EIA v1.27.02 Beta Hotfix #4 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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Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.27.02 Beta Hotfix #2 Available

Post by pzgndr »

Jorgito wrote: Wed Aug 20, 2025 7:54 pm For the full movement I have a treat for you - an actual save. The corps in question is III in Poitiers with Soult. Move it pls to Bayonne and it still have 4 moves. It seems it's "dipping into the sea" Area19 during the move, briefly appearing to be there.
Very good. This was helpful and I fixed this. I think. Not sure why it was happening here but I tracked it down and resolved it. Thank you!
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Unit Move.jpg
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Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3706
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.27.02 Beta Hotfix #3 Available

Post by pzgndr »

Hotfix #3 posted today. This has been a busy three weeks or so. Here are my hotfix notes:
Added redundant check to combat_retreat_units to retreat leaders
Fixed load_units_to_battle for siege battles
Fixed AI naval attack
Fixed adding garrison to conquered minor during setup
Fixed code for combat PP gain/loss
Fixed pathfinding to restrict land units from being routed through sea areas
Adjusted land AI to restrict suicidal efforts to retake capital
Revised code for conquest of minor countries and updated rule 13.3.1 to read: "The minor country capital needs to be occupied (garrisoned) or the city area contains a friendly corps in order to establish control of the city."
Fixed area_find_over_garrisoned_city and ai_fix_overgarrisoned_cities checks that were slowing down AI game turns
Changed area_get_majority_nation_at_loc to exclude garrison, depots, leaders
Made fix for combat_post_battle_cleanup for human attacker and no victor
Added ai_factors_in_range_of_major_target for major DOWs
Adjusted land AI to move unassigned cav corps with special units
Fixed nation_evacuate_city that was causing endless loop
Added checks to retreat defender in cases of successful withdrawal
Adjusted combat_eia_roll_pursuit to restore partial infantry/militia factors that were commented out v1.25.03
Fixed ai_assign_units to check area supply only if forage bad, which was slowing down AI game turns
Fixed surrender parameters code to save all selections and reorder items
Added checks to ensure cavalry loss when a side breaks
Fixed unit_can_unit_cause_lapse to exclude kingdoms
Fixed nation_scan_all_areas_for_control to reset kingdom minor units prior to eliminate/convert control of minor
Fixed nation_eliminate_nation to remove all minor/kingdom units and garrisons
Fixed naval combat, retreat, and naval pursuit issues.
Added confirmation messages for double-clicking combat screen for swapping leaders or toggling naval pursuit
Fixed reconquer kingdom minors issues
Fixed AI ceding provinces back to ally home nation
Reduced France redeploy to Spain 15% -> 10% if at war with Pr/Ru/Au
Added redundant check for friendly garrison to prevent premature fleet evacuation
Fixed nation_scan_all_areas_for_control to verify current control of minor capital
Fixed task error not recognizing kingdom unit as controlled by player
Restored AI Spain for Unconditional Surrender if Civil Disorder (ie, nation_home_manpower = 0)
Added unit_delete_unit to remove minor units from map in addition to unit_move_unit off map
Fixed forage error for "other corps" modifier being double-counted
Fixed errors for required cav loss for loser if no battle victor
Fixed errors with AI taking pursuit losses
Changed AI die roll bonus to before combat modifiers
Naval combat issues, surrender parameters, reconquering kingdom minors and provinces, and AI pursuit losses consumed a lot of my time. More than anticipated. The good news is that these issues are resolved and gameplay should be much improved. I may have more to say about some of these issues later. If anyone has any questions, just ask.

With so many items worked off with just this hotfix, it is painfully clear to me that we are still not ready for a final release. I figure at least another hotfix to verify this update works as intended and there aren't many more issues to resolve. Maybe by next month I can update to a new version as a release candidate and see how it goes for a couple of months, making a hotfix or two as necessary. We probably won't be ready by end of year when most of Matrix takes a break, so don't expect a final official update patch until early next year.

In the meantime, please update to Hotfix #3 and play some. Enjoy!
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3706
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.27.02 Beta Hotfix #4 Available

Post by pzgndr »

Hotfix #4 posted today. Several gameplay issues were resolved plus a lot of other AI improvements and minor fixes. Here's the complete list of my Hotfix #4 notes:
Fixed stealing of minor nation conquests. Added new area_nation_majority_control function to verify current majority control by corps factors if multiple nations present and if different than determined by area_determine_owner function. *Need to watch this for any unforeseen issues.
Fixed combat PP loss/gain. Now using the variable for reporting starting corps, times 1/2, for the loser PP loss; victor gains the same amount.
Fixed placing depot if area valid for sea supply.
Revised all human requests of AI allies to needing "7" or less, and removed all popups for PP or money to do so.
Fixed combat_cossack_retreat to retreat or fight, and clean up game messages
Fixed combat_find_retreat_area for correct unit nation check
Changed combat_is_pc_defending to affirm PC defender and check rural combats with single corps for adjacent reinforcing corps. [Manual updated to clarify that regardless if the PBEM Quick Combat option is enabled or not, battles involving an AI opponent, all trivial combats, and all naval combats are resolved using Quick Combat.]
Changed unit_unload_unit to explicitly delete unit from transport area and add unit to new area
Changed ai_allied_superiority check to total land factors on map
Adjusted surrender calculations for friendly factors in home nation rather than total on map
Fixed surrender conditions for human player victor and multiple victors
Adjusted naval AI for port raids
Adjusted land AI for more flexibility with defensive maneuvers (paralysis issue)
Fixed ai_assign_redeploy_units to resolve non-assignment issue
Restricted AI Great Britain DOWs on North Africa if Spain at war with France or after 1812
Adjusted ai_assign_special_units to restrict assigning more than one unit to a lone depot
Changed area_nation_majority_control for loaned units to use oldnation for control
Adjusted AI minor_dow base mod for after 1805 land grab
Adjusted AI naval redeploy to move British forces to Hamburg during late war
Added AI cede to include Bavaria for Austria and Lausitz for Prussia
Fixed area_evacuate_illegal_units to not evacuate from minor controlled by ally
I spent most of my time wrestling with late game issues in the 1813 campaign. The surrender criteria for Spain has been loosened a bit so now it can and will surrender to France in 1812/1813. I had this happen in my playtest and made adjustments for AI Great Britain to respond. It's an interesting case, as the French Grande Armee redirects its forces in Spain back to fight Prussia/Russia/Austria. Overall, I am satisfied with how 1813 plays out. I verified 1805 ran OK for several turns. This should be a very solid version for playing. Please check it out and provide comments/feedback.

Unless there are any significant gameplay issues reported over the next week or so, I plan to move on to v1.27.03 in October as a release candidate for the final official update patch. I expect there will be another hotfix or two in November/December as we make some final adjustments and AI improvements. And then wrap it up in the New Year. Enjoy!
Bill Macon
Empires in Arms Developer
Strategic Command Developer
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