EIA v1.27.03 Beta Hotfix #5 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 v1.27.03 Beta Hotfix #4 Available

Post by pzgndr »

beamslam wrote: Thu Feb 19, 2026 4:14 pm One more less scary issue: The text in the Unit Report window looks bad on my end, might be because the game is not using a Windows font?
Yeah, see https://forums.matrixgames.com/viewtopic.php?t=280699
Bill Macon
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pzgndr
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Re: EIA v1.27.03 Beta Hotfix #5 Available

Post by pzgndr »

Hotfix #5 posted. This is again a comprehensive update with Data and Setups files included. Changes include:
- fixed unit_can_unit_goto_city and rule that Guerillas, Freikorps and Cossacks may only conduct sieges in conjunction with friendly corps. (See updated rule 11.4.)
- adjusted ai_redeploy_available_units to include additional considerations
- fixed nation_get_unit_maintenance to include kingdom units
- adjusted ai_withdraw_available_units for end-game withdrawal of French units
- changed resolve_alliance_requests to cancel any wars with minors controlled by new ally
- fixed bug where some AI units assigned to a target were not being cleared when operation was aborted
- changed nation_convert_control to evacuate oldowner fleets only if at war with newowner
- adjusted surrender code for max 3 home provinces total and max 1 AI home province for victor(s)
- changed fleet unload for loaded unit nationality check rather than transport nationality
- fixed year display in Nation Info and Free State panels
- fixed error in unit_can_garrison_be_reinforced
- fixed some combat checks for besieging enemy garrisons and verifying unit leaders that were causing spurious battles and incorrectly relocating units and leaders

Wow, five (5!) hotfixes in past four months with v1.27.03. Again, I had hoped that this would be a minor hotfix and perhaps rolled into a new v1.27.04 version as a release candidate. But we're still not there yet. Too many lingering surprises. Of course, that's the bad news. The good news, however, is that these issues are becoming more obscure as players get into interesting situations. The game is getting played, both solitaire games and PBEM, and even some dabbling in Third Party Combats. I am genuinely thankful for the feedback.

Here's where we are. I have completed a couple rounds of playtesting of 1805 early-game and 1813 late-game and resolved all of the issues noted above. Additionally, there are many AI adjustments to improve performance, particularly where I noted weaknesses and then investigated to resolve them. Players should notice improvements.

Almost forgot to mention. There are two annoying graphics gltches that I am aware of that I cannot quite figure out. One is the Surrender Settings screen where ocassionally the Conditions are not correctly displayed. Reloading the game turn generally corrects this. The other is related to certain naval combats that cause fleets in port to not show on the map. Generally only one fleet is shown but all fleets are displayed in the Selected Area box at the bottom and may be selected there. This usually corrects itself in the next turn. So, be aware of these glitches and their workarounds.

I will continue with my rounds of playtesting while others play when they can and provide any feedback. Good game saves of prior turns (both .sav and .dat files) are very helpful for me to investigate any issues. My hope is that we can roll into a new 1.27.04 release candidate version in the next couple of weeks. From there, we'll let it soak for a couple of months to ensure there are no surprises before we release the next (final) official update. I expect we'll have another hotfix or two along the way, but we're close. Just fine-tuning and tinkering, I hope. We shall see. Please give Hotfix #5 a go and see how it plays for you. Enjoy!
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EiANW 12703 Beta[5].zip
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Bill Macon
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Naxias
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Re: EIA v1.27.03 Beta Hotfix #5 Available

Post by Naxias »

Encountered in v1.27.03 Beta with Hotfix #5

It is Russia's land turn.
Russian Heavy fleet 1+2 and the swedish fleet is loaded with troops. Heavy I and swed fleet can unload in Stettin, but as soon as the corps from Heavy II is unloaded, all troops in the unload area disappears.

I've encountered this once before, also with RUS Heavy fleet II, is it cursed? :)

Update:
It seems they are merely hidden. Saving and reloading make them reappear.
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pzgndr
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Re: EIA v1.27.03 Beta Hotfix #5 Available

Post by pzgndr »

Naxias wrote: Fri Feb 20, 2026 12:35 pm Russian Heavy fleet 1+2 and the swedish fleet is loaded with troops. Heavy I and swed fleet can unload in Stettin, but as soon as the corps from Heavy II is unloaded, all troops in the unload area disappears.
OK, thanks, good game save. I unloaded the Swedish corps fine, then the first Russian corps, and when I unloaded the second Russian corps the graphics went awry. It's a helpful clue that both Russian fleets were in the blockade box, so I'll investigate this and try to figure it out. I'll note that all three corps are displayed in the unit box without having to reload.

So, good news is that you played into 1809 without any other noticeable issues? That's useful validation. If the only glitch is the known graphics glitch that I mentioned, then we're on the right track. Have fun. Game on!
Stettin Bug.jpg
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Bill Macon
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pzgndr
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Re: EIA v1.27.03 Beta Hotfix #5 Available

Post by pzgndr »

Naxias wrote: Fri Feb 20, 2026 12:35 pm I've encountered this once before, also with RUS Heavy fleet II, is it cursed? :)
Perhaps so. Where did you load II Hvy? Were I Hvy and II Hvy in the same port with Russian II, III, X, and IIC corps? I initially thought you had one corps on each fleet, but discovered the other two kept coming up.

For whatever reason, II Hvy had III corps location at Galatz(?) and X corps at Constantinople(?), which kinda explains the odd AAR movement arrows from those locations to Stettin. So after a couple of iterations, the "fix" was to add a check to the unload function to verify the loaded unit location was for loaded and the sub_location was for the transport. Seems to work. Now I just need to add a similar check to the load function to ensure the locations and sub_locations are set properly. All of this adds something to my troubleshooting toolbox, so next time I see the fleets in port glitch maybe I'll be able to figure it out.

Again, good game save. It's obscure stuff like this that I need reported so I can fix it. Not sure ifsome other issue corrupted your game to cause this, or if this is something that has caused corruptions in the past. Who knows. Thanks!!
Stettin Bug Fixed.jpg
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Bill Macon
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