v1.23.08 Beta -- Hotfix #9 (Full Version)

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pzgndr -> v1.23.08 Beta -- Hotfix #9 (4/16/2021 8:15:12 PM)

Attached is v1.23.08 Beta for pre-release testing. This has been a long time coming. Release notes:

Empires in Arms the Napoleonic Wars - 1.23.08
=============================================
- Some siege combats not working - resolved.
- Game log messages for garrisons under siege should show forage results - resolved.
- Controlled minor units cannot unload into allied area with controlling Major Power access - resolved.
- Placing new depots not in accordance with original rules - resolved (see revised rules 10.3.1 and 10.3.3 for supply source definition).
- AI enhancements for placing and removing depots - resolved.
- Russia control of Bessarabia as a ceded province in 1812 - resolved.
- Great Britain flags reversed - resolved.
- Denmark Corps incorrectly Confederation of the Rhine in Alternate 1812 French setups - resolved.
- Egyptian and Swedish light fleet counters not correct - resolved (database data files updated).
- Prompted single skip for PBEM reinforcement and naval phase not working - resolved.
- Austria reclaiming ceded provinces controlled by France and Confederation of the Rhine kingdom in 1812 scenario not working - resolved.
- Political status adjustments for conquering minors not working - resolved.
- AI-AI naval combat not working correctly - resolved.
- Multiple AI enhancements and adjustments needed - resolved.

Something I did for this release version is explicitly set the Windows target version to Windows XP Service Pack 2, so please ensure you set compatibility accordingly. I'm looking to see if this make pbem games better or not. If not, I can go back to set an unspecified target for the official release.

Last bullet there about AI enhancements covers A LOT of ground. Give the AI a spin and see what you think. If you see anything really odd, let me know. I am continuing to make a few adjustments, and I have some naval AI adjustments to look at, but overall I'm mostly satisfied with how it looks now. Let's give it a couple of weeks before I wrap it all up for the official patch. Enjoy!

Update. You should be able to copy the new EXE from the zip file into your v1.23.07 install. If you don't have that, please install v1.23.07 Beta and then the v1.23.08 Beta EXE; you won't need the v1.23.07 hotfix.

Update. Hotfix #9 attachment is below, dated 9/14/2021.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #1 (5/4/2021 4:22:15 PM)

** Hotfix #1 **

For the past couple of weeks, I've been wrestling with pbem issues. MapleLeaf and I started a 2-player game, but quickly hit a snag with Spain AI not playing diplomacy. Then we started games with me as Spain host and as Spain client, both hitting snags for DOWs not working and phases being skipped. I think these two issues are resolved, but we just hit another snag and MapleLeaf needs the attached hotfix EXE so we can see if it works.

Once we determine pbem is good to go for at least a human Spain player, I will provide an update and an All Clear to use the attached Hotfix #1. After that, I want to dig into the Spain AI problem so hopefully pbem games can proceed without a human Spain player. We'll see.

Update 5/5/21. Hotfix #1 attached here appears to have resolved the DOW and skipping problems in pbem games. MapleLeaf and I got through Jan-Feb-Mar diplomacy phases without DOWs failing or phases being skipped. It may not be perfect, but it demonstrates that small group pbem games with less than 7 players should work fine now - as long as a human player is playing Spain as host or client. I plan to dig into the pbem code further to resolve the problem of Spain AI completing the diplomacy phase correctly.

Here are some of my observations playing as Spain host/client. On the first turn and possibly others, Spain may get a "Waiting For MP Turns" message when ending its diplomacy phase. Spain needs to reload the pbem turn file. The game then shows as Spain Diplomacy again. Some diplomatic actions previously done are ok, like downgrading an influenced minor or creating a free state, but others are undone like making DOWs and setting diplomatic reactions. Spain must redo these actions and verify all diplomatic actions are complete. Then when ending the phase again, the game should process diplomacy correctly and advance to Spain's reinforcement phase. Unless Spain has deliberately set its reinforcement phase to skip, and then it should skip.

Speaking of skipping. The game will prompt pbem players if they want to skip the reinforcement phase if there are no reinforcements arriving, or if they want to skip the naval phase if there are no ships. The messages asks if you want to proceed. Yes means no skip. No means the game automatically sets the skip. You are returned to the phase and need to click the End Phase button to proceed, but without the prompt. Before you do so, you may check the skip menu to verify the correct selection. Regardless, if you are set to skip then the game should skip. so far, all this appears to be working as expected now with the Hotfix #1.

You should be able to copy the new v1.23.08 EXE from the zip file into your v1.23.07 comprehensive install, overwriting the previous v1.23.08. Enjoy!




pzgndr -> RE: v1.23.08 Beta -- Hotfix #1 (5/6/2021 1:35:36 PM)

Update 5/6/21. I cleaned up all of my pbem test files and started fresh to look at the AI Spain problem with diplomacy. So I set up another playtest pbem game with Great Britain as host and France as client. I was pleasantly surprised to see AI Spain complete diplomacy in January, and again in February. So I'm cautiously optimistic that Hotfix #1 also resolved this problem and may allow any small group pbem games to proceed.

If any players want to try a small-group pbem game with say 2-4 players and see how it goes, I'd appreciate any feedback you have as I turn my attention to resolving several minor bug issues and making a few more minor AI improvements for Hotfix #2 going into a release version. I really would like the v1.23.08 release to be fully supportive for PBEM games and as bug-free as possible. Some things may have to wait until later, but that's how it goes.

[image]local://upfiles/11380/B25EC194CEAB430AB94A2EEFD9BB1A12.jpg[/image]




pzgndr -> RE: v1.23.08 Beta -- Hotfix #2 (5/8/2021 7:41:53 PM)

Update 5/8/21. I was notified of another problem with placing depots. I had made a recent change in v1.23.08 to more accurately implement the EIH rule for placing depots:

quote:

7.2.1 DEPOT IN A FRIENDLY CITY AREA
A new depot may be placed in an area containing a friendly controlled unbesieged city, in that Major Power’s home nation,
controlled ceded province, Conquered, Client State or Sponsored, Kingdom or minor country.


My code logic was faulty and was requiring a friendly city in the area. Now the code properly checks first if there is a depot in chain available within two areas and then checks again if it's a friendly city area. So that's fixed. I playtested 1812 some more to see how it worked with AI placing depots and spotted some issues. Those are resolved and seems better now.

Another adjustment I made was for naval AI. Great Britain was occasionally not blockading enemy ports. This appears to be resolved now. Again, I ran a few short playtests to see if the changes were working and they appear to be OK.

Now I will turn my attention to resolving other minor bug issues and making a few more minor AI improvements for Hotfix #3 now going into a release version. Enjoy!




pzgndr -> RE: v1.23.08 Beta -- Hotfix #3 (6/3/2021 3:10:54 PM)

** Hotfix #3 **

Current change list for v1.23.08 is as follows:
quote:


Empires in Arms the Napoleonic Wars - 1.23.08
=============================================
- Some siege combats not working - resolved.
- Game log messages for garrisons under siege should show forage results - resolved.
- Controlled minor units cannot unload into allied area with controlling Major Power access - resolved.
- Placing new depots not in accordance with original rules - resolved (see revised rules 10.3.1 and 10.3.3 for supply source definition).
- AI enhancements for placing and removing depots - resolved.
- Russia control of Bessarabia as a ceded province in 1812 - resolved.
- Great Britain flags reversed - resolved.
- Denmark Corps incorrectly Confederation of the Rhine in Alternate 1812 French setups - resolved.
- Egyptian and Swedish light fleet counters not correct - resolved (database data files updated).
- Prompted single skip for PBEM reinforcement and naval phase not working - resolved.
- Austria reclaiming ceded provinces controlled by France and Confederation of the Rhine kingdom in 1812 scenario not working - resolved.
- Political status adjustments for conquering minors not working - resolved.
- AI-AI naval combat not working correctly - resolved.
- Multiple AI enhancements and adjustments needed - resolved.
- Add pop-up to continue DOW against a minor nation if you have units to be placed to be able to reach the minor during the turn - resolved.
- Naval AI not verifying if forces can be loaded on fleet when making check for possible DOW, causing potential lapse of war - resolved.
- Major Powers should not be able to declare war on an Ally's Influenced or Allied minor country - resolved (see rule 6.2.2).
- DOW cost for minor nation sometimes incorrect - resolved.


The last few are related to the naval AI enhancements and playtesting I've done over the past few weeks. I also adjusted the skip naval phase which hopefully resolves an issue the PBEM groups are seeing. I want to verify skip naval is OK and make a few more fine-tunings on the AI prior to release. If all goes well this round, I should be sending the release package to Matrix in a couple/few weeks and then get an official update out. Finally. After that, Matrix will remaster the installer so players can make a single clean installation. That's the plan.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #3 (6/12/2021 7:22:25 PM)

** Hotfix #4 **

Two issues kept me busy this past week. Firstly, game reports from DancingBear indicated Ottoman kingdom units still had movement and combat issues. I thought I had resolved most all of these kingdom unit issues with my earlier playtesting with the 1812 scenario and Confederation of the Rhine kingdom units. Apparently there are subtle differences and I made several code revisions to resolve these. That was the easy work. Secondly, PBEM game reports from MapleLeaf indicated the single phase skips were STILL not working correctly. This required a deeper dive into the code to to verify three different things, for both PBEM and hotseat:
1. Single skips perform a single phase skip and then clear.
2. Continuous skips perform a phase skip and do not clear.
3. Game log records player passing a phase if there is a skip.

After about three days of investigations and playtestings, I think these are all now resolved to my satisfaction. I really do want to ensure PBEM games work well so players can really start to enjoy this game when the next update gets released. With that said, Hotfix #4 is attached below. Again, just replaced the old EXE with the new one from the zip file.

So. Plan now is to give the PBEM groups a chance to verify the phase skip changes are working well. I will continue to look at a couple of AI adjustments. Other than that, unless another ugly bug appears that requires my attention, I intend to wrap up v1.23.08 in the next couple of weeks and get files to Matrix. Assuming all goes well, we'll get the v1.23.08 official update released next month.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #3 (6/15/2021 4:12:48 PM)

** Hotfix #5 **

So, two ugly bugs popped up with Hotfix #4. One involved a Swedish minor unit on a fleet that could not unload onto conquered French territory. The other involved an Ottoman kingdom unit involved in a city assault/breach. Those are resolved and I checked other similar code lines to verify the fixes should apply to other similar cases. Hotfix #5 is attached below. As before, just replaced the old EXE with the new one from the zip file.

The other thing that came up related to the Ottoman units is DancingBear's workout of my new and improved AI, on hard settings. As Spain, he's been on a rampage taking over much of Europe. In creating the Ottoman kingdom, he has spotted several movement and combat issues and this has been very helpful. Surprisingly AI France is not at war with Spain in his game. In light of all this, perhaps some additional AI adjustments are warranted. So I have made three changes:

1. AI bonuses on manpower and money adjusted to: Easy AI 5%, Medium AI 15%, Hard AI 25%.
2. An additional AI modifier added to DOW checks versus human players in the Dominant Zone.
3. Nominal AI redeployment checks added for infrequent wars. For example, Russia and Spain are not normally at war but if they are then some forces should be advanced toward the enemy capital anyways. FYI, for redeployments, the AI code is looking for nearest units not already in range of enemy units; in those cases normal combat checks are made or strategic advances/retreats are made.

I think these modest adjustments will help without making the Hard AI setting overly challenging. If post-release player feedback indicates this is too much then it can be re-adjusted again; if it's not enough then we can make it tougher. We'll see. Alright, back to some more playtesting...





pzgndr -> RE: v1.23.08 Beta -- Hotfix #3 (6/21/2021 11:52:40 PM)

** Hotfix #6 **

Alrighty, this is getting old, but we're getting closer and closer. The single phase skips that I thought I had working for Hotfix #4 were reportedly still not working correctly. What I had done was clear the single skip during the find_next_player function. However, as the game cycles through its checks for the next player, it clears the single skip if applicable when it passes through the player check and he may not yet be the next player. So when it does get to him, the single skip was already cleared and he plays the phase. So I tried moving these single skip clearing checks to the end of the phase checks, and that didn't work. So I then tried moving them to the beginning of the next phase checks (Naval after Reinforcement, Land after Naval), and... that worked. The other thing I spotted that wasn't right was seeing two game log messages for passing a phase. I verified the messages in report_phase_skips was working fine now, so my redundant messages in find_next_player where I had the skip clears were no longer needed. Anyways, it all appears to be working fine now in my hotseat pbem playtesting. Time now for the pbem players to verify it works on their end where it counts. I really do want pbem working correctly for release.

Two other very minor bug fixes are in Hotfix #6. One, where I had recently added checks into verify fleet transport capacity could load forces present had faulty logic that failed to allow the case where capacity exactly equaled forces. Easy fix. The other was a long-standing unreported bug with the bids at game start; the game allowed bids up to 127 to be entered but the manual says they are to be capped at 30 and that's also the bid cap in the Game Assistance Program (GAP). Again, an easy fix.

As before, Hotfix #6 is attached below. Again, just replaced the old EXE with the new one from the zip file. Let's hope this is good to go.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #3 (8/17/2021 8:42:51 PM)

UPDATE 8/17/2021.

Wow, so much has happened in two months. I'm glad I got Hotfix #6 out when I did on Monday, June 21. After that, my world turned upside down. My wife went into ER on that Wednesday and then ICU, and then passed on Friday, June 25, after a long illness. The end was not unexpected but it came too soon and happened too fast. It's a reminder for everyone to cherish the ones you love and care about, because sometimes there literally is no tomorrow. Thank you all for your patience.

Alright, so June and July were very difficult for me. I was able to slowly get back into some code development this past month. I think the PBEM bug with phase skips is resolved. A few other reported issues appear to be non-issues. Except the occasional PBEM turn when a player gets flipped to AI; we have not been able to track that down and resolve it.

My last development item I wanted to resolve was for a naval AI enhancement to redeploy overseas forces back to home nation. I just posted some updates and screenshots below. This appears to be working. I mentioned "some other issues" over the past week. During what I thought would be a 'final' playtest after making some naval AI adjustments, the game suddenly started hanging up with very long delays during AI France's land phase. I swear, this code and compiler are EVIL and wait to ambush me with surprises like this whenever I get complacent. I think I tracked down the potential cause and made a few adjustments to help cut out unnecessary processing, but I need to verify things are still working across the board and I didn't introduce something bad. Bottom line, I will continue some playtesting for another week.

Assuming all goes well, I hope to begin wrapping up v1.23.08 next week and send files to Matrix.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #7 (9/1/2021 5:29:40 PM)

** Hotfix #7 **

One additional fix, in addition to the naval AI improvements I've been working on:
quote:

- Converting minors to Free State not correctly inheriting wars of controlling Major Power - resolved.


I got a bug report and checked this out and sure enough there was a line of code missing. In other sections for Create Kingdom and checking for lapses of war, there was usually a call for the "nation_inherit_wars" function. Not so for Create Free State and also for the "nation_call_ally" function that would activate your minor ally upon DOW. Very interesting that we would have missed this weakness after all of these years. But found and fixed now.

This (final?) hotfix should allow the pbem games to proceed and verify if the fix works as intended. Players are also encouraged to start a solo game and check out the AI improvements.

I am still running a few more (final?) playtests to verify things look ok. Assuming all is well, I should start wrapping up v1.23.08 next week and get files to Matrix. I know, I said this a couple of weeks ago, but issues arise and there are still days I am not very productive. I'll get there.

** NOTE 9/3/2021 **
I've noticed some AI performance issues with this hotfix #7 while playtesting the 1812 scenario. Some adjustments I made recently to "fix" some slow AI processing times had unintended consequences. I've run out of time today to resolve everything to my satisfaction as I'm heading out of town. I will get back to this on Monday.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #8 (9/12/2021 7:19:19 PM)

** Hotfix #8 **

A minor update to Hotfix #7:
quote:

- Converting minors to Free State not correctly inheriting wars of controlling Major Power - resolved.
- Out-of-game units being incorrectly considered for determining if a nation can build certain unit type factors - resolved.


I am still waiting for confirmation from the ongoing PBEM game regarding the converting minors issue. The code now has checks at start of reinforcement phase to verify Free States have all wars inherited. The other minor bug fix was something I spotted while reviewing a recent Ottoman empire creation issue (see Ottoman Empire); when doing Spain builds I saw I could build guard factors but there are no Guard units active in the Alternate (EIH) scenario.

Assuming I get positive confirmation back from the PBEM game, this build is likely to be what goes into wrap-up this coming week and I'll get files sent to Matrix. I keep saying that, but maybe this time - THIS WEEK - it will happen. We shall see,




pzgndr -> RE: v1.23.08 Beta -- Hotfix #8 (9/12/2021 7:26:23 PM)

The other "fix" in Hotfix #8 was resolving the AI performance issues I saw with Hotfix #7. The 1812 scenario is back to playing more or less as I want it to. Russian forces are steadily retreating to Moscow, French forces are steadily advancing into Russia, and a major battle just occurred at Area 316 southeast of Smolensk in September 1812. Not exactly the Battle of Borodino, but it'll do. Again, players are also encouraged to start a solo game and check out the AI improvements.

I will work in a couple more short playtests to verify both 1805 and 1812 scenarios look OK, and then proceed with wrap-up.

[image]local://upfiles/11380/F83951C8E99743D4A15DC28601AA629A.jpg[/image]




pzgndr -> RE: v1.23.08 Beta -- Hotfix #8 (9/14/2021 9:34:58 PM)

** Hotfix #9 **

The converting minors issue was not working. I got good saves to verify what was going on. As previously discussed, the Create Free State and the "nation_call_ally" function did not include a call for the "nation_inherit_wars" function, so I fixed that. The issue with the ongoing pbem game was how to correct a previous problem, so I added some code for the "nation_inherit_wars" function at the start of the reinforcement phase. Problem with that for pbem games is things are handled differently, so I added some code at 'loadpbemfileExecute' to perform the function when the player loads his reinforcement phase. Appears to be working now. This is really just a work-around for the previous problems in the pbem game in progress. New games and future turns should not need this, so I will likely remove these work-arounds for the release version.

Long story short, the pbem game should work now for Free States inheriting wars.




Phanatikk -> RE: v1.23.08 Beta -- Hotfix #9 (9/15/2021 5:33:19 PM)

Thanks for your continuing efforts to keep the game progressing.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #9 (9/18/2021 9:16:26 PM)

quote:

ORIGINAL: Phanatikk
Thanks for your continuing efforts to keep the game progressing.


Thank you. This has been an interesting code development journey. FYI, my 1805 and 1812 playtests over the past few days have been good. Overall decent results, but a few minor adjustments made here and there. I am just about ready to start wrapping up tomorrow or Monday. It will be nice to complete this v1.23.08 update and get it out, finally.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #9 (9/19/2021 11:37:32 PM)

Version v1.23.08 files have been wrapped up as of today, 9/19/21, and sent to Matrix Games for the production team to begin working on an installer package. I expect that may take a couple of weeks before I get to see it and test it before it gets released as an official update. It's been almost two years to the day since we released the v1.23.00 Beta, with many fits and starts along the way with eight version updates and more hotfixes than I care to count. But now we are finally here! So a little more patience please and we'll soon have a new official update. After that, Matrix Games intends to re-master the initial installer using v1.23.08 so players can perform a single download and installation.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #9 (9/27/2021 3:01:11 PM)

FYI. I just verified the new installer package appears to be working fine. We should see the official v1.23.08 comprehensive update posted soon. The production crew recognizes the long-standing problems with the original installer and update process, so they will be expediting work on the remastered installer based on v1.23.08. That will be a glorious day, when players can download the remastered installer and make a single clean install without any hassles. Beyond that, I expect future updates can be handled much easier with posting a zip file with updated EXE as I've been doing with the hotfix files.




waynenh57 -> RE: v1.23.08 Beta -- Hotfix #9 (9/27/2021 11:20:25 PM)

Hello Bill,

The game is now on sale for less than $10.
Hopefully with your excellent work and the low price interest will pick up for this game.




pzgndr -> RE: v1.23.08 Beta -- Hotfix #9 (9/28/2021 1:14:21 AM)

quote:

ORIGINAL: waynenh57
The game is now on sale for less than $10.
Hopefully with your excellent work and the low price interest will pick up for this game.


Wow. Thanks for the heads up. I'm spreading the word.




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