacy phase.
• This actually was linked to being at war with certain minors being checked to see if a surrender is eminent and has been fixed
 Fixed: Game lockup when Eco manipulation is not being used
 Fixed: Receiving a "Could not CKEY in TB_GET_EIA_TABLES" error in trivial combats with depot garrisons
 Fixed: When in the Setup Phase, if you attempt to remove a unit from the map using the appropriate button, but then in the confirmation window, you change your mind and click the “No” button; the program incorrectly responds and takes the factors from that unit, leaving you with an empty counter on the map. It should now remove the unit too.
 Fixed: Receiving divide by zero error when trying to lend money to an MP
 Fixed: Naval combats where a force loses all of its ships BUT loses less than the opponent should be draws
 Fixed: While ceding a province in eco phase, the garrison was repatriated to a city that was already full.
 Fixed: While besieging Kamenetz (on the map), the log said the besieged forces in Nemirov foraged successfully. Of course, Nemirov is the name of Podolia's capital on the original EiA map.
 Fixed: Depots placed in the setup phase are not being credited with starting in this turn and thus are not being shown as a part of a valid supply chain.
 Fixed: Spanish gold modifier being set wrong.
• NOTE! This will only be reflected in new games going forward
 Fixed: Silesia provincial capital was set as Glogau and not Breslau
• NOTE! This will only be reflected in new games going forward
 Fixed: Need to spell "elidgible" proper way which is "eligible"
 Fixed: Able to empty a corps unit in the land combat phase!
 Fixed: Linz not allowing depot to be placed when it is a valid are in a supply chain
 Fixed: Cannot downgrade Sweden when it has its own or allied forces present.
 Fixed: Getting RKEY error GET_NATION_MOD in a field combat AFTER a trivial combat
 Fixed: Game lockup in reinforcement phase when reinforcing a corps in a city allows you to over-garrison the city.
 Fixed: When more than 2 nations are stacked in sea area, this could cause problems when selecting your stack to attack an enemy. The message could come back as "You do not control this stack"
 Fixed: Naval battles loading some stats from previous naval battles
• This will only be available in games started with version 1.01 or later
 Fixed: AI not taking militia casualties when they are all that is left
 Fixed: GBR trade values not correct
 Fixed: Need to eliminate "undo placement of factors message" and also streamline PC messages (AI playing diplomacy etc.)
 Fixed: Ottoman morale needs to be 1 inf 2 cav for all MP owners EXCEPT Turkey at which point the morale readings should be 2 inf and 3 cav.
 Fixed: Need to update in game manual and addendum.
 Fixed: Need to automate insurrection restoration in the eco phase in December
 Fixed: Access is denied message is happening when AI asking for access to a human ally.
 Leader casualties moved to 1 in 36
 Fixed: Not able to place depots in conquered minor districts
 Fixed: Not being allowed to assault after winning a field combat in minor conquered district with minor forces
 Fixed: Manpower is being collected from ceded MP provinces
 Fixed: Cannot take casualties from units past the top left location on the second page of units in combat.
 Fixed: Cav factors not being added when checking for an under garrisoned city.
 Fixed: GBR receiving an extra 1$ in trade
• Fixed in new games forward!
 Fixed: Cannot move across sea crossings in Winter months
 Fixed: Receiving error message "Cannot insert line" in surrender screen
 Fixed: All loaned corps were not being returned when alliance is broken
 Fixed: Unconditional was mis-spelled in prompt to accept Unconditional surrender.
 Change the prompt to accept unconditional surrender so that it does not cancel all others, when denied.
 Fixed: Loaning of a loaned corps
 Fixed: Hot seat passwords not being created in hot seat games with some AI players and one ore more human players.
 Fixed: Passwords appear to not be resetting when starting new game during a current game.
 Fixed: Game crash in AI diplomacy phase
 Fixed: Game lockup when advancing from reinf phase!
 Fixed: Freestate spinner actually rolling backwards around 1814
 Fixed: Cavalry bonus being given when no cav units available!
 Fixed: Turkish Crimea corps needs to be cav corps
• This is only fixed in new games started with 1.01 or later.
 Fixed: Getting error "Not enough storage space to process command"
• This is due to a lack of free memory. Added error message that will indicate the mem issue and exit the program
 Hint text changed in top nation label to read "Right Click - Zoom to capital"
 Fixed: Getting invalid return error when building forces in a minor FS with no corps
 Fixed: A Major Power already at war with another Major Power may not declare war on other Major Powers if unbesieged enemy corps are inside its home nation
 Removed the ability for cossacks/freikorps to act as corps
 Fixed: Multiple PBEM battles are being allowed to be executed at the same time
 Minor nations now release MP prisoners back to their conquering MP
 Eliminated the possible purchase of leaders in the eco phase!
 Fixed: Passwords becoming corrupted in extended games.
 Fixed: Program allowing MP1 to surrender to MP2 and MP2 to surrender to MP1 in the same month!
• Changed so that the higher PS MP will get the surrender
 Fixed: Neutral MP that is blockading a hostile port that get's assaulted and lost to another neutral MP is losing their blockading ships
• Programmed so that they goto sea to an adjacent area
 Fixed: Engine is allowing hostile MP to move into and steal a minor from a neutral MP that is already in nation
 Fixed: Not being allowed to build a depot in a ceded MP province
 Fixed: Garrison being evacuated without a siege after rural forces lose a battle
 Fixed: Fleets are being allowed to move after declaring an attack of a stack in a sea area
 Fixed: Amphib operations in PBEM games can leave land units back in starting land area
 PBEM combat with AI will have to be resolved by computer to allow AI to finish its turn and avoid complex 3rd party added file exchanges.
 Ally calling added into news headlines
 Fixed: Cossack and Freikorps are costing in unit maintenance
 Fixed: Complicated path message coming from having another MP in your freestate
 Fixed: Cannot see unit graphics when dbl-clicking a loaded unit
 Fixed: Conditional and unconditional are misspelled
 Fixed: Fleets going to wrong location after successfully lifting a blockade.
 Fixed: Some units not being allowed to move out of a city where a freestate corps is positioned.
 Fixed: Damietta has the wrong forage mods in Winter
• Fixed in new games
 Fixed: Problem with issue where there doesn't seem to be any way to retract access from an ally; once you allow them in, that seems to be it, even if you uncheck the box. It also seems to continue even if the alliance is broken.
 Fixed: program issue with Mecklenburg when it is a component of the CoR. France was able to declare war on it and in the Prussian Current Nation window under “Free states”, Mecklenburg shows up there, even though the program also recognizes it as a component of the CoR.
 Fixed: If a major power has one of its controlled minor country corps inside of its enemy’s homeland (but no other corps), the program will incorrectly prompt the player suing the invader that they must sue for peace to all nations that they are at war with.
 Fixed issue where the program only retreats fleets to the owner’s controlled port when other ports are available. When there is a naval retreat, the losing side should also consider an allies port if access had been granted (section 9.4.1 Sea Area Retreats).
 Fixed: Lockup when AI is forced to evac an iced in port
 Now allows for feudals to be loaned!
 Fixed: Allow for invasion supply without a supply source in violation of EiANW 10.5.4.
 Fixed: AI is in the instability and yet, not losing their controlled minors that have no unbesiged corps present
 Fixed: Game is allowing naval units that capture transports to undo their move
 Fixed: AI france is surrendering conditionally to herself
 Fixed: Minor garrisons not being allowed to be fully reinforced
 Fixed: Informal peace setting clears when leaving the screen
 Fixed: Incorrect Ottoman morale
 Fixed: Minor fleets being allowed to setup in a blockade box
 Fixed: Program is giving error message: “Unable to move unit in send_blockade runners”File: blockade box battle.sav


o AI Fixes and Enhancements
 Fixed: AI illegally DOWing minor with MP's own forces present!
 Fixed: AI illegally reinforcing garrison in capital city
 Fixed: AI: Need to pay more attention to MPs strategic value when DOWing (Prussia DOWs GBR way too much)


o Enhancements
 Added sound effects and music controls for enabling and disabling
 Changed color text to black to make it easier to see moves left at the bottom of the units.
 Added a (CAV!) message after the leader's name in the selected unit box
 Added warning if a player has factors coming due in the next quarter BUT has no corps purchased to place them in.
 Added the ability to set the Lille channel crossing as optional
• Good in new games going forward
 Added the fog of war as an option which will regulate the amount of AI vs AI battle info that players see
• Good in new games going forward
 Added a news event banner at the beginning of the reinf phase to show surrenders and DOWs. Also need to add ally calling into news headlines
• You can replay these headlines as banners by rt clicking on the status text window then selecting "replay headlines"


_____________________________

Greg Wilcox
Production Assistant
Post #: 1
RE: EiA 1.01 Public Beta Uploaded - 1/25/2008 8:33:18 PM   
Grimrod42

 

Posts: 92
Joined: 1/10/2008
Status: offline
what does the question mark  signify? completed items or items to be completed?

(in reply to Greg Wilcox)
Post #: 2
RE: EiA 1.01 Public Beta Uploaded - 1/25/2008 8:53:26 PM   
isandlwana


Posts: 30
Joined: 1/16/2008
From: North Carolina
Status: offline
 Fixed: Unable to intercept neutral fleets carrying enemy forces
• Changed so that any stack carrying a hostile force (loaned forces org owner also applies) can be intercepted and attacked BUT you must issue a DOW costing 4pp before this can be done.

Maybe I missed the explanation in another thread but in original EIA rules ref 6.3.1.2.1 and 6.3.1.2.2 there was a choice re declaring war when intercepting a neutral stack carrying an enemy corps? You could intercept and attack stack with no DOW. Was it too difficult to give us that choice? Also a DOW I thought only incurred a loss of 3 pp rather than the 4 specified here.....

(in reply to Greg Wilcox)
Post #: 3
RE: EiA 1.01 Public Beta Uploaded - 1/25/2008 9:00:03 PM   
Monadman


Posts: 2085
Joined: 12/6/2005
From: New Hampshire
Status: offline

quote:

ORIGINAL: isandlwana

Was it too difficult to give us that choice? Also a DOW I thought only incurred a loss of 3 pp rather than the 4 specified here.....


Yes is was and 4pp comes from EiH.

Richard



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(in reply to isandlwana)
Post #: 4
RE: EiA 1.01 Public Beta Uploaded - 1/25/2008 9:01:27 PM   
Grimrod42

 

Posts: 92
Joined: 1/10/2008
Status: offline
Does ? mean that was fixed or
only
?
(dot)

(in reply to Monadman)
Post #: 5
RE: EiA 1.01 Public Beta Uploaded - 1/25/2008 9:04:25 PM   
Monadman


Posts: 2085
Joined: 12/6/2005
From: New Hampshire
Status: offline
FYI:

The list that Greg posted is a compilation of the fixes made in the two public betas that have been released to date (the first 1.01 patch and 1.01b).

Richard


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(in reply to Monadman)
Post #: 6
RE: EiA 1.01 Public Beta Uploaded - 1/25/2008 9:06:33 PM   
Monadman


Posts: 2085
Joined: 12/6/2005
From: New Hampshire
Status: offline

quote:

ORIGINAL: Grimrod42

Does ? mean that was fixed or
only
?
(dot)



What you may be seeing as a question mark is really a box. Either way is means “fixed”

Richard


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(in reply to Grimrod42)
Post #: 7
RE: EiA 1.01 Public Beta Uploaded - 1/25/2008 9:07:53 PM   
Grimrod42

 

Posts: 92
Joined: 1/10/2008
Status: offline
excellent, thank you 

(in reply to Monadman)
Post #: 8
RE: EiA 1.01 Public Beta Uploaded - 1/25/2008 11:38:08 PM   
Jimmer

 

Posts: 1968
Joined: 12/5/2007
Status: offline
Can we get the list of fixes broken into

1)  What's fixed overall, and
2)  What's different between A and B

?

Thanks.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to Grimrod42)
Post #: 9
RE: EiA 1.01 Public Beta Uploaded - 1/26/2008 4:01:04 AM   
Tater

 

Posts: 60
Joined: 12/25/2007
Status: offline
I didn't see anything about the fix for feudals not having to pay supply or forage when they "stand-up". I am hoping that is fix'd and maybe you just didn't mention it?

_____________________________

Later-

Tater

(in reply to Greg Wilcox)
Post #: 10
RE: EiA 1.01 Public Beta Uploaded - 1/26/2008 6:09:44 AM   
Monadman


Posts: 2085
Joined: 12/6/2005
From: New Hampshire
Status: offline

quote:

ORIGINAL: Tater

I didn't see anything about the fix for feudals not having to pay supply or forage when they "stand-up". I am hoping that is fix'd and maybe you just didn't mention it?


Reported, confirmed, on the list but not fixed yet

Richard



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Post #: 11
RE: EiA 1.01 Public Beta Uploaded - 1/26/2008 6:10:57 AM   
Monadman


Posts: 2085
Joined: 12/6/2005
From: New Hampshire
Status: offline

quote:

ORIGINAL: Jimmer

Can we get the list of fixes broken into

1)  What's fixed overall, and
2)  What's different between A and B

?

Thanks.



1. First post in this thread and;

2. http://www.matrixgames.com/forums/tm.asp?m=1688584

Richard


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(in reply to Jimmer)
Post #: 12
RE: EiA 1.01 Public Beta Uploaded - 1/26/2008 6:43:41 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
FYI, anything included in the change list can be assumed to be "fixed" if it needed fixing.

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Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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Post #: 13
RE: EiA 1.01 Public Beta Uploaded - 1/26/2008 6:47:39 AM   
Trin

 

Posts: 25
Joined: 12/17/2007
Status: offline
From the list of changes above :-

quote:

 Fixed: Program allowing MP1 to surrender to MP2 and MP2 to surrender to MP1 in the same month!
• Changed so that the higher PS MP will get the surrender


but there was some discussion about this and at the time the final comment was :-

quote:

ORIGINAL: Marshall Ellis

Hey guys:

I did change the sue for peace issue (Each MP sues the other for peace) to be an automatic informal peace for the 1.01 patch.

BTW: I am doing a final build and will submit the patch for the building of the installation package this evening. We'll probably use tomorrow to test the install build then hopefully release on Wednesday (Given that nothing burps on us). Sorry for this delay but we have almost 90 fixes / enhacements incorporated so we need to make sure that all fixes play well together.





(in reply to Greg Wilcox)
Post #: 14
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