EIA v1.26.03 Beta Hotfix #6 Available

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
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Re: EIA v1.26.03 Beta Hotfix #4 Available

Post by pzgndr »

amandkm wrote: Sat Jul 06, 2024 8:42 pm OK, I've been playing Turkey against AI Russia. Russia almost always DoW's, but then just trickles corps in against me, allowing for me to defeat them in detail. They are very good with Cossacks though.
Yes, I've seen this myself. I have a pretty good function for what percentage of force a MP needs to direct against another MP depending on the situation. But I need to copy this into a new function for the MP to verify a certain threshold of that force within range of the target MP before it DOWs. The default threshold is too low in some cases. It's better to mass forces during prep for war and strike with a heavy blow rather than trickle in corps. I think it will help France too. I'll work on this. I'm also still seeing some bad DOWs by Great Britain with amphib available against a minor but during the naval phase it verifies if it has sufficient landing forces and then cancels, causing a lapse of war. I need to work in that sufficient force check when looking at amphib for DOW.

The good news is that we're at a good point where we can scrutinize the little details now and fix those. The rest is looking pretty good. So far so good. Thank you for feedback!
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Re: EIA v1.26.03 Beta Hotfix #4 Available

Post by amandkm »

Glad to help! Here's my latest. Austria has ceded Transylvania to Turkey, yet I cannot place the Transylvanian Corps after Levy, (Note that I can do this with Podolia...)
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Re: EIA v1.26.03 Beta Hotfix #4 Available

Post by pzgndr »

amandkm wrote: Mon Jul 08, 2024 11:25 am I cannot place the Transylvanian Corps
Actually, not a bug. You get the Ready To Be Placed message during the Reinforcement Phase, but Turkey cannot return the feudal unit until the Land Phase. I advanced your save to the Land Phase and was able to place the unit. The popup message is confusing for feudal units, so I made a little change. Easy improvement. Thanks.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by pzgndr »

Hotfix #5 posted with several AI adjustments. The preparation for war was using an incorrect value for determining if enough forces were in range of the target for DOW. The code had the correct value for assigning redeployment units but was then incorrectly saving the assigned forces value as the determined value. Anyways, that's fixed and the AI delays DOW until it has sufficient forces in position. Checks for amphib invasion for minor DOW now correctly verifies if it has sufficient landing forces. Another issue I came across in my playtesting was AI naval interception. I've been wrestling with this to get it right, for naval combat to correctly identify the intercepting attacker versus the moving player defender, resolve the battle, and retreat the loser. The screenshot shows the fruits of these labors. I think this is resolved now for AI-AI, but we need to watch for possible AI-human or human-AI issues. I'm also keeping an eye on how the AI performs and maintains blockades. I spotted one glitch and resolved it, but I worry about what else may be lurking.

I noted about 13 downloads of Hotfix #4. Players are welcome to keep playing that or (preferrably) update to Hotfix #5. It should not affect your game(s) in progress. I will continue making hotfix updates with the latest AI adjustments and other minor improvements (like the revised Ready To Be Placed message mentioned above) until this build seems ready for release as the next official update. We're close, and each iteration gets us closer.

FWIW, I usually playtest against computer opponents on Hard AI difficulty. If anyone else plays like that and doesn't find the AI challenging enough, please offer suggestions for how to improve it. There may yet be weaknesses that I am not aware of and haven't addressed yet. Again, feedback is always helpful. I'm trying to make this game - your game! - as playable and as bug-free and as challenging as possible.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by amandkm »

Thank you again for your continued loyalty to this classic. I take the opposite approach when testing- I'm putting most of the AIs on easy or medium as it creates more variations on events (Majors ceding Feudal provinces to Turkey, for instance) than I would tend to get when playing tougher AIs.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by pzgndr »

amandkm wrote: Tue Jul 09, 2024 12:36 am Thank you again for your continued loyalty to this classic. I take the opposite approach when testing- I'm putting most of the AIs on easy or medium as it creates more variations on events (Majors ceding Feudal provinces to Turkey, for instance) than I would tend to get when playing tougher AIs.
And that's great too. I would suggest setting France and Great Britain on the higher difficulty since they usually drive the game, but certainly the vast number of different setups (scenario, major power, AI settings for your opponents) allow for virtually unlimited gameplay. I'm looking forward to eventually (soon?) getting everything "fixed" so I can take a break and actually "play" this game for a while. I'm hoping others are enjoying the latest improvements. Thank you for your feedback and comments! I'd love to hear from others.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by amandkm »

I will do that in my next test.

Current issue: Turkey DoW'd Naples, defeated the corps, and planted a garrison. The country refuses to surrender though. I noted the same issue a few months earlier in Georgia.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by pzgndr »

amandkm wrote: Wed Jul 10, 2024 2:11 am Current issue: Turkey DoW'd Naples, defeated the corps, and planted a garrison. The country refuses to surrender though. I noted the same issue a few months earlier in Georgia.
Good catch! Thank you for a good game save. I tracked this one down to the code thinking that the Ottoman I Syrian Corps was a loaned hostile in the area. This was another kingdom unit issue that I had not made corrections for. This is fixed now for the next hotfix. I also noted that the code was not checking for area control at the end of the land phase because it was only looking at the end of land combat phase, so land phases without any combats did not get this end-of-phase check. This is now fixed for the next hotfix, to also include end of land move phase. This probably explains a lot of missed surrenders over the years! Until I post another hotfix, you should be able to move that Syrian corps out of Naples so the code sets its status to falling and then conquered the following turn.

I want to continue some playtesting before I post the next hotfix, probably at end of this week or else early next week. I'll be out Thursday afternoon and Friday morning, so I'll see what I can do. I've continued to see some AI amphib ops that I don't like, and some major DOWs that are too risky (i.e., Austria or Russia DOWing Turkey without sufficient forces to fight such a war, or Prussia going after France in 1806. These are little things that just need some adjustments. Otherwise, what I'm seeing is pretty good and sometimes surprising. I had one game where France DOWd Prussia and Russia answered the call. Russia advanced units all the way to Berlin and then surprisingly France and Russia agreed to an informal peace, Russia having only one alliance with Prussia (with multiple alliances and deny separate peace, the AI is less likely to abandon an alliance). Russia then turned on Turkey. I can only image how the Kaiser felt as he watched the Russians march away in his moment of need. Good stuff!

UPDATE - This was nagging me so I looked at what happens if you try lending a kingdom unit. The code prevents it and gives an error message that you don't "own" the unit because it is not its original nation. So I tried bypassing that to see what happens when Turkey loans that Syrian corps to Great Britain. It goes from nation=Ottoman and oldnation=Syria to nation=Great Britain and oldnation=Ottoman. When Turkey reclaims the Syrian corps it goes to nation=Ottoman and oldnation= -1. The original oldnation=Syria information is lost and this would likely cause a problem down the line if the kingdom status is lost and the unit tries to return to an indeterminate original nation. I am going to leave this as-is so players cannot loan a kingdom unit, and update the AI lending code to prevent it. I realize this is not ideal, but at this point I don't want to try code gymnastics to "fix" this and catch everyplace in the code where this might be affected. But now we know.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by AndrewV »

Ok. Playing again, continuing the same game as before. On the latest Beta 1.26.03 Beta #5.

The British Naval AI has frittered away its naval reinforcements in the Med. It never sent enough to attempt to blockade Toulon. But it did try blockading Naples. Which resulted in a number of cheap French naval victories, and the loss of most of its naval builds. It never bothered to blockade the Danish or Swedish fleets either. It seems to have been hamstrung by keeping too much strength in the channel. As long as no unblockaded enemy fleets are within 1 turn of the channel, 1 ship is enough to prevent a crossing, especially if Britain is moving last, and has enough force to retake the channel if someone does manage to break a blockade somewhere. That would have freed enough ships for a Denmark and/or Swedish invasion, or to attempt to blockade the French fleet in Toulon.

Attached is the save (France-4) just before my invasion of the British Isles. (Britain is moving last, just end the French naval turn). If the French succeed in intercepting (they are ordered to only intercept weaker forces in their current area) we end up with a British vs British battle.
Screenshot 2024-07-12 002414.png
Screenshot 2024-07-12 002414.png (1.2 MiB) Viewed 559 times


If the French choose not to intercept, the British seem to sail individual fleets through the area containing the French fleets, then decide they don't like the odds and then leave. Note they don't send the channel fleet after the French. (That is the only fleet with that stands a realistic chance of victory. A human player would have probably sailed the Gibraltar fleet into the channel, picked up the channel fleets, and then sailed the combined stack to attack the invading fleets. Then the fleet in Portsmouth could cover the channel.

Second Bug.

Note that Finland is under Swedish (French) control, but Sveaborg is under Russian control, despite there being peace between them.

Russia declared war on Sweden the same turn as I declared war on Prussia. Prussia was allied to Russia and called Russia to its aid. I also had Sweden influenced, and had orders to back it up. Not sure whether that somehow messed something up. Russia never advanced past Sveaborg, and never attempted a naval invasion, despite the French fleet being in the Med, but instead sent most of its forces to assist Prussia.

Cossacks

The manual says
When a Cossack or Freikorps ends its movement in an area containing enemy field forces it must
initiate an attack.

Typically that would not go well for the cossack, unless the enemy forces were tiny.

During the French/Russian war Russian cossacks regularly ended their move in an area that contained French Corps, without triggering combat. The game then prevented me building a depot in that area, presumable because of the cossack.

Edit: Gibraltar
In the attached Save I control Gibraltar, and have a factor controlling the port guns. Yet the British are still basing a fleet there. I can't recall which turn I gained control. (I think the British garrison starved, I don't think they had a fleet for naval supply of the garrison). However even by the June diplomacy phase, they still own the area, even though I control the only city.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by pzgndr »

AndrewV, thanks. I'll look at these later tomorrow when I get home. I've made some adjustments to blockades so the British do more. I'll investigate the channel guard mission to limit it to one fleet. Interceptions are still problematic and I was debugging one this morning. There is still work to do there. And based on your comments, there is still work to do on AI Great Britain naval strategy. I'll see what I can do. Good feedback. I need this. Thank you!

UPDATE. I have started dissecting your game:
FRANCE-4 Save Game April 1808 Human vs all HardAI

1808, Feb Created Free State Of Portugal
1808, Feb Spain SURRENDERS UNCONDITIONALLY To France
1808, Feb Spain Is In Civil Disorder!
1807, Dec Portugal Falls To France
1807, Jul France Has DECLARED WAR On Spain
1807, Jun Great Britain Casualties: 5 Heavy Ships
1807, Jun Great Britain, 2 Fleet(s), 9 Ships
1807, Jun France, 7 Fleet(s), 81 Ships
1807, Jun NAVAL BATTLE: France Attacking Great Britain At Naples
1807, Apr Austria SURRENDERS UNCONDITIONALLY To France
1807, Mar France Has DECLARED WAR On Austria
1807, Feb Great Britain Casualties: 12 Heavy Ships
1807, Feb Great Britain, 1 Fleet(s), 12 Ships
1807, Feb France, 6 Fleet(s), 76 Ships
1807, Feb NAVAL BATTLE: France Attacking Great Britain At Naples
1806, Nov Great Britain Casualties: 10 Heavy Ships
1806, Nov Great Britain, 1 Fleet(s), 10 Ships
1806, Nov France, 6 Fleet(s), 78 Ships
1806, Nov NAVAL BATTLE: France Attacking Great Britain At Naples
1806, Mar Created Free State Of Denmark
1806, Feb Denmark Automatically Conquered By France
1806, Feb France Has DECLARED WAR On Denmark
1806, Feb Created Free State Of Naples
1806, Jan Naples Automatically Conquered By France
1806, Jan No Major Power Assumed Control Of Naples
1806, Jan France Has DECLARED WAR On Naples
1806, Jan Prussia SURRENDERS UNCONDITIONALLY To France
1805, Jul Sweden Is Now France Free State
1805, Jul France GAINS CONTROL Of Sweden
1805, Jul Russia Has DECLARED WAR On Sweden
1805, Jul France Has DECLARED WAR On Prussia
1805, Jun Austria SURRENDERS UNCONDITIONALLY To France
1805, Mar France DECLARES WAR On Austria In Support Of Bavaria
1805, Jan Great Britain Casualties: 15 Heavy Ships
1805, Jan Great Britain, 1 Fleet(s), 17 Ships
1805, Jan France, 4 Fleet(s), 64 Ships
1805, Jan NAVAL BATTLE: France Attacking Great Britain At Toulon
1805, Jan (Sweden Now France Influenced)

Take-Aways:
Rapid DOWs and victories against Austria and Prussia in 1805 keeps Russia away.
Not sure what happened with Russia and Sweden. AI Russia failed to invade?
Naples and Denmark conquered automatically. No AI MP took control?
Great Britain loses 42 Hvy Ships out of 100 Hvy Ships at start.
I wanted to better understand how France gains the upper hand over Great Britain. Looks like a clean game (very good) but AI Russia should have invaded Sweden so that it would not have been a freebie to France. I found and fixed another weakness with amphib ops this week so maybe that will help. The code puts some restrictions on MPs from taking control of minors, but I'll relook this to reduce automatic conquers. It probably would not have stopped the French from conquering Naples and Denmark anyway, but it would help delay things. I see what you're saying about blockades. Great Britain should not be blockading 64 ships with only 17 ships at Toulon so I'll see what went wrong there, again. I have some ideas about improving blockades to check MP ports first and then minor ports, and to limit crossing area guards to one fleet. And I will investigate the other issues you mentioned and try to wrap this all up for the next hotfix. Might be early next week.

I probably need to relook the alliances between Prussia, Russia, and Austria when France is human controlled. If France gets into a early shooting war with all three then it's a lot more challenging. If you have any suggestions for making the game more challenging, let me know. Thanks!!
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by AndrewV »

Don't forget that the start of this game took place back before May 20, before my initial post in this thread. That included everything before the May 1805 naval phase, including the first naval combat at Toulon. (But it didn't affect the subsequent blockades of Naples. There the issue was the AI not considering that the French Fleet in Toulon was free to intervene.

Yep Russia should have invaded Sweden. They did go to Sveaborg, but never went any further. My guess is that the war with France took priority and the corps which were planned to navally invade Sweden were sent towards Prussia instead. that meant only the corps on the Finnish border actually advanced. (And under normal circumstances Russia should not push on and conquer Finland until after it has invaded Sweden proper, otherwise the war will lapse). But ultimately it wouldn't have made much difference. I would have been able to take Sweden as part of the Russian unconditional surrender.

I did get a freebie when none of the AIs wanted Naples, but I already had 2 French corps on the border, so Naples was going to fall anyway. After the freebie in Naples, I did take a chance and declared war on Denmark the next turn, hoping for the same result. (I did have a Swedish corps on the Swedish fleet in Karlskrona, another Swedish corps in Malmo, and a French Corp that could march into Danish territory via Holstein. So even if the Danish Fleet blocked the straight, the war wouldn't lapse. But provided Britain didn't roll it up, then if the Danish fleet blocked the crossing, I would probably have let the war lapse, and just taken it during a peace treaty some time later).

My plan for defeating the British navy was to out build them. Take as many minor fleets as possible. Provided I'm winning on the continent, Britain can't stop me controlling 4 French plus the Dutch, Portuguese, Neapolitan, and Venetian Fleets. (The best they can do is to invade and kill the fleets + ships on the slipways). Do my best to keep the Swedish and Danish fleets out of British control. (Assuming I can do that, then I can collect those as part of peace treaties). Take as much territory and as much money as possible, use that to fund those minors to build 2 ships per minor and 4+ French ships per economics phase. In less than 5 years I will have 8+ full fleets, and hopefully Britain won't be able to blockade them all, plus control the channel. (Even if they do, I outbuild them sufficiently that I can just grind them down, even after conceding wind gauge).

The AI is definitely better than it was last time I played some years ago. It definitely doesn't push as many unsupported corps out somewhere in range of enemy forces as it used to. Russia did do a bit of that in the second French-Russian War which took place after the save you have. But that might be because it was trying to defend Novgorod/retake St Petersburg/support the Russian forces still in Sveaborg. (Possibly it was even in reaction to Massena + 3 corps I shipped to Novgorod and Davout + 2 more corps to Abo to make sure I didn't lose St Petersburg or Finland. Typically this game the AI has been responding to a massed French army under Napoleon driving straight towards the AI army and/or capital. Not exactly the right conditions to encourage a war of manoeuvre). Even then those battles were relatively even in terms of Corps. But Massena plus 3 big French corps still outnumbers 3-4 Russian corps. The AI also didn't leave those corps in range of the main French army under Napoleon until Napoleon was already in range of the main Russian army in Moscow. Russia also used his Cossacks aggressively during the first French-Prussian/Russian war, but that is an appropriate use of Cossacks. (In the second Franco-Russian War, Russia used his Cossacks running around in French territory well behind the front lines, but there was nothing there a couple of Cossacks could hurt). Spain also massed his entire army on the border with Gibraltar and left them there even as I massed on his border. Even after I declared war, he still left half is forces there, and sent inadequate forces north toward Madrid.

Another part of reason the French players would not base their fleets near Brest when we played face to face, is that it is too far from where the French army will spend most of the game, and hence too tempting a target for the British. Even fully garrisoned, 2-3 British corps + Wellington could invade and would get 2-3 or more turns to break in and destroy the French navy. That might also happen to the Dutch navy at Amsterdam, and to fleets in Denmark, Naples, Sweden and Portugal, if the English wanted those ships dead, if there weren't sufficient defenders, and the British player was prepared to offend the controlling Major Power.

In general, I feel the AI isn't as aggressive and dynamic as a competent human player would be. I haven't seen the AI pursue any high risk - high reward strategies. Those are things a Human opponent will do, if they judge the risk worthwhile. Obviously correctly assessing risk versus reward is a difficult problem for an AI, and being safe is better than failing to correctly assess the risk and just wasting factors.

The AI also doesn't seem to do much to pursue low risk - low reward strategies like marching across the channel and sieging a couple of forts even when I only have the Dutch corps nearby. But that is better than pursuing high risk - low reward strategies or other strategies that needlessly fritter away its strength. Against a Human player I would have needed to keep more forces near Toulon/northern Italy, and near Amsterdam and Demark and possibly Sweden).

Regarding Prussia and Austria in 1805, typically in our face to face games they would ally asap, and would often even setup adjacent to the other just to make it hard for the French player to get the jump on one of them. By hard difficulty versus a human player I think it would be perfectly fine for the AI to always create an alliance between them in Jan 1805, and for both AIs to automatically back the other up if France does declare war.

As a Russian player I would typically setup the fleet + 3 Corps in St Petersburg, ready to invade Sweden in March/April, and the rest in the 4 forage areas near Kamenetz. Depending a bit on how Turkey sets up, I might choose to get involved in the first French vs Austrian/Prussian war. (If I didn't then my help would probably be needed for the second war, as neither Austria nor Prussia could really stand alone vs a competent French player once he managed to separate them).
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by AndrewV »

The time has come for the second Franco-British war, and the game won't let me declare war for some reason. Attached is the save. Have I missed something obvious?

Also note the bug where Prussia created Poland, and then I took Poland as part of a peace treaty, yet the game thinks I am still at war with Poland.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by pzgndr »

AndrewV wrote: Sat Jul 13, 2024 5:10 pm The time has come for the second Franco-British war, and the game won't let me declare war for some reason. Attached is the save. Have I missed something obvious?
No, I missed something obvious with the new Start At War game option. I misunderstood how the task errors were handled. The simple solution was to restrict France and Great Britain from the alliance and informal peace operations, and allow the declare war and surrender operations. Fixed for the next hotfix.

I'm still wrestling with naval interceptions, and then I'll move on to your other reported issues. These are good comments. I may not be able to make AI Great Britain as brilliant or as risk-taking as you or others may like, but I can strive to make it less stupid.

Regarding interceptions, the major headache is that the phasing player is usually the attacker, but that's all reversed for interceptions and the actual current unit location for the naval battle is not clearly in the interception sea area. I'm finding lots of snags identifying winner and loser, taking and recording casualties, and retreating the loser. But I'm on it. I'll figure this out.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by pzgndr »

AndrewV wrote: Sat Jul 13, 2024 5:10 pm Also note the bug where Prussia created Poland, and then I took Poland as part of a peace treaty, yet the game thinks I am still at war with Poland.
I'm trying to figure this one out:
1808, Sep Prussia Instability
1808, Sep Prussia Loses -8 PP
1808, Sep France Gains +5 PP
1808, Sep France Releases 6 Militia To Prussia
1808, Sep France Releases 9 Infantry To Prussia
1808, Sep France Selected Masovia But Is Not Eligible!
1808, Sep France Selected East Prussia To Be Ceded!
1808, Sep France Selected Posen To Be Ceded!
1808, Sep France Forcing Prussia To Cede 3 Provinces
1808, Sep Prussia Pays ALL Of Next Quarter's Income To France
1808, Sep Prussia Enforced Peace With France For 36 Months
1808, Sep Prussia SURRENDERS UNCONDITIONALLY To France
1808, Jun Prussia Created Kingdom Poland With Province West Prussia
I'm not seeing France taking Poland, and I'm not seeing where the game thinks you are still at war with Poland?

Regarding Finland, I understand you are no longer at war with Sweden but Finland has been conquered in other games before Sweden is conquered. AI Russia should have moved to conquer Finland, so I'll look at this again.

Regarding Cossacks not initiating combats, they should be stopping when entering an enemy area and combat_imminent should be set. I'm not seeing why combat is not happening. I'll investigate some more but a game save would be helpful. I'll try to create a test case.

And lastly, Gibraltar. As a minor nation, I think you may need a corps present for a turn to convert control? I tried advancing your game to move a corps into Gibraltar and also landed all of your amphibious units into Wales, but Great Britain surrendered before I could see what happened with Gibraltar.

I fixed a lot of the other stuff, so I'm going to run a playtest and probably get out hotfix #6 in a couple of days. We'll see how it goes from there.
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Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by AndrewV »

Copy-paste from the in game rules manual
Poland (Grand Duchy of Warsaw)
Any Major Power may create Poland.

Poland Components

Russian, Austrian, and Prussian provinces marked on the map with a “(P)” are the available Polish components.

The following is required in order to create Poland: Masovia (Capital) and any ONE of the following: Danzig, East Galicia, Lithuania, Podolia, Polesia, Posen, Volhynia, West Prussia, West Galicia, and White Russia.

NOTE: To create Poland, click on Masovia and then click the “Create Kingdom” button. The program will add all the available components owned by the Major Power at the time of creation

Ø Once created, Poland is a normal minor Free State of whatever size that has been determined and the combined money and manpower values of its component provinces are doubled in value (as in any minor Free State and used for the usual purposes).

Ø The Polish minor Free State may only be conquered by the unbesieged occupation of Warsaw for a month (Polish provinces may not be individually conquered), after which the provinces that were part of the Polish Free State are considered unceded provinces, if controlled by their home nation Major Power, or ceded provinces, if controlled by another Major Power.

Ø The conquering Major Power may, if desired, again declare Poland a minor Free State during any later Economic Phase.

Ø If Poland is ceded, either voluntarily, or as a peace condition, it must be ceded as a unit. The controlling player may not separate individual Polish provinces for individual ceding or other purposes. When ceded, the component provinces become ceded and/or unceded provinces, depending on the controlling Major Power.

Ø Poland is worth “+1” political point to create or to conquer (capture Warsaw). The loss of a controlled Poland costs “-1” political point, whether to conquest or by ceding to an ally.
So when Prussia created Poland it gave it Masovia, plus all the other Polish provinces Prussia controlled. (Posen, West Prussia, Danzig). Poland was never listed in the provinces to annex listbox in the surrender conditions, but the individual provinces were. So I ticked the boxes for the three provinces I wanted, and choose Posen, East Prussia and Masovia. I ended up getting all 3 plus Danzig and West Prussia. At that time I went and read the rules regarding Poland and decided that everything worked as written (although perhaps in a slightly clunky way, since Poland was never mentioned in the surrender terms). When I grabbed Posen, the game gave me all 4 Polish provinces. Hence Masovia was not eligible.

Regarding still being at war with Poland, in the France-13 save you have.
Screenshot 2024-07-15 201140a.png
Screenshot 2024-07-15 201140a.png (113.61 KiB) Viewed 456 times
A bit of a minor issue, but most of the time Prussia probably should not create Poland before about 1812/1813, as under these rules (which seem different to my memory of the rules when we played face to face), it just loses too much of it's home nation manpower, and it is too easy for someone else to take Poland even a conditional surrender. After 1812/1813, it is less of an issue, as there will probably only be one more war with France (or whoever is winning), so It might as well pump out Polish troops. (If Prussia get to Dominant Power Status, then it maybe it can defend Poland well enough to be worthwhile creating, but it probably still doesn't want to lose all that manpower).
Regarding Finland, I understand you are no longer at war with Sweden but Finland has been conquered in other games before Sweden is conquered. AI Russia should have moved to conquer Finland, so I'll look at this again.
Finland being conquered before Sweden is fine, but if Russia conquers Finland without having a corps in Sweden, the Russo-Swedish war will lapse. Not an issue in this game, because Russia was at war with the major power controlling Sweden, but something the Russian AI should avoid in the more general case, hence there is a reason the Russian AI might be programmed to not advance to Abo before Russia gets troops in Sweden.

Quotes from the in game rules.
6.15 Lapse of War with Minor Countries
If a Major Power has no corps within a minor country they have declared war on, then that Major Power is considered to be no longer at war with the minor country and must be at war with the Major Power controlling it before he can attack it again. (EXCEPTION: The program will not recognize a lapse of war if the minor country has forces inside of the enemy Major Power’s territory.) Any garrisons, Cossacks or Freikorps are repatriated. For multi-district minor countries, this applies if a secondary district has been conquered and there are no invading Major Power corps within the rest of that minor country.
10.7 Conquest of Minor Countries
Conquests of minor countries are checked for after all Major Power sequences are completed. Control flags are changed to show the conquest of minor countries and their change of control. The control flags are changed only if the capital of the minor country was occupied during the previous month and the conqueror has maintained uninterrupted and unbesieged occupation for the entire current month. A newly conquered minor country is always marked with a conquered control flag.

NOTE: The lapse of war check (6.15) occurs during the Diplomacy Phase. The conquest check occurs at the end of the Land Phase. Therefore, conquest requires having a corps remain within the minor country to prevent lapse of war plus one full month's occupation of the capital. This means from your own Land Phase in which you first occupy the capital through the end of your next Land Phase. If the minor capital garrison is eliminated during another player's Land Phase (e.g., the garrison fails to forage), that does not count for your conquest purposes.
I actually think that note is slightly misleading. You need a corps in the minor during the Diplomacy phase to prevent lapse of war with a minor, but provided you controlled the capital at that time, you are free to move the corps out and just leave a garrison to conquer the minor at the end of the land phase. (Assuming no other forces actually intervene).

France can actually use this and its ability to move last then first, to spread out, siege a lot of enemy controlled minors, then move first to concentrate and make enemy major powers either send out unsupported corps, or lose minors.
And lastly, Gibraltar. As a minor nation, I think you may need a corps present for a turn to convert control? I tried advancing your game to move a corps into Gibraltar and also landed all of your amphibious units into Wales, but Great Britain surrendered before I could see what happened with Gibraltar.
Gibraltar did become French controlled about the time Britain surrendered. (I can't remember whether it was at the end of a land phase, or whether Britain went unstable. I do remember it took longer than I had expected, but I didn't notice when Britain failed it's forage roll, and hence maybe didn't start tracking the change of control from the correct time). The bug report was more to point out that the British navy was still able to use the port, even though I controlled the port guns.

I have a save from around the time of the Cossack issue, but unfortunately I can't get it to reproduce. (It wasn't a major issue, more an annoyance). If it happens again I'll get you a save.

Thanks for you work on this.
AbNormal
Posts: 6
Joined: Mon Jul 15, 2024 4:48 pm

Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by AbNormal »

Just a long time EIA aficionado wishing to express eternal gratitude to you and everyone associated with Empires in Arms pc game design!
Very enjoyed the old board game but never had seven consistent players available.
I have avidly awaited every update and celebrated the on going improvements!
Adding alternate dominate status was much appreciated.
Thank you for you tenacity!
Cheers!
amandkm
Posts: 306
Joined: Mon Jan 23, 2012 2:03 pm

Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by amandkm »

Speaking of dominant status... Seems that GB lost theirs somehow.

files attached for you to review
Attachments
GB_Dom.zip
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pzgndr
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Location: Delaware

Re: EIA v1.26.03 Beta Hotfix #5 Available

Post by pzgndr »

amandkm wrote: Tue Jul 16, 2024 12:26 am Speaking of dominant status... Seems that GB lost theirs somehow.
Ah, good catch. I had copied and pasted France's criteria for Great Britain and changed the affected nations and provinces, but had forgotten to change from France (0) to Great Britain (1). Doh! Fixed for the next hotfix. Thank you!

I first checked the draft v1.26 manual for what I had for this new game option and noticed I had not added those proposed rule changes. So that's fixed now, for both the game manual and in-game manual.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3679
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.26.03 Beta Hotfix #6 Available

Post by pzgndr »

Hotfix #6 is posted. I'm seeing more folks playing now and that means more eyeballs spotting issues. Good! Three game bugs are resolved in this hotfix: kingdom unit preventing conquer of minor, France and Great Britain not being able to re-declare war, and the Alternate Dominant Powers bug for Great Britain.

Based on AndrewV's comments, I've made several AI adjustments. Amphib ops are working again as intended (I apologize for messing that up again). Blockades are improved. Blocking crossing arrows is improved. Interceptions are improved. Taking control of minors is improved. AI now gets a modest bonus for alliances against a human enemy. I've also made some other AI adjustments for creating Free States, minor country builds, and how the AI requests informal peace. These are based on issues I spotted during my playtesting.

Today's playtest went well. Playing as Spain, I watched Great Britain take Denmark, Turkey took Egypt, and Russia took Sweden. Somewhat standard, but it helps the AI computer opponent to get good minors to be competitive. Bavaria is always a toss-up between France and Austria. And the european minors are up for grabs between France and Prussia, depending on their grand strategy. Oddly, there were not many alliances formed in 1805 this game. France DOWd Prussia and conquered it by late 1805. France DOWd Austria in early 1806 and ally Russia answered the call. Overall, a pretty solid game so far. Regarding AndrewV's game playing as France, France can probably still knock out Prussia and Austria early but Great Britain should be able to maintain naval superiority with smarter blockades and France having more challenge trying to grab naval minors (Portugal, Denmark, Naples, Sweden). I recommend not using the Lille Crossing game option when playing AI Great Britain or France, but it's a choice.

Alright. I have the following issues on my ToDo list as I continue to playtest Hotfix #6 and work on Playtest #7: verify naval interceptions are fixed or not, relook Finland if Sweden is at peace, Cossacks initiating attack, control of minors if you move a corps out (e.g., Gibraltar), and the transfer of Poland per peace treaty. If anyone spots something else, please report it and provide a good game save. I had hoped there would not have been so many issues, but it is what it is. I will keep at it with another hotfix or two and then maybe post a new v1.26.04 as a pre-release test. We'll see where we are in August. Thank you everyone playing and sharing some comments.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
AndrewV
Posts: 35
Joined: Thu Dec 20, 2007 5:12 am

Re: EIA v1.26.03 Beta Hotfix #6 Available

Post by AndrewV »

Thanks for the fixes Bill, but got another bug.

The Russian land AI appears to be in an infinite loop. (It is using 100% of one core for over 10 minutes, without making any progress. Attached is the French Naval autosave. (Just end the French Naval move, we are moving last on land).

Playing with hotfix #6
Attachments
AutoSave Game Naval.sav (2).zip
(277.88 KiB) Downloaded 6 times
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