IMPORTANT: State of the Game and Future Plans as of October 2024

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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pzgndr
Posts: 3621
Joined: Thu Mar 18, 2004 12:51 am
Location: Maryland

IMPORTANT: State of the Game and Future Plans as of October 2024

Post by pzgndr »

I have previously posted a few State of the Game updates, the first back in June 2016 https://www.matrixgames.com/forums/view ... =IMPORTANT and then again last year in August 2023 https://www.matrixgames.com/forums/view ... 0&t=397701 following release of the v1.25.03 official update. Today marks the release of the latest v1.26.04 official update.

This could be a final update but I don't think it will be. I prefer to think of it as a penultimate, next to last, official update. There have been many many bug fixes, game enhancements, and AI improvements over the years since I took over code development from Marshall Ellis back in 2016. This v1.26.04 update resolves most all remaining game bugs and adds several important features: 1813 Grand Campaign, new AI National Objectives functions, AI grand strategy options, and Alternate Dominant Powers optional rule. The AI computer opponent for all Major Powers is much more competent and challenging than ever, almost human. My remaining ToDo List is slim.

I suspect as players get into v1.26.04 gameplay, either solitaire or PBEM, there will be some lingering issues to be identified and reported. As always, my priority will be to resolve any reported game bugs. I have a back-burner issue to relook how the AI may reinforce battles. I have added the PBEM Admin Menu to my development version, which makes some game edits easier than other tools I have, and I am considering adding this as a game option for solitaire players to use (certainly not for clients in PBEM games). Beyond that, I suspect players will find weaknesses with the AI grand strategy implementations, particularly if (and when) they pursue ahistorical strategies to "beat" the AI. As we identify AI weaknesses, I will work to resolve them. That's what I foresee down the road for the coming year.

To everyone still playing Empires in Arms and supporting its continued development, I salute you. Thank you! I still find this to be an outstanding grand strategy Napoleonic wargame. Let's continue to play this fine wargame and encourage others to have some fun with it. Enjoy!!
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3621
Joined: Thu Mar 18, 2004 12:51 am
Location: Maryland

Re: IMPORTANT: State of the Game and Future Plans as of October 2024

Post by pzgndr »

One other comment. As folks play v1.26.04, the desired result of playing the AI computer opponent(s) on Hard difficulty is to make the game hard to win against the AI. I've spent a lot of time trying to make the AI less stupid and make fewer careless mistakes. I've spent a lot of time with v1.26.04 trying to make the AI more competent when executing grand strategy. I've also spent a lot of time previously making various adjustments to the various AI bonuses to help make the AI tougher.

We all want an AI computer opponent to be as challenging as possible but not necessarily impossible. So I'm open to any ideas and suggestions players may have to help make the AI tougher. As I've mentioned many times, I cannot make the AI brilliant like some veteran EIA players but I can try to make it less stupid and perhaps make some more modest increases to the bonuses. So think about all of that as you play over the coming months and offer your thoughts.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3621
Joined: Thu Mar 18, 2004 12:51 am
Location: Maryland

Re: IMPORTANT: State of the Game and Future Plans as of October 2024

Post by pzgndr »

"If a man can... make a better mouse trap..., the world will make a beaten path to his door."
~ Ralph Waldo Emerson
Admittedly, waiting almost 17 years since Empires in Arms was released on Dec 05, 2007, until the v1.26.04 Official Update was posted on Oct 07, 2024, is a terribly long time to wait for a compuer wargame to be made "playable," as defined by many players over the years as to what made the game "unplayable" to them. Since 2016, I have resolved all reported game bugs and rules deviations (although a few may still exist), made numerous game enhancements (e.g., creating separate Classic EIA and Alternate EIH OOBs, adding the 1812 and 1813 Grand Campaigns, etc.), and made significant improvements to the AI computer opponent to the point where it is now competent and challenging for all Major Powers. So, IMHO, I believe the game is now playable. I don't really expect the world to make a beaten path to my door, but the "sound of silence" over the past couple of weeks since the Offical Update was posted and since I last posted Hotfix #4 as the release candidate a month ago has been, to be presonally blunt, a bit disconcerting.

My optimistic hope for the weeks and months to come is for players to enjoy Empires in Arms and to share some positive comments and perhaps some AARs, with the idea being that some positive feedback may help sway some old EIA veterans who swore off the game as "unplayable" years ago might reconsider getting back into the game and may also help attract some new players who are looking for a good Grand Strategy Napoleonic computer wargame. It's a bit too soon to be writing an epitaph for Empires in Arms as a "dead" wargame. But without hearing from players actually playing (and now enjoying?) the game, Empires in Arms will appear to be dead and buried. I've been doing CPR on this beast for about 8 years now and I'm ready to see it finally get up off the operating table and stretch its legs a bit. We shall see how it goes.

In the past couple of weeks, I've returned to my old Advanced Third Reich mod for Strategic Command WWII: War in Europe, my other passion. I've been working on a v1.5 mod for that and playtesting some. And despite what some folks complain about for Empires in Arms, I am STILL waiting for World in Flames to be "playable" for me with its Fascist Tide ETO campaign and an AI computer opponent. So I know. Maybe perhaps someday it too will be playable. We shall see. Game On, fellas. Have fun playing wargames!
Bill Macon
Empires in Arms Developer
Strategic Command Developer
tinhat
Posts: 14
Joined: Wed Mar 10, 2004 5:16 pm

Re: IMPORTANT: State of the Game and Future Plans as of October 2024

Post by tinhat »

Hi,

I am also disconcerted about the apparent lack of comments. As soon as I possibly can I'll download the update and play. I've been trying to get a a pbem started but it seems everyone who ever played has done a runner. Maybe Matrix can relaunch EIA in some sort of promotion? It's a great game and deserves to be enjoyed by veterans and beginners alike.

I have been playing the full campaign as Turkey before this update and been pleased by the AI. But I really want to play against people. If you are willing to update the game's AI again, it would be a shame if no one knows about it.

Mark
Edorf
Posts: 154
Joined: Tue May 14, 2013 6:22 pm

Re: IMPORTANT: State of the Game and Future Plans as of October 2024

Post by Edorf »

Well, I purchased the game a long time ago but haven’t got around to play it yet. I have been following the recent run of updates so it’s probably about time to fire it up I guess. I’m not into pbem so it’s only me against the AI, and I’m happy to see that a lot of work has gone into that.

Good job, pzgndr :)
pburton2000
Posts: 55
Joined: Thu Apr 21, 2016 10:03 am
Location: Australia

Re: IMPORTANT: State of the Game and Future Plans as of October 2024

Post by pburton2000 »

Thanks for all your hard work and dedication to improving this game pzgndr. If we set the AI to Hard- does that mean it gets more troops/morale/greater production or some other hidden bonuses ??
pzgndr
Posts: 3621
Joined: Thu Mar 18, 2004 12:51 am
Location: Maryland

Re: IMPORTANT: State of the Game and Future Plans as of October 2024

Post by pzgndr »

pburton2000 wrote: Thu Oct 17, 2024 4:48 pm If we set the AI to Hard- does that mean it gets more troops/morale/greater production or some other hidden bonuses ??
Yes. In the AI Development discussion at https://www.matrixgames.com/forums/view ... 0#p5194430, I just added a summary of the different AI bonuses. The differences are not just money and manpower. I am very willing to discuss the EIA AI if anyone has questions. It's complicated, to say the least. And it makes me laugh when I read about "A.I." in the news, as if there's this wonderful software module you could simply plug into any code to make it brilliant and "self-learning" or whatever. But yeah, as for bonuses the computer opponent needs some help to compensate for its weaknesses. We just don't want to make the AI impossible while trying to make it more challenging.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
Cardolam
Posts: 11
Joined: Fri Apr 21, 2023 9:27 pm

Re: IMPORTANT: State of the Game and Future Plans as of October 2024

Post by Cardolam »

New player here after memorable EiA campaigns - each lasting close to a real world year! - with the board game more than 20 years ago. I am still learning the ropes but certainly I appreciate your work and dedication @pzgndr.
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