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1.02 preliminary fix list

 
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1.02 preliminary fix list - 2/27/2008 10:45:22 PM   
Marshall Ellis


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From: Dallas
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Hey guys:

Just a quick preview of our fix list for 1.02. This is not final but close. Also as an FYI that we are almost done with 1.02 and will relase to BETA soon but we're juts doing some last minute testing.


Version 1.02 (02/20/08)

Standard Fixes
----------------
FIXED: MP1 is surrendering to MP2 two months in a row.
FIXED: “Stavropol” on map is coded as “Stavrapol” in Selected Area info window (This is fixed in new games only).
FIXED: Trade values for GBR need to be switched in order to show GBR first
FIXED: Need to make the highest map scroll value no scroll.
FIXED: Repatriation needs to be changed to go to closest supply source as opposed to closest controlled area
FIXED: Text in current reinforcements window is overlapping
FIXED: Unit view screen is missing artillery column
FIXED: Program is forcing feudal units to be in supply or forage when returning to the map
FIXED: French controlled minors who have their MA increased are losing it when they use the undo button
FIXED: When an MP's minor has forces coming up in the next qtr, they are not being advised to buy a corps unit
FIXED: French IV cav corps is mislabeled as "IV" but should be "IVC"
FIXED: Polish cav counter has wrong graphic
FIXED: Program allowing leaders to become unattached when moving to a city in the setup phase. lso added a random wounding (1-6 months no killing) of a detached leader that cannot be attached to a unit to avoid lock up!
FIXED: Program not allowing the adding of ships adjacent to a port for minors who are being setup
FIXED: Program is allowing an enemy corps to transfer factors with an opponent's depot / garrison
FIXED: Program not allowing Lille to be supplied from Mainz
FIXED: Danzig not being included in the creation of Poland (Fixed in new games only).
FIXED: MPs that lose their minor states due to instability are not repatriating garrisons
FIXED: Sea supply depots are not dynamic in their status
FIXED: Loaned corps that are not at war are participating in battles. (Defender only)
FIXED: French fleets are being put back into unit pool after winning a blockade battle.
FIXED: Game locks up when attempting to evacuate a port
FIXED: Lifting as siege is not resetting a nation's capital status (Minor is being conquered too early)
FIXED: Leaders not being returned after a lapse of war with a sponsored (No war with MP) minor.
FIXED: Corps cannot conquer a minor when the conquering MP has forced access to the MP sponsor.
FIXED: Game crash when Russian Corps in Acre Palestine is clicked
FIXED: When MP captial is taken by hostile MP then after suing for peace, game is still not allowed to advance
FIXED: Cannot build a depot in a valid area for a sponsored FS when hostile MP is present in nation. Also, supply is invalid 2 areas away from a source in a sponsored MP
FIXED: Program is allowing enemy forces to block supply chain from an area that also contains an unbesieged friendly corps
FIXED: Cossacks making corps spend extra MP when moving across rivers.
FIXED: Naval retreats not always going to the closest port. Distance is measured in pixels and not areas.
FIXED: Called minor allies (second timers) are not making counters available for placement
FIXED: When one major power attacks another in a neutral minor country, there was no land combat phase. To duplicate: have Austrian corps attack French in area 429, Bavaria. (Added function that should scan for the existence of formerly friendly units in the same area and should set a battle for the area).
FIXED: Free states not receiving money from trade
FIXED: Program is removing invasion depots for no reason
FIXED: Multi district minors are only giving 1pp to the major who gains control during the minor control step
FIXED: Program not giving wind gauge consistently in auto port evacuations
FIXED: Supply chain problems in Switzerland
FIXED: 1/2 Trade income as surrender term is not working in next eco phase. Happening when capital is enemy occupied (Changed to reflect half of the trade * 4 which should equal 1/2 trade for one year).
FIXED: If minor does not place all factors in eco phase then it is warned to buy a unit.
FIXED: Reinforcement text for free states is overlapping
FIXED: MP surrendering to allied and neutral MPs
FIXED: PBEM games are losing player settings
FIXED: Game lockup when AI forced to evacuate a sponsored minor and there is no port available
FIXED: MP not allowed to blockade an enemy controlled home port
FIXED: When a side that controls a city does not also control the territory the program reports each side’s location in the Selected Area Info box incorrectly (e.g. the actual besieger labeled as “unit in city”) and compounding problems ensue.
FIXED: Reinforcements in view mode are not accurate and are reflecting the current player that is playing!
FIXED: Program dead-ends in a 2way pbem game when using AI to play a player's turn and other AI players are involved.
FIXED: Program not honoring reported date that a leader will become reactivated after leader had been removed due to wounds.
FIXED: Need to change Crete manpower to 0 (Fixed in new games only).
FIXED: Lone leaders allowed to remain on board after losing a siege.
FIXED: Game locks up when Sweden is trying to evacuate Stockholm
FIXED: Game locks up when AI is trying to retake capital
FIXED: Game lockup when ending reinforcement phase!
FIXED: Holland garrison had too many factors! This was a result of an old setup where Amsterdam used to be a city sized at 5?? Setup files have been changed. Function also added to trim excess factors in any existing game!
FIXED: MPs with temp access still being allowed into provincial capitals
FIXED: Colberg shown as provincial capital for Stettin (Fixed in new games only).
FIXED: Need to secure game setup files from being able to be tampered with in hex editors (Will only work on standard game setup files and files created with 1.02 and greater. I am grandfathering all current custom setup files until they are altered and saved using the game).
FIXED: Need to prevent game from creating backup files for AI players

AI Fixes and Enhancements
--------------------------------
FIXED: Need to make sure that the AI only gives the amount of money that is being asked.
FIXED: AI is violating 6.2.2
FIXED: Reporting move changes at the end of the diplomacy phase
FIXED: Need to make priority that AI clears capital area of any enemies even if they are not besieging the capital!
FIXED: AI still going into ceded MP province and being allowed to conquer

Enhancements
-----------------
ADDED: Need to give 3 month temporary access to winning and losing nations and nations that have had access cutoff for corps to get out of island areas that are cut off at surrender and time for allies to evacuate units.
ADDED: Need to indicate temp access in access displays
ADDED: Need to auto backup PBEM games every month


_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games


Post #: 1
RE: 1.02 preliminary fix list - 2/27/2008 10:48:30 PM   
AresMars

 

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Thanks for the Update Marshall.

ADDED: Is it me or is the FORCED SURRENDER ISSUE missing from the list above.

< Message edited by AresMars -- 2/27/2008 11:04:21 PM >

(in reply to Marshall Ellis)
Post #: 2
RE: 1.02 preliminary fix list - 2/27/2008 11:04:09 PM   
Soapy Frog

 

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Any update on the Civil Disorder fixes?

(in reply to AresMars)
Post #: 3
RE: 1.02 preliminary fix list - 2/27/2008 11:08:56 PM   
Jimmer

 

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I don't see the fix for blockading forces having to check for wind guage in the list.

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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 AresMars)
Post #: 4
RE: 1.02 preliminary fix list - 2/27/2008 11:25:37 PM   
bresh

 

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quote:

ORIGINAL: Jimmer

I don't see the fix for blockading forces having to check for wind guage in the list.

Not sure if this is for all blockade box from port moves.
Or only evacuations.
But says
FIXED: Program not giving wind gauge consistently in auto port evacuations


I didnt read the "forced surrender if capital taken" fix listed, maybe im missing it ?

Regards
Bresh

< Message edited by bresh -- 2/27/2008 11:29:38 PM >

(in reply to Jimmer)
Post #: 5
RE: 1.02 preliminary fix list - 2/28/2008 12:07:21 AM   
La Provence


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Shall-it be possible to install the 1.02 patch on an actual pbem game ?

(in reply to bresh)
Post #: 6
RE: 1.02 preliminary fix list - 2/28/2008 12:40:01 AM   
Ralegh


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As usual with EIA patches, some fixes only apply to NEW games, and are marked as such in the release notes. Other fixes should work fine for games in progress.

I have had some problems during testing when players had different releases: strongly encourage that everyone in a PBEM upgrades at the same time.

In the (unlikely) event that Marshall has to invalidate old game file formats, that would be announced in the release notes prominently (and probably in caps).

< Message edited by Ralegh -- 2/28/2008 12:42:16 AM >


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Steve/Ralegh

(in reply to La Provence)
Post #: 7
RE: 1.02 preliminary fix list - 2/28/2008 12:42:26 AM   
bresh

 

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quote:

ORIGINAL: Ralegh

As usual with EIA patches, some fixes only apply to NEW games, and are marked as such in the release notes. Other fixes should work fine for games in progress.

I have had some problems during testing when players had different releases: strongly encourage that everyone in a PBEM upgrades at the same time.

In the (unlikely) event that Marshall has to invalidate old game file formats, that would be announced in the release notes prominently (and probably in caps).


Im guessing this could be a problem for players involved in more than 1 pgm game.

Regards
Bresh

(in reply to Ralegh)
Post #: 8
RE: 1.02 preliminary fix list - 2/28/2008 3:48:26 AM   
Jimmer

 

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Joined: 12/5/2007
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quote:

ORIGINAL: bresh

quote:

ORIGINAL: Jimmer

I don't see the fix for blockading forces having to check for wind guage in the list.

Not sure if this is for all blockade box from port moves.
Or only evacuations.
But says
FIXED: Program not giving wind gauge consistently in auto port evacuations


I didnt read the "forced surrender if capital taken" fix listed, maybe im missing it ?

Regards
Bresh

You got me! Yes, perhaps if I spelled "gauge" correctly when I did my search, I might have found it.

_____________________________

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 bresh)
Post #: 9
RE: 1.02 preliminary fix list - 2/28/2008 4:14:04 AM   
gwheelock

 

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From: Coon Rapids, Minnesota
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I belive that Marshall said that the forced surrender (for players) is going to be changed to the
EIA civil disorder "no home nation manpower" condition in 1.02

He was going to keep the surrender if national capitol occupied as a condition for the AI;
but was going to require 1, 2 or 3 months occupation depending on "easy", "medium" or
"hard" AI setting.

(in reply to Jimmer)
Post #: 10
RE: 1.02 preliminary fix list - 2/28/2008 3:25:37 PM   
bresh

 

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Question :
FIXED: When one major power attacks another in a neutral minor country, there was no land combat phase. To duplicate: have Austrian corps attack French in area 429, Bavaria. (Added function that should scan for the existence of formerly friendly units in the same area and should set a battle for the area).

Could this not generate battles between 2 non-phasing players ?

Regards
Bresh

(in reply to gwheelock)
Post #: 11
RE: 1.02 preliminary fix list - 2/28/2008 5:42:23 PM   
Marshall Ellis


Posts: 5630
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From: Dallas
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Yes, I don't have it on the list as of yet. Will add (We have finished the coding). The new forced surrender rules  happens when an eco phase comes and an MP can collect NO HOME NATION manpower. If this happens then they must sue for peace in the next diplomacy phase!



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Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to bresh)
Post #: 12
RE: 1.02 preliminary fix list - 2/28/2008 6:26:37 PM   
Soapy Frog

 

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Perfect! Good to know!

(in reply to Marshall Ellis)
Post #: 13
RE: 1.02 preliminary fix list - 2/28/2008 8:02:54 PM   
Grimrod42

 

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So can we expect it today ot tomorrow or a later date?

(in reply to Soapy Frog)
Post #: 14
RE: 1.02 preliminary fix list - 2/29/2008 5:43:29 PM   
Marshall Ellis


Posts: 5630
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From: Dallas
Status: offline
I have uploaded our final BETA image for installation building.
Will keep you posted.

_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to Grimrod42)
Post #: 15
RE: 1.02 preliminary fix list - 2/29/2008 5:47:41 PM   
Grimrod42

 

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cool thx

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Post #: 16
RE: 1.02 preliminary fix list - 2/29/2008 6:51:51 PM   
bresh

 

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I cant find it, its not under members ?
Or where ?

Regards
Bresh

(in reply to Grimrod42)
Post #: 17
RE: 1.02 preliminary fix list - 2/29/2008 6:59:01 PM   
Grimrod42

 

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I imagine it will be under the members area once it has been packaged

< Message edited by Grimrod42 -- 2/29/2008 7:08:54 PM >

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Post #: 18
RE: 1.02 preliminary fix list - 2/29/2008 7:24:44 PM   
Erik Rutins

 

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It's not up yet folks, we still have to do an internal check, then build an installer before it will be available anywhere.

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

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(in reply to Grimrod42)
Post #: 19
RE: 1.02 preliminary fix list - 2/29/2008 7:44:06 PM   
Grimrod42

 

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how long does that normally take?

< Message edited by Grimrod42 -- 2/29/2008 8:05:00 PM >

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Post #: 20
RE: 1.02 preliminary fix list - 2/29/2008 9:30:54 PM   
Erik Rutins

 

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Usually 1-3 days. It's possible we'll have it up today, it's likely we'll have it up on Monday.

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CEO, Matrix Games LLC




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

Freedom is not Free.

(in reply to Grimrod42)
Post #: 21
RE: 1.02 preliminary fix list - 2/29/2008 9:46:21 PM   
Grimrod42

 

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OK, thanks

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Post #: 22
RE: 1.02 preliminary fix list - 2/29/2008 11:16:37 PM   
yammahoper

 

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Great. I have really liked the game, and am very happy to see Matrix dedicated to making it a great game.

yamma

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RE: 1.02 preliminary fix list - 3/1/2008 1:40:13 AM   
delatbabel


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quote:

ORIGINAL: Erik Rutins

Usually 1-3 days. It's possible we'll have it up today, it's likely we'll have it up on Monday.


What's the official process for it being announced?

I assume it's going to be a beta patch rather than a final release patch?


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Del

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Post #: 24
RE: 1.02 preliminary fix list - 3/3/2008 9:21:40 PM   
Grimrod42

 

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Any word yet?

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Post #: 25
RE: 1.02 preliminary fix list - 3/4/2008 6:25:19 PM   
bOrIuM

 

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Cant wait. I did encourage my friends to buy this game. Cant wait for the new patch 1.02 to start a PBEM game.

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Post #: 26
RE: 1.02 preliminary fix list - 3/4/2008 6:54:07 PM   
Grimrod42

 

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Yeah we're in the same boat

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RE: 1.02 preliminary fix list - 3/5/2008 5:06:13 AM   
BruceSinger

 

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quote:

ORIGINAL: Erik Rutins

Usually 1-3 days. It's possible we'll have it up today, it's likely we'll have it up on Monday.


Tuesday. I have checked the Members Downloads and the Patches and fixes.

Guess it has not been released yet. Will you post here when it is?

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Post #: 28
RE: 1.02 preliminary fix list - 3/5/2008 6:22:53 AM   
gwheelock

 

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quote:

ORIGINAL: BruceSinger


quote:

ORIGINAL: Erik Rutins

Usually 1-3 days. It's possible we'll have it up today, it's likely we'll have it up on Monday.


Tuesday. I have checked the Members Downloads and the Patches and fixes.

Guess it has not been released yet. Will you post here when it is?


Better make that AT LEAST Wednesday (I doubt that they would post something
after 10 pm )


(in reply to BruceSinger)
Post #: 29
RE: 1.02 preliminary fix list - 3/5/2008 9:16:12 AM   
moopere

 

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Its already Wednesday here!

(in reply to gwheelock)
Post #: 30
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