v1.23.04 Beta, Update 12/22/2019

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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zakblood
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RE: v1.23.04 Beta, Update 12/22/2019

Post by zakblood »

20


Image

only alter anything here if you have any issues, as i recommend installing as admin, i don't need the run as admin clicked either as i'm a home user, if you use pro, you may need to install and run as admin, never used run as SP2 and never needed to either in windows 10 on any version of windows 10, which i have now used and installed 5, always a clean install, and not used it to upgrade from a previous windows version of any type, as then if there's any error's, you may take it across, a clean install always fixes everything!!!!

i also at 1920x1080 don't need to alter my DPI, even though i use a non standard high DPI in game as i use a large LED TV screen so like it looking better and have altered my DPI posted on the first post to suit, the game still scales to fit my DPI good.
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zakblood
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RE: v1.23.04 Beta, Update 12/22/2019

Post by zakblood »

21


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RE: v1.23.04 Beta, Update 12/22/2019

Post by zakblood »

22


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zakblood
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RE: v1.23.04 Beta, Update 12/22/2019

Post by zakblood »

shown minimized with the launcher also shown


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zakblood
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RE: v1.23.04 Beta, Update 12/22/2019

Post by zakblood »

game fully supports alt tabbing in and out when game is running or paused


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so straight out of the box, with only my guide on how to run in windows 10 used, nvidia drivers installed as shown, and no alteration to the shortcut needed or used, with a non default DPI used and a default install, have done non default installs also using my second drive with the same outcome, so not an issue if you wish to install on any drive tbh, as long as it's local and always attached.

enjoy
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RE: v1.23.04 Beta, Update 12/22/2019

Post by zakblood »

i will leave the game installed for one month from this date, if you wish for a game save to be tested, just send me the save and i'll play it and then upload it back to you
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pzgndr
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RE: v1.23.04 Beta, Update 12/22/2019

Post by pzgndr »

ORIGINAL: zakblood
i will leave the game installed for one month from this date, if you wish for a game save to be tested, just send me the save and i'll play it and then upload it back to you

Thank you!
Bill Macon
Empires in Arms Developer
Strategic Command Developer
Asberdies
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Joined: Sat Jun 20, 2009 1:40 pm

RE: v1.23.04 Beta, Update 12/22/2019

Post by Asberdies »

I launched a new campaign with the new 1.23.04 patch as French and seems to work quite good after playing 1 year. But i found a bug in a battle, i lost a battme against austria and in the pursuit i could not remove enough losses because there were not enough strength points left in the corps. So clicking done was doing nothing and i had to reload the phase.
I created Kindom of Poland but Masovia have not been included in Poland and is still a conquered minor despite Poland been successfully created.
pzgndr
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RE: v1.23.04 Beta, Update 12/22/2019

Post by pzgndr »

ORIGINAL: Asberdies
I launched a new campaign with the new 1.23.04 patch as French and seems to work quite good after playing 1 year. But i found a bug in a battle, i lost a battme against austria and in the pursuit i could not remove enough losses because there were not enough strength points left in the corps. So clicking done was doing nothing and i had to reload the phase.
I created Kindom of Poland but Masovia have not been included in Poland and is still a conquered minor despite Poland been successfully created.

This was a pretty good catch for pursuit losses. There are checks for normal losses but pursuit losses are handled differently. I don't recall seeing this reported before but I can see how it possibly happened. So I added redundant checks when selecting losses that when available troops equal zero then losses to eliminate are zeroed.

For Kingdoms, only Kingdom of the Rhine and Poland are implemented in the game, and once you create the kingdom you cannot add additional provinces later. This has been a long-standing problem and maybe some day I will figure out how to add provinces as desired.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
Asberdies
Posts: 45
Joined: Sat Jun 20, 2009 1:40 pm

RE: v1.23.04 Beta, Update 12/22/2019

Post by Asberdies »

For Masovia i had it when i created Poland as it is a prerequised, its just the game did not took it into account when i creatd poland and left it as a conquered minor
pzgndr
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RE: v1.23.04 Beta, Update 12/22/2019

Post by pzgndr »

Status update on v1.23.05. I have been busy working on the next update, mostly chasing down supply issues for depots and siege foraging and pbem combat issues with sieges. For the most part things are working well again for solitaire games but the AI swapping issue in pbem games persists. MapleLeaf and his pbem games will be using the attached update for the next week or so while I dig into the AI swapping, but I also want to share this work-in-progress for others.
Empires in Arms the Napoleonic Wars - 1.23.05
=============================================
- Garrisons and corps under siege incorrectly allowed to manually forage normally - resolved.
- Leader picture link to in-game help file not working correctly - resolved.
- Defender pursuit losses more than available troops not working correctly - resolved.
- Forage messages not consistent and could be improved - resolved.
- Placing depots not working correctly - resolved.
- Siege combats not working correctly in PBEM - resolved.
- Restrict AI unit loss unless necessary if leader assigned - resolved.

I will continue to investigate the AI switching problem. FWIW, over the past couple of weeks I have become more savvy with the debugger features which allowed me to track down the depot and siege combat problems. This should help me with the AI problem using game saves MapleLeaf has provided. So when I get that fixed plus whatever else may arise in the pbem games, I will then post the v1.23.05 update.

After that we should be in the home stretch for an official update. I would then need to make minor bug fixes, AI improvements, and resolve the 1812 scenario issues for a final beta and then the comprehensive patch. Getting there!

UPDATE 2/3/20. I have some very encouraging news to report. The past couple of weeks have been productive. I ran to ground the AI swapping problem and I think I have resolved it. I also tracked down and fixed a problem with controlled minor corps not moving in enemy nations. MapleLeaf has another update for playtesting with his pbem games. If I get a good report in the next week or so, I will post v1.23.05 Beta as a pretty solid update. In the meantime, I have also spent some time on AI improvements. Latest change log is below:
Empires in Arms the Napoleonic Wars - 1.23.05
=============================================
- Garrisons and corps under siege incorrectly allowed to manually forage normally - resolved.
- Leader picture link to in-game help file not working correctly - resolved.
- Defender pursuit losses more than available troops not working correctly - resolved.
- Forage messages not consistent and could be improved - resolved.
- Placing depots not working correctly - resolved.
- Restrict AI unit losses unless necessary if leader assigned - resolved.
- Siege battles causing human pbem players to be swapped with AI - resolved.
- Minor corps not able to move in enemy nation - resolved.
- AI attacker-human defender trivial combat not working correctly - resolved.
- AI naval improvements - resolved.

The AI switching problem was related to the game setting human player to AI for both quick combat option and for other cases where computer control is necessary, but also checking for quick combat option in some cases to change the player back. So I'm optimistic changing the player back regardless of the quick combat option should resolve this.

Then I stated playing for some fun for a change and spotted an AI attack that should have been trivial combat but wasn't. Similar to the change I made in .04 for AI-AI combat, I needed to add some code for trivial combat with human defender. And for naval movements, I have been annoyed with seemingly random moves by Royal Navy to the Baltic for no good reason. I tracked that down possible amphibious landing checks that would also get a supporting fleet, but even when the amphib op was cancelled the support fleet would still go. So that piece of code got moved to only support amphib ops that actually happen. As I wait for a game report, I will continue to do what I can.

I greatly appreciate the patience of MapleLeaf and his pbem group players, helping to find and report these (last?) pbem bugs that have challenged us for years. Please stand by for v1.23.05 Beta. Keeping fingers crossed...
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Bill Macon
Empires in Arms Developer
Strategic Command Developer
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