1.06.03 Observations

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

Moderator: MOD_EIA

easterner
Posts: 179
Joined: Sat Oct 09, 2004 2:43 pm

RE: 1.06.03 Observations

Post by easterner »

I have an NDRose here. TURKS hit 0 on FIASCO yet are still proud owners of Algeria.
ndrose
Posts: 612
Joined: Fri Oct 13, 2006 4:07 pm

RE: 1.06.03 Observations

Post by ndrose »

Actually, a little experimentation seems to indicate that occupation attempts always prevent neutrality, even in the fiasco zone, even for conqs. Here's what I did, for duplication:

Started game as France, in Jan. DoW'ed everybody, attacked superior naval force and lost more PPs, failed withdrawal from battle and lost more PPs. Lost all unoccupied conqs. (Correct.) In Feb., surrendered to everybody. Deep, deep in fiasco zone. Retained all occupied holdings (Holland, some Rhine conqs, and some Italian states). (Not correct.)

In March, moved corps out of some states but not others.

In April, still in fiasco zone, lost all holdings no longer containing corps, but still retained those which did.
Tater
Posts: 60
Joined: Tue Dec 25, 2007 7:06 pm

RE: 1.06.03 Observations

Post by Tater »

I gave the new version a try...

Set-ups (particularly naval) were much better. However, within a month or two it falls apart.

The French still don't defend their navy adequatly. The Spanish wast no time in congregating their entire navy in Cadiz guarded by a 1 factor garrison, with their army at least two turns away.

The turk sits on the boarder of Egypt for months, then finally DOWs...then lost the battle vs 1 Egyptian corp being forced back to Palestine allowing LoW.

There is something seriously wrong with Frances programing. France always finds some out of the way meaningless location and stacks their entire army up in that one spot while Nappy runs around the board with a single corp. In each patch the location changes but the meaningless mega stack still happens. And the stack sits there tacking endless foraging loses.

France did not DoW on anyone for over a year...and DoW'd on Russia only after Turkey called allies. Of course after DoW'ing on Russia France immediatly did...NOTHING! OTOH, Russia after DoW'ing on Turkey did...NOTHING! And, not to be out down, Turkey doubled-down by doing twice as much of...NOTHING!

...!sigh!...what a waste of time.[:(]
Later-

Tater
User avatar
Marshall Ellis
Posts: 5630
Joined: Tue Oct 02, 2001 3:00 pm
Location: Dallas

RE: 1.06.03 Observations

Post by Marshall Ellis »

Tater:

We are working on the AI getting a bit better in 1.07. It is already measurably better than previous versions but still needs work. We are already seeing some better behavior in 1.07 BUT this will be a constant improving process.

Thank you

Marshall Ellis
Outflank Strategy War Games


ndrose
Posts: 612
Joined: Fri Oct 13, 2006 4:07 pm

RE: 1.06.03 Observations

Post by ndrose »

One thing that would immeasurably improve AI play, and that shouldn't be too big a fix would be to get them to start building better.

I still never see them build *anything* with minor free states: they're just ignored.

The AI also never frees a conquered state, even if it can get a fleet out of it. Even if it can bring an *already built* fleet into play just by freeing the minor. What, Spain couldn't use those Portuguese ships?

Speaking of which, GB *must* build ships. The AI in general never builds them; for GB it's a death sentence. Even as Prussia I can eventually invade England, because I can always outbuild them with minor fleets and wear them down. (This is kind of fun, but it's silly.)

I don't think AI Russia replaces cossacks when they're killed. Similarly, I don't believe I've ever seen AI Austria or Prussia place a freikorps.

Accounting--keeping track of everything and using all its resources--should be the AI's strong suit.
easterner
Posts: 179
Joined: Sat Oct 09, 2004 2:43 pm

RE: 1.06.03 Observations

Post by easterner »

I have seen all those ndrose things but Brit builds (not to say they are building but have never worn them down)

I have screamed about Minors unbuilt since 1.01, Marshall has never addressed it once.

Test 4
RUSS Soli EASY

4 Rs corps in Romagna; have twice ordered fleet to load XVth Cps have twice ended up with loaded CAV cps.
NeverMan
Posts: 1712
Joined: Tue Feb 24, 2004 1:52 am

RE: 1.06.03 Observations

Post by NeverMan »

I thought 1.06.03 was suppose to discontinue the ability to stop movement with a depot garrison. This is what I was told, is that true?

If it is true I just installed 1.06.03 and that didn't happen. The only thing I can think of is that the other person is still on 1.05.xx
easterner
Posts: 179
Joined: Sat Oct 09, 2004 2:43 pm

RE: 1.06.03 Observations

Post by easterner »

I haven't noticed as comp has no urge to place garr on a depot though it could be easily tested.
User avatar
Marshall Ellis
Posts: 5630
Joined: Tue Oct 02, 2001 3:00 pm
Location: Dallas

RE: 1.06.03 Observations

Post by Marshall Ellis »

Hey guys:

We should have the minors building now!
I believe we also have the depot garrisons NOT stopping movement as well???
If you have a game then I would love to see it!

Thank you

Marshall Ellis
Outflank Strategy War Games


NeverMan
Posts: 1712
Joined: Tue Feb 24, 2004 1:52 am

RE: 1.06.03 Observations

Post by NeverMan »

ORIGINAL: Marshall Ellis

Hey guys:

We should have the minors building now!
I believe we also have the depot garrisons NOT stopping movement as well???
If you have a game then I would love to see it!


I do have a game... my question is this: If the other player (the player who's depot is stopping my movement) is running 1.05.xx then will the problem still exist??

In the Nappy Options game I installed 1.06.03 and France's garrisoned depots were still stopping my movement.
User avatar
Marshall Ellis
Posts: 5630
Joined: Tue Oct 02, 2001 3:00 pm
Location: Dallas

RE: 1.06.03 Observations

Post by Marshall Ellis »

Neverman:

The movement stop would be based on who's machine is doing the move i.e. if the 1.05 player is moving then his moves might be blocked! If you are using 1.06.03 then you shoulf NOT be blocked per Mantis #501 BUT it sounds as if you can dupe this pretty easily?
Does not really matter who's depots they are.


Thank you

Marshall Ellis
Outflank Strategy War Games


User avatar
obsidiandrag
Posts: 181
Joined: Sat Mar 22, 2008 1:02 am
Location: Florida, USA

RE: 1.06.03 Observations

Post by obsidiandrag »

I have noticed that a depot without a garrison will "SHOW" stopping movement until you move someone in and remove the depot, then the movement shows the full move allowance.  I don't know if its a nationality marker thing or what, but I have noticed it and that you can still move through it, it just doesn't look like it with the computer generated movement area positions until after the depot is gone.
 
I have not tried moving through garrisoned depots though...
 
OD
NeverMan
Posts: 1712
Joined: Tue Feb 24, 2004 1:52 am

RE: 1.06.03 Observations

Post by NeverMan »

ORIGINAL: obsidiandragon

I have noticed that a depot without a garrison will "SHOW" stopping movement until you move someone in and remove the depot, then the movement shows the full move allowance.  I don't know if its a nationality marker thing or what, but I have noticed it and that you can still move through it, it just doesn't look like it with the computer generated movement area positions until after the depot is gone.

I have not tried moving through garrisoned depots though...

OD

How is it possible to remove a garrisoned depot without ending the land phase?
NeverMan
Posts: 1712
Joined: Tue Feb 24, 2004 1:52 am

RE: 1.06.03 Observations

Post by NeverMan »

ORIGINAL: Marshall Ellis

Neverman:

The movement stop would be based on who's machine is doing the move i.e. if the 1.05 player is moving then his moves might be blocked! If you are using 1.06.03 then you shoulf NOT be blocked per Mantis #501 BUT it sounds as if you can dupe this pretty easily?
Does not really matter who's depots they are.



I have a saved game if you are interested.
User avatar
Marshall Ellis
Posts: 5630
Joined: Tue Oct 02, 2001 3:00 pm
Location: Dallas

RE: 1.06.03 Observations

Post by Marshall Ellis »

You bet!

Thank you

Marshall Ellis
Outflank Strategy War Games


NeverMan
Posts: 1712
Joined: Tue Feb 24, 2004 1:52 am

RE: 1.06.03 Observations

Post by NeverMan »

Here's an image, notice my corps still has 2 movement but no places are highlighted to move and when I try to click another area it tells me "not enough movement points".



Image
Attachments
DepotStopMovement.jpg
DepotStopMovement.jpg (151.47 KiB) Viewed 204 times
easterner
Posts: 179
Joined: Sat Oct 09, 2004 2:43 pm

RE: 1.06.03 Observations

Post by easterner »

OK  started game with Fr garrisoned depot at Lille.  Brits could not walk past it. (CAV & INF cps)

Accellerated to March: Brits could not walk past it. (CAV & INF cps)
User avatar
Marshall Ellis
Posts: 5630
Joined: Tue Oct 02, 2001 3:00 pm
Location: Dallas

RE: 1.06.03 Observations

Post by Marshall Ellis »

I'll take a look at Neverman's game! ARRRRRGH! This was fixed in the 1.06.03 build (Tester verified)! It must have more than one cause???? Too late for 1.06 so it will have to go to 1.07!

Thank you

Marshall Ellis
Outflank Strategy War Games


User avatar
obsidiandrag
Posts: 181
Joined: Sat Mar 22, 2008 1:02 am
Location: Florida, USA

RE: 1.06.03 Observations

Post by obsidiandrag »

ORIGINAL: NeverMan

ORIGINAL: obsidiandragon

I have noticed that a depot without a garrison will "SHOW" stopping movement until you move someone in and remove the depot, then the movement shows the full move allowance.  I don't know if its a nationality marker thing or what, but I have noticed it and that you can still move through it, it just doesn't look like it with the computer generated movement area positions until after the depot is gone.

I have not tried moving through garrisoned depots though...

OD

How is it possible to remove a garrisoned depot without ending the land phase?


I never said it was possible to remove a garrisoned depot -

I pointed out the the computer has issues with movement with ungarrisoned depots until you remove them (it looks like it will stop you movement).

The only way to remove them is by eliminating the troops inside - trust me, that one has bit me a few times trying to remove my own depots..

OD
NeverMan
Posts: 1712
Joined: Tue Feb 24, 2004 1:52 am

RE: 1.06.03 Observations

Post by NeverMan »

ORIGINAL: obsidiandragon

ORIGINAL: NeverMan

ORIGINAL: obsidiandragon

I have noticed that a depot without a garrison will "SHOW" stopping movement until you move someone in and remove the depot, then the movement shows the full move allowance.  I don't know if its a nationality marker thing or what, but I have noticed it and that you can still move through it, it just doesn't look like it with the computer generated movement area positions until after the depot is gone.

I have not tried moving through garrisoned depots though...

OD

How is it possible to remove a garrisoned depot without ending the land phase?


I never said it was possible to remove a garrisoned depot -

I pointed out the the computer has issues with movement with ungarrisoned depots until you remove them (it looks like it will stop you movement).

The only way to remove them is by eliminating the troops inside - trust me, that one has bit me a few times trying to remove my own depots..

OD

Oh , ok.

The game never asked me if I wanted to remove the depot, the depot just disappeared when I killed the garrison on it.
Post Reply

Return to “Empires in Arms the Napoleonic Wars of 1805 - 1815”