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New Patch Available v1.22.01

 
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All Forums >> [New Releases from Matrix Games] >> Empires in Arms the Napoleonic Wars of 1805 - 1815 >> New Patch Available v1.22.01 Page: [1]
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New Patch Available v1.22.01 - 11/3/2017 9:08:43 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
Hi All,

We have a new version of Empire in Arms for you to try out. It is available as an attached .zip file below. Two additional files will be posted with the updated pdf manuals.

IMPORTANT NOTE FOR V1.22.01: This interim version is NOT a comprehensive update. Please upgrade to the official release v1.21.04 and then install v1.22.01. Additional bug fixes and other improvements, as well as new data files and setups for the 1812 Scenario, are planned for the next v1.22.xx comprehensive official release.

Version 1.22.01
- 0000061: [Game Enhancement] Optional rule Overwhelming Numbers - resolved, but 6:1 criteria and no defender withdraw exception.
- 0000157: [Rules Deviation] Unable to reinforce into a battle after the round in which the battle completes - closed, leave as is.
- 0000166: [AI Enhancement] AI doesn't defend its navy in port - resolved?
- 0000210: [UI Enhancement] Battle Casualty Selection Buttons are hard to see - closed, O/S in charge of displaying the face of speedbutton.
- 0000214: [Rules Deviation] Disbandment of the Holy Roman Empire should be required before forming Confederation of the Rhine - closed, leave as is.
- 0000257: [UI Enhancement] Put focus on corps after siege success - closed, players can set Auto Garrison Level.
- 0000304: [UI Enhancement] Battle Summaries not posted – resolved.
- 0000357: [Rules Deviation] Reinforcement rules - closed, leave as is.
- 0000381: [Game Bug] Ottoman Garrisons have issues not merging or not being able to add factors to them and in side by side display - closed, could not reproduce.
- 0000510: [Game Enhancement] Add optional rules for proportional naval losses – resolved (see new rule 9.2.2.2).
- 0000512: [Rules Deviation] More than 3 Provinces of Home Nation can be ceded; also capital province should be cedeable - closed, leave as is.
- 0000599: [Rules Deviation] Corps in Garrisons are not counted as part of a garrison to contest control of city upon DOW - closed, garrison forces only per rules.
- 0000628: [Rules Deviation] Corps in city areas should be able to withdraw into cities if there is capacity for them - closed, all retreats must be into an adjacent land area per rules.
- 0000691: [Game Bug] Unable to add Nelson to blockading fleet during reinforcement phase - closed, leave as is.
- 0000698: [Rules Deviation] Defeated fleet fled to enemy-controlled port – resolved.
- 0000699: [Game Enhancement] Make setting orders for one fleet in a stack automatically changes the orders for all fleets in the stack - closed, leave as is.
- 0000704: [Game Bug] Tie result does not register in game – closed.
- 0000717: [UI Bug] Selecting all forces from second page of outflank does not allow removal of casualties – resolved.
- 0000727: [Game Bug] Minor countries showing in log as winning or gaining political points – closed.
- 0000741: [Game Bug] Fleet can attack evil twin - closed, could not reproduce.
- 0000742: [Game Bug] When French and British ships are present in same area, Nelson is placed on French ships - closed, could not reproduce.
- 0000744: [Rules Deviation] Only one of many corps in an area able to besiege – closed.
- 0000771: [Rules Deviation] Capture of transports should require fleet to declare an attack - closed, leave as is.
- 0000788: [Rules Deviation] Implement Forced Naval Retreat Rule - resolved, also deleted -1 penalty for all light ships.
- 0000798: [Game Bug] Timing of naval evac is incorrect – resolved.
- 0000804: [Rules Deviation] Loser of trivial battles incorrectly losing political points – resolved.
- 0000829: [AI Enhancement] AI never attempts to reinforce - resolved?
- 0000830: [AI Enhancement] AI never commits guard – resolved?
- 0000835: [Game Bug] Poland not receiving money or manpower - resolved, added income and manpower collection at Kingdom creation.
- 0000844: [Game Bug] Transport fleets without escorts attacked in port fight back – resolved.
- 0000850: [AI Bug] Battle crash when selecting units to lose - closed, could not reproduce.
- 0000853: [Game Bug] Free States not at war with same enemy as controlling major – closed.
- 0000860: [Game Bug] Producing units in a Kingdom – closed, could not reproduce.
- Piracy rules improvements – resolved (see revised rule 12.2.1).

Version 1.22.00
- 0000106: [Game Enhancement] Implement external combat option for naval battle – closed.
- 0000581: [UI Enhancement] Warning of extensive foraging losses – resolved, to provide more warnings for player confirmation.
- 0000619: [Game Bug] Cannot Specify a Surrender in 3rd Party Combat – closed, PPs are supposed to be awarded if corps or fortifications are involved.
- 0000670: [Game Bug] There is no 'draw but defender withdraws' option in 3rd Party Combat System – closed, only the attacker retreats in draw.
- 0000782: [PBEM Bug] Diplomacy Phase messages – resolved?
- 0000817: [PBEM Bug] Awaiting battle results pop up message is confusing – resolved.
- 0000846: [Game Bug] Lend money to Major Power – resolved?
- 0000849: [Game Enhancement] Can't use 3rd Party Combat Resolution when running a blockade – closed, running blockade forces an immediate combat resolution during naval move not naval combat phase.
- 0000859: [PBEM Enhancement] Clearing PBEM Battle Folder – resolved?
- Restore phase skip for simultaneous diplomacy – resolved?
- Add prompts for PBEM phase skips if no reinforcements arriving or no naval forces – resolved.
- Cosmetic improvements for View Turn Income Summary readability – resolved.


Attachment (1)

_____________________________

Bill
Empires in Arms Development Team
Post #: 1
RE: New Patch Available v1.22.01 - 11/3/2017 9:09:54 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
Here is the \Data\Docs manual.

Attachment (1)

_____________________________

Bill
Empires in Arms Development Team

(in reply to pzgndr)
Post #: 2
RE: New Patch Available v1.22.01 - 11/3/2017 9:10:39 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
Here is the \Manuals EBOOK manual.

Attachment (1)

_____________________________

Bill
Empires in Arms Development Team

(in reply to pzgndr)
Post #: 3
RE: New Patch Available v1.22.01 - 11/4/2017 12:58:51 AM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
One more file, something I changed in v1.22.00 for pbem improvements. This is the wgslabels.txt file for \Data\programtext. This should be it. Please install all of these new files over v1.21.04 and you should be good to go. Enjoy!

Attachment (1)

_____________________________

Bill
Empires in Arms Development Team

(in reply to pzgndr)
Post #: 4
RE: New Patch Available v1.22.01 - 11/30/2017 1:57:20 AM   
Toadkillerdog

 

Posts: 2
Joined: 9/19/2007
Status: offline
Anyone had any luck installing this update on a Windows 10 machine? I can't get it to run.

(in reply to pzgndr)
Post #: 5
RE: New Patch Available v1.22.01 - 11/30/2017 6:26:46 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
There may be an issue with extracting the game files from the zip file(s) into the correct game folders? It also doesn't help that I couldn't post a single zip file here because of size limits and that complicates the process. I did also post a single zip file at Generals HQ HERE and maybe that works better. Either way, I think all of the files are there and should work, but users may have to manually verify game files in in the proper folders and not in the game root folder. Please let me know if any of this works, otherwise I'll have to reconsider other options up to asking Matrix to prepare an installer which may take some time. Sorry, hope this helps.

_____________________________

Bill
Empires in Arms Development Team

(in reply to Toadkillerdog)
Post #: 6
RE: New Patch Available v1.22.01 - 12/2/2017 11:11:11 PM   
elegantuni236091

 

Posts: 14
Joined: 3/26/2016
Status: offline
I have got it to work. Maybe you think it's a installer. It is a executable. Install the 1.21.04 update then copy the files from this update over the files in your empires in arms root directory. The root directory is probably C:\Matrix Games\Empires in Arms\

(in reply to Toadkillerdog)
Post #: 7
RE: New Patch Available v1.22.01 - 12/8/2017 10:20:03 AM   
Soosh


Posts: 85
Joined: 11/30/2017
From: Down the road
Status: offline
Hi there,

just bought EiA a couple of days ago and am currently running a test game against the AI, to get familiar with the rules and UI.

I’m playing Austria and declared war on France in early 1805. France immediately took Bavaria and conquered Venetia. So far, so good. But I’ve noticed that Napoleon and two French Corps are somehow stuck in Turin, they’re just sitting there for months now doing nothing. They didn’t do anything while I recaptured Venetia (although another Corps tried to lift my siege of Venice), nor do they support their forces in Central Germany against the Prussians.

Dunno if it’s got anything to do with me playing against easy AI, but I thought the information might be useful. I’m using v1.22.01.

Cheers.

(in reply to pzgndr)
Post #: 8
RE: New Patch Available v1.22.01 - 12/8/2017 3:59:58 PM   
Soosh


Posts: 85
Joined: 11/30/2017
From: Down the road
Status: offline
Update:

Napoleon and the two corps finally moved out of Turin and joined Murat in Area427. Will be interesting to see what the French AI will do in the upcoming Land Phase. It could either move to Munich, where my main forces are located, or stay in southern Germany to protect Wurttemberg and Swabia.

Regarding [AI Enhancement] AI never attempts to reinforce - resolved?: Do you mean in a battle or during reinforcement phase? If it’s the latter, here’s some data in chronological order:

1805, Aug France, Ney, 1 Corps, 20 Factors
1805, Aug LAND BATTLE: France Attacking Prussia At Hanover

1805, Aug France, Bernadotte, 1 Corps, 23 Factors
1805, Aug LAND BATTLE: France Attacking Prussia At Kassel

1805, Sep France, Bernadotte, 1 Corps, 22 Factors
1805, Sep LAND BATTLE: Prussia Attacking France At Kassel

1805, Oct France, Bernadotte, 1 Corps, 8 Factors
1805, Oct LAND BATTLE: France Attacking Prussia At Dusseldorf

1805, Oct Prussia, Hohenlohe, 1 Corps, 14 Factors
1805, Oct France, Ney, 1 Corps, 15 Factors
1805, Oct LAND BATTLE: France Attacking Prussia At Gottingen

1805, Oct France, Ney, 1 Corps, 11 Factors
1805, Oct Prussia, Brunswick, 3 Corps, 27 Factors
1805, Oct LAND BATTLE: Prussia Attacking France At Gottingen

1805, Nov France, Ney, 1 Corps, 5 Factors
1805, Nov LAND BATTLE: Prussia Attacking France At Gottingen

1805, Nov France, Murat, 2 Corps, 32 Factors
1805, Nov LAND BATTLE: France Attacking Prussia At Dusseldorf

1805, Dec France, Ney, 1 Corps, 1 Factors
1805, Dec LAND BATTLE: Prussia Attacking France At Gottingen

1805, Dec Prussia, Brunswick, 4 Corps, 26 Factors
1805, Dec France, Bernadotte, 1 Corps, 4 Factors
1805, Dec LAND BATTLE: France Attacking Prussia At Kassel

1805, Dec France, Murat, 2 Corps, 27 Factors
1805, Dec LAND BATTLE: France Attacking Prussia At Munster

1806, Jan France, Murat, 2 Corps, 26 Factors
1806, Jan LAND BATTLE: France Attacking Prussia At Munster

1806, Mar Prussia, Hohenlohe, 2 Corps, 16 Factors
1806, Mar France, Murat, 2 Corps, 33 Factors
1806, Mar LAND BATTLE: France Attacking Prussia At Wurzburg

1806, Apr Prussia, Hohenlohe, 1 Corps, 6 Factors
1806, Apr France, Murat, 2 Corps, 28 Factors
1806, Apr LAND BATTLE: France Attacking Prussia At Dusseldorf

1806, May France, Murat, 3 Corps, 25 Factors
1806, May Austria, Charles, 2 Corps, 21 Factors
1806, May LAND BATTLE: Austria Attacking France At Ulm


Hope this might be of some use.

Cheers.


Edit:

Some more observations on AI behaviour: The whole French stack (four corps, a depot and Napoleon + Murat) stayed in Switzerland for a few months, while the Spanish took control of La Rochelle, marched into Poitiers and threatened Paris. The French stack moved then into Paris, leaving only one corps in Tyrol against my six.

I’d like to provide some sort of AAR but I just recently registered, so can’t post any screenshots.

< Message edited by Soosh -- 12/9/2017 1:50:41 AM >

(in reply to Soosh)
Post #: 9
RE: New Patch Available v1.22.01 - 12/10/2017 7:44:12 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline

quote:

ORIGINAL: Soosh
Dunno if it’s got anything to do with me playing against easy AI


Nope, welcome to the wonderful world of the EIA computer opponent, with numerous observations describing its shortcomings over the past 10 years. It has improved over time, more to be less stupid than to be more brilliant, and there is still room for improvement.

I took on this project in 2016 to pick up where Marshall Ellis left off. I've been somewhat successful getting the AI to build ships and minor forces where it did not before. There have been a few other improvements too, like getting the AI to commit to a second day of battle and commit guard. It's better. I'd like to get the AI move a bit more aggressively in some cases but I'm reluctant to do anything that might make things worse. It's tricky. For the time being it basically works and I've got a couple dozen other bugs I'm trying to work off the list for v1.22.02.

_____________________________

Bill
Empires in Arms Development Team

(in reply to Soosh)
Post #: 10
RE: New Patch Available v1.22.01 - 12/10/2017 9:15:27 PM   
Soosh


Posts: 85
Joined: 11/30/2017
From: Down the road
Status: offline

quote:

Nope, welcome to the wonderful world of the EIA computer opponent, with numerous observations describing its shortcomings over the past 10 years.

Yeah, I’ve noticed that while reading almost every single thread in this sub-forum (took me a while). But EiA has been on my radar for quite some time, and with the sale going on right now I just couldn’t resist. But browsing through the seemingly endless pages of this forum and reading (and re-reading) certain threads helped me to understand the game mechanics and basic rules before I even bought the game.

Speaking of, I’m still playing the same scenario, here some additional observations regarding AI:

Version: 1.22.01
Scenario: Grand Campaign 1805
Nation: Austria
Opponents: Easy AI
Current date: December 1808
Total playtime: 15 hours


- AI does commit guard (just happened in my last battle against the French)
- French AI way more active now after I crossed the border (Nap himself smashed my poor army to pieces [note to self: French artillery is deadly] and Murat recaptured Switzerland.)
- Prussians (at war with France) now the exact opposite: After being quite active in the beginning they’re now reluctant to do anything and their main forces are sitting around Brussels.
- A battle occurred where both parties had zero factors.

I don’t know how the AI handled garrisons in the past, but it seems to put a lot of factors into them, with the capitals maxing out their respective limits:

London: 11i/14m
Paris: 10i/15m
Berlin: 17i/3m
Madrid: 10i/10m
Moscow: 10i/10m
Constantinople: 25i

And thanks for fixing and improving EiA!

(in reply to pzgndr)
Post #: 11
RE: New Patch Available v1.22.01 - 12/10/2017 10:11:57 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline

quote:

ORIGINAL: Soosh
EiA has been on my radar for quite some time, and with the sale going on right now I just couldn’t resist.

- AI does commit guard (just happened in my last battle against the French)


Hopefully others will also take advantage of the sale and try this great game with its latest improvements. And thank you for the guard commit confirmation!

FYI, there is a tutorial guide available in the registered downloads to check out if you haven't already. And the updated manual has lots of strategy notes at the end. The tutorial is a bit old but does a good job of walking you through the phases and explaining how to do things. This is one of those games where players need to get their feet wet and try things, and if questions arise then check the manual for how to perform specific actions. There's a lot to do, but nothing is particularly difficult to do. Knowing "what" to do is more challenging, and for that the players notes and experience is the only way to learn. Enjoy!

_____________________________

Bill
Empires in Arms Development Team

(in reply to Soosh)
Post #: 12
RE: New Patch Available v1.22.01 - 12/11/2017 12:41:53 AM   
Soosh


Posts: 85
Joined: 11/30/2017
From: Down the road
Status: offline

quote:

ORIGINAL: pzgndr

Hopefully others will also take advantage of the sale and try this great game with its latest improvements.

Indeed, it’s such an intriguing period in history and the game seems to cover that quite well. And it’s interesting to see nations bouncing back from the claws of defeat and landing a stunning blow. Just happened to me when the French happily destroyed (i.e. completely annihilated, damn those arty factors!) one of my armies and captured poor John.

And that’s just the military aspect of the game. The campaign I’m currently playing was supposed to be some sort of ‘learning the ropes test game’. I’m 16 hours in, and enjoyed every minute of it.

(in reply to pzgndr)
Post #: 13
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