Release notes so far, including the recent EIA v1.25.03 Official Update HOTFIX:
There are a few AI-related items not included in the v1.26.00 release notes that I'll share separately:Empires in Arms the Napoleonic Wars - 1.26.00
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- 0000774: [Rules Deviation] Garrisoned depots are not blocking enemy supply lines – resolved.
- Winter Land Movement optional rule not implemented correctly – resolved (see revised rule 13.1.3).
- find_path bug for missing path type when checking if the adjacent area is adjacent to the target area – resolved.
- find_path improvement for AI to bypass combats and non-access areas enroute to target area – resolved.
- AI-AI combats and human defender versus AI trivial combat attacker not seeing correct losses in game log – resolved.
Version 1.25.03 (08/15/2023)
Empires in Arms the Napoleonic Wars - 1.25.03 Hotfix (10/9/2023)
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- area_determine_owner bug - resolved.
- area_nation_exerting_control bug - resolved.
- minor country not being conquered by one month's unbesieged occupation of its capital - resolved.
- surrender conditions display glitch - resolved.
- 0000530: [Game Enhancement] Computer not choosing the optimal path when moving multiple areas – resolved.
- Controlling Major Powers issues - resolved (now, AI Major Powers with forces in range of a minor declared war on or close to Instability are excluded from selection).
- some AI garrisons not taking assault losses - resolved.
- game freeze due to insufficient pursuit losses - resolved.
- outnumbered AI garrisons keep attacking larger besieging forces - resolved (recently added feature deleted).
- combat freeze when some human garrisons take final assault losses - resolved (but combat summary does not capture final round losses).
- Accept Control checkboxes in Diplomatic Reactions screen clearing selections - resolved.
- game messages for Attacker to click DONE to resolve siege inappropriate for AI attacker - resolved (\Data\programtext files updated).
- AI not taking correct losses in some battles – resolved.
- human defender versus AI besieger not seeing final forces eliminated for taking losses and not seeing correct losses in game log – resolved.
The revised Winter Land Movement optional rule is implemented as discussed at https://www.matrixgames.com/forums/view ... 0&t=179583. I think it's working fine but I welcome feedback if you think it's not fine and why. The National Variants from the USAFA version of Empires in Arms for the AI computer opponents is implemented as discussed at https://www.matrixgames.com/forums/view ... 0&t=397701. I have not observed any significant effects of this yet in my playtesting, but as I mentioned previously these are subtle adjustments to everything else going on.- [updated ai_ai_select_casualties and ai_ai_select_pursuit_casualties consistent with ai_select_casualties update made in v1.25.03 HOTFIX]
- [added nation_nat_obj_minor and nation_nat_obj_major]
- [adjusted AI naval builds for Spain, Turkey, and Russia vs Great Britain]
- [updated text for manual, game options, and mouse-over messages] (\Data\databases .ged files updated).
- [AI weakness supporting battles – resolved]
By far, the things that challenged me the most with this new version were the changes to the find_path algorithm and the ripple effect throughout the code where this is used. One example is how the AI would determine if enough units were in range to DOW a minor country, and then to assign units to attack, and then to move those units; all three parts need to work consistently or else a lapse of war may occur. Similarly, checks for amphibious operations also need to work consistently or else a lapse of war may occur. As I got lapses, I resolved them. Along the way, I spotted and resolved various other issues such as the battle summaries in the game log. What I present here for your consideration is working fairly smoothly and you should see some noticeable improvements in pathfinding and AI operations. I invite players to give it a go and see what they think.
I'll give this a week or so for some feedback and if I need to post a hotfix to resolve something then I will. Then I will move on to v1.26.01 with the goal to implement some deeper AI grand strategies. This may take a while, but it's also something that's been in the back of my mind for years and now we're at a point where we can dive deeper into the AI code. It should be fun.
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