Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

1.01 Patch release notes preview!

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Empires in Arms the Napoleonic Wars of 1805 - 1815 >> 1.01 Patch release notes preview! Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
1.01 Patch release notes preview! - 1/10/2008 11:45:37 PM   
Marshall Ellis


Posts: 5630
Joined: 10/2/2001
From: Dallas
Status: offline
Hey guys:

Here is a preview of my 1.01 patch release notes. This is not final but could give you some data to refer to when you see a bug. Maybe this will save you guys some time!




Attachment (1)

_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games


Post #: 1
RE: 1.01 Patch release notes preview! - 1/10/2008 11:47:00 PM   
AresMars

 

Posts: 234
Joined: 12/13/2007
Status: offline
Thank you Marshall!


(in reply to Marshall Ellis)
Post #: 2
RE: 1.01 Patch release notes preview! - 1/11/2008 12:13:58 AM   
zaquex


Posts: 368
Joined: 11/30/2007
From: Vastervik, Sweden
Status: offline
Thanks

one comment:

quote:

* 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


wouldnt the reasonable outcome of this be a white peace?

(in reply to AresMars)
Post #: 3
RE: 1.01 Patch release notes preview! - 1/11/2008 12:36:50 AM   
Marshall Ellis


Posts: 5630
Joined: 10/2/2001
From: Dallas
Status: offline
If you mean "truce" or informal peace then I could agree. I'm open to changing this (Just not in 1.01 :-))



_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to zaquex)
Post #: 4
RE: 1.01 Patch release notes preview! - 1/11/2008 12:37:50 AM   
delatbabel


Posts: 1252
Joined: 7/30/2006
From: Sydney, Australia
Status: offline
I note that there aren't actually that many AI enhancements / fixes mentioned in the release notes, which is surprising considering that the AI is probably the #1 thing that's getting commented on in the forum.

I find it relatively easy, as Prussia playing solo, to batter the French army to bits. This shouldn't be possible without extensive allied help. For example, Napoleon with a single corps (often the artillery or the guards, often with only 5 or 6 factors) is quite often sent forth on a suicide mission -- when I see that I'm onto it like a seagull onto a sick prawn (as we say here in .au) with the biggest stack I can muster, pick escalated assault, and the usual result is the little corporals capture. No sane human player would do this.

So the main AI repairs I'd like to see are:

* AI not declaring war quite so often -- usually 6 AI players will all end up at war with each other.
* AI not using single corps with important leaders. Generally speaking, AI sticking its corps together in larger stacks.
* AI France should use a large stack to bludgeon its way to Berlin or Vienna in any war against Prussia or Austria, to force that surrender, rather than a single corps as so often happens.
* AI sets up somewhat more forwards -- AI France usually doesn't set up with troops in the minor countries in Germany that it controls.
* AI goes on the attack with larger stacks more often. Currently the AI seems to sit back and wait for you to attack it. This is especially the case with AI Turkey or Russia, which seem to just sit around and play dead, even if you have invaded their home countries.
* AI does not declare war on minor countries then not invade them in the upcoming land phase. As Prussia I usually sit back waiting for France to DoW a few minors that I have put influence on, the war often (usually) lapses, and I get a free minor.


_____________________________

--
Del

(in reply to Marshall Ellis)
Post #: 5
RE: 1.01 Patch release notes preview! - 1/11/2008 12:40:22 AM   
dauphan129

 

Posts: 95
Joined: 12/12/2007
Status: offline
I think they have already said the AI was going to be overhauled but not in 1.01. 1.01 was aimed mostly at game mechanics.

(in reply to delatbabel)
Post #: 6
RE: 1.01 Patch release notes preview! - 1/11/2008 12:56:43 AM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
Yeah, I would expect AI improvements will be a long term ongoing project. For now just bug fixes and important enhancements are needed. Like news headlines - thank you!

quote:

* AI: Need to pay more attention to MPs strategic value when DOWing (Prussia DOWs GBR way too much).


I am curious about this one. Was anything done? Just wondering what to expect.

(in reply to dauphan129)
Post #: 7
RE: 1.01 Patch release notes preview! - 1/11/2008 2:15:29 AM   
Grognot

 

Posts: 409
Joined: 12/7/2007
Status: offline
...or the AI's unwillingness to ever break a naval blockade, which makes it near-obligatory to have the naval powers all controlled by human beings.

(in reply to pzgndr)
Post #: 8
RE: 1.01 Patch release notes preview! - 1/11/2008 2:24:45 AM   
Grapeshot Bob


Posts: 642
Joined: 12/16/2007
From: Canada
Status: offline
Thank you, thank you, thank you.

I really appreciate how responsive the developers have been!

Way to go guys.



GSB

< Message edited by Grapeshot Bob -- 1/11/2008 2:38:36 AM >

(in reply to Grognot)
Post #: 9
RE: 1.01 Patch release notes preview! - 1/11/2008 2:56:01 AM   
dodod

 

Posts: 147
Joined: 12/26/2007
Status: offline
any chance of knowing what will be compatible with current games?

will we be able to make backup files and import them into a new game? (obviously options will likely not be able to be affected)

(in reply to Marshall Ellis)
Post #: 10
RE: 1.01 Patch release notes preview! - 1/11/2008 4:32:52 AM   
Monadman


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

quote:

ORIGINAL: dodod

any chance of knowing what will be compatible with current games?

will we be able to make backup files and import them into a new game? (obviously options will likely not be able to be affected)


The patch will be compatible with your current games but if you would like to use some of the new features then you will need to start a new game.

Richard


_____________________________


(in reply to dodod)
Post #: 11
RE: 1.01 Patch release notes preview! - 1/11/2008 8:12:56 AM   
gazfun


Posts: 1046
Joined: 7/1/2004
From: Australia
Status: offline
Hi Marshall
Any date known on when the patch is available?

_____________________________


(in reply to Monadman)
Post #: 12
RE: 1.01 Patch release notes preview! - 1/11/2008 3:02:08 PM   
Marshall Ellis


Posts: 5630
Joined: 10/2/2001
From: Dallas
Status: offline
We're cross-testing right now (To make sure I didn't break anything) and should wrap that up this weekend. I would hope we could deliver this to Matrix for packaging on Monday.

Just so you guys know:

We will be working on the AI but this patch was to get critical bugs (game crash, etc.) addressed. I expect to spend more and more time on AI and general enhancements (Scenario editor) as the bugs get fewer and fewer.



_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to gazfun)
Post #: 13
RE: 1.01 Patch release notes preview! - 1/11/2008 3:52:58 PM   
baboune

 

Posts: 121
Joined: 6/1/2003
Status: offline
Are there any major plans to improve the UI?

(in reply to Marshall Ellis)
Post #: 14
RE: 1.01 Patch release notes preview! - 1/11/2008 4:08:11 PM   
General von Alien


Posts: 23
Joined: 12/18/2007
Status: offline
quote:

* Multiple PBEM battles are being allowed to be executed at the same time


Good news! A forward step for the PBEM game.


_____________________________

Nell'arte della guerra -come in natura- nulla si crea e nulla si distrugge.

(in reply to baboune)
Post #: 15
RE: 1.01 Patch release notes preview! - 1/11/2008 4:11:47 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: delatbabel
I note that there aren't actually that many AI enhancements / fixes mentioned in the release notes, which is surprising considering that the AI is probably the #1 thing that's getting commented on in the forum.


Just to chime in, we've said since the release that the AI would be the #1 post-release priority _after_ bugs and critical issues are fixed. Marshall is going about this the right way and the AI will absolutely get a good ongoing look after the issues have been addressed.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




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

Freedom is not Free.

(in reply to delatbabel)
Post #: 16
RE: 1.01 Patch release notes preview! - 1/11/2008 4:35:47 PM   
DCWhitworth


Posts: 676
Joined: 12/15/2007
From: Norwich, England
Status: offline

quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: delatbabel
I note that there aren't actually that many AI enhancements / fixes mentioned in the release notes, which is surprising considering that the AI is probably the #1 thing that's getting commented on in the forum.


Just to chime in, we've said since the release that the AI would be the #1 post-release priority _after_ bugs and critical issues are fixed. Marshall is going about this the right way and the AI will absolutely get a good ongoing look after the issues have been addressed.


I completely agree with this approach, which is the only sensible one. Fix errors first, make improvements later. A friend of mine has given up playing the game because it regularly crashes on him.

I'm sure he'll be right back as soon as the patch is out though.

_____________________________

Regards
David

(in reply to Erik Rutins)
Post #: 17
RE: 1.01 Patch release notes preview! - 1/11/2008 5:12:38 PM   
Monadman


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

quote:

ORIGINAL: General von Alien

quote:

* Multiple PBEM battles are being allowed to be executed at the same time


Good news! A forward step for the PBEM game.



Sorry, that’s Marshall reverse order thinking he is now famous for. Unfortunately, he means it was a problem that a workaround (ahem) allowed for multiple battle file exchanges. He shut the window on it, but not until I tortured him with the possibility.

Richard


_____________________________


(in reply to General von Alien)
Post #: 18
RE: 1.01 Patch release notes preview! - 1/11/2008 6:13:48 PM   
Marshall Ellis


Posts: 5630
Joined: 10/2/2001
From: Dallas
Status: offline
I resent those remarks, Richard! I have no order in my thinking! :-)





_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to Monadman)
Post #: 19
RE: 1.01 Patch release notes preview! - 1/11/2008 6:30:23 PM   
iamspamus

 

Posts: 433
Joined: 11/16/2006
From: Cambridge, UK
Status: offline

quote:

ORIGINAL: Marshall Ellis
Just so you guys know:

We will be working on the AI but this patch was to get critical bugs (game crash, etc.) addressed. I expect to spend more and more time on AI and general enhancements (Scenario editor) as the bugs get fewer and fewer.


Great to hear Marshall! Once again not a programmer, but may I suggest that you guys look at the method that WIFFE is using to develop their AI?

Here's a link
http://www.matrixgames.com/forums/tm.asp?m=979605

It's obviously a lot more complicated, but I think that it should work to fix many of the issues. I'll be willing to help you as needed with "generic rules" as well as country specific ones.

Keep up the good work. It's appreciated.

Jason

(in reply to Marshall Ellis)
Post #: 20
RE: 1.01 Patch release notes preview! - 1/11/2008 6:38:33 PM   
Monadman


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

quote:

ORIGINAL: Marshall Ellis

I resent those remarks, Richard! I have no order in my thinking! :-)







Richard



Sometimes the order is good but reads backwards.

Marshall,


_____________________________


(in reply to Marshall Ellis)
Post #: 21
RE: 1.01 Patch release notes preview! - 1/11/2008 7:11:27 PM   
Jimmer

 

Posts: 1968
Joined: 12/5/2007
Status: offline
In the "Known Issues" section at the top, it mentions the "Not enough storage ...". I've seen this once when the problem was NOT EiANW's problem. I run Adobe Acrobat Reader 8.0 without any patches. Apparently, Reader 8 has a bug that sometimes allows memory usage to grow without bound.

Now, when playing EiA, sometimes I keep the manual open. What I found was that the Acrobat session with the manual in it was gradually growing in memory usage, until it ran me out of both real memory and virtual.

So, if anybody sees that message, check your Task Manager Processes tab, and look for a humungous memory pile in use by Acrobat before you decide to restart EiA or your computer.

If the problem with Acrobat is present, killing that window solves it in about 30 seconds (when the system finally clears out all of the virtual memory that is no longer in use).

_____________________________

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 iamspamus)
Post #: 22
RE: 1.01 Patch release notes preview! - 1/11/2008 7:33:58 PM   
Jimmer

 

Posts: 1968
Joined: 12/5/2007
Status: offline
From the "Fixed issues" document:

     "* Changed so that the higher PS MP will get the surrender"

In the boardgame, if two MPs sued for peace at the same time, then both would get an automatic informal peace, with no political point loss to either side.

_____________________________

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 Jimmer)
Post #: 23
RE: 1.01 Patch release notes preview! - 1/11/2008 11:49:50 PM   
WJPalmer1

 

Posts: 81
Joined: 9/20/2004
From: Colorado Springs
Status: offline
I had similar memory problems in other games when I tried to keep large PDF manuals open in Adobe while playing the game. To fix it, I downloaded, installed and now always use the free Foxit Reader. It's much more memory-friendly and has superior presentation of the manual IMO.

http://www.foxitsoftware.com/pdf/rd_intro.php

(in reply to Jimmer)
Post #: 24
RE: 1.01 Patch release notes preview! - 1/14/2008 6:46:53 PM   
argaur


Posts: 277
Joined: 5/13/2005
From: Spain
Status: offline
i have 2 games waiting, some release day please?

_____________________________


"... tell the Emperor that I am facing Russians.
If they had been Prussians, I'd have taken the
position long ago."
- Marshal Ney, 1813

(in reply to WJPalmer1)
Post #: 25
RE: 1.01 Patch release notes preview! - 1/14/2008 8:15:11 PM   
Marshall Ellis


Posts: 5630
Joined: 10/2/2001
From: Dallas
Status: offline
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.




_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to argaur)
Post #: 26
RE: 1.01 Patch release notes preview! - 1/14/2008 9:36:35 PM   
Jimmer

 

Posts: 1968
Joined: 12/5/2007
Status: offline
No problem.

Should make 1.02 a piece of cake, right? :)

_____________________________

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 Marshall Ellis)
Post #: 27
RE: 1.01 Patch release notes preview! - 1/14/2008 11:46:08 PM   
Marshall Ellis


Posts: 5630
Joined: 10/2/2001
From: Dallas
Status: offline
Jimmer:

Yea, right .. Piece of cake  LOL!

_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to Jimmer)
Post #: 28
RE: 1.01 Patch release notes preview! - 1/15/2008 3:06:14 AM   
zaquex


Posts: 368
Joined: 11/30/2007
From: Vastervik, Sweden
Status: offline

quote:

ORIGINAL: iamspamus


quote:

ORIGINAL: Marshall Ellis
Just so you guys know:

We will be working on the AI but this patch was to get critical bugs (game crash, etc.) addressed. I expect to spend more and more time on AI and general enhancements (Scenario editor) as the bugs get fewer and fewer.


Great to hear Marshall! Once again not a programmer, but may I suggest that you guys look at the method that WIFFE is using to develop their AI?

Here's a link
http://www.matrixgames.com/forums/tm.asp?m=979605

It's obviously a lot more complicated, but I think that it should work to fix many of the issues. I'll be willing to help you as needed with "generic rules" as well as country specific ones.

Keep up the good work. It's appreciated.

Jason



This is a variant on how I think you can make the AI reasonable in EiA - the use of doctrines/agendas/strategies to restrict the AI's choices and streamline them in a direction that is consistent and reasonable, is in my oppinion the only way to create a competative AI with the resources at available.

Clearly the system presented for WIFFE deals with completly different goals and mechanisms than what a similar system for EiA would. One of the areas where WWII much differ from this and other earlier conflicts is that politics and alliances are very static and a similar system for EiA would need to put much more emphasis on this on the other hand the resource and economy functions are very simple etc .

Clearly there is a lot of work needed to develop such system for EiA but if the goal is to make EiA a strong or even reasonable game for computer controlled opponents there isnt much room for shortcuts and the investment would be well worth it.

If the system also allows a simple way to add agendas and strategies either by the devs or by player moding, the game will also be easily adapted to cover other conflicts.

To be reasonable the AI will have to have several agendas and strategies to choose from, and this will be another big task, but once the community know the format for these im sure the community have people who would be very helpfull or even eager to supply these for the different powers.

I would be very interested in such a system for EiANW and if it would help I'm very willing to provide input or in any other way I can support such development.





(in reply to iamspamus)
Post #: 29
RE: 1.01 Patch release notes preview! - 1/16/2008 4:15:37 AM   
iamspamus

 

Posts: 433
Joined: 11/16/2006
From: Cambridge, UK
Status: offline

quote:

ORIGINAL: zaquex

This is a variant on how I think you can make the AI reasonable in EiA - the use of doctrines/agendas/strategies to restrict the AI's choices and streamline them in a direction that is consistent and reasonable, is in my oppinion the only way to create a competative AI with the resources at available.

Clearly the system presented for WIFFE deals with completly different goals and mechanisms than what a similar system for EiA would. One of the areas where WWII much differ from this and other earlier conflicts is that politics and alliances are very static and a similar system for EiA would need to put much more emphasis on this on the other hand the resource and economy functions are very simple etc .

Clearly there is a lot of work needed to develop such system for EiA but if the goal is to make EiA a strong or even reasonable game for computer controlled opponents there isnt much room for shortcuts and the investment would be well worth it.

If the system also allows a simple way to add agendas and strategies either by the devs or by player moding, the game will also be easily adapted to cover other conflicts.

To be reasonable the AI will have to have several agendas and strategies to choose from, and this will be another big task, but once the community know the format for these im sure the community have people who would be very helpfull or even eager to supply these for the different powers.

I would be very interested in such a system for EiANW and if it would help I'm very willing to provide input or in any other way I can support such development.




I know that WIF is much more complicated in some regards (rules and such) and much more simple in others (ie. no diplomacy). I was suggesting utilizing the model of how they went about developing the AI. (Not that anyone knows how it'll turn out... )

So, for Ottomans go for Ottoman Empire. That's kinda a no brainer. Yet in several games I've seen they've gone after Finland, Tuscany, Hesse. What the heck? I've seen Prussia at war with every major country on the board but me. I have 3 or 4 corps stacked together and my opponent has 6 and he marches one in at a time over several turns, giving me PPs every time. I've seen the ottoman go bankrupt every turn. (HUH?) I've seen Napoleon running around with a single half-filled FR corps. (Actually, almost all of the French leaders do this. Have a stack of 4 FR corps in a space with no leader and Davout, Massena, and Nap running around on one corps...before I captured them.)

So, the way that the WIF guys appear to be doing their AI is listed out in the above thread. Once again, I'm not a programer and I don't know how hard this is. But it appears to be a series of choices, kind of in order, I think. As someone on another post pointed out. Our EIA community is somewhat small and I want to make it bigger and the game better.

Ciao!
Jason

(in reply to zaquex)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Empires in Arms the Napoleonic Wars of 1805 - 1815 >> 1.01 Patch release notes preview! Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.750