Patch 1.2 Beta Issues

Please post any comments regarding limited beta versions available via the Members' Club here.
Post Reply
solops
Posts: 1084
Joined: Thu Jan 31, 2002 10:00 am
Location: Central Texas

Patch 1.2 Beta Issues

Post by solops »

OK, it took me about 30 minutes to get into some wierd problem. I installed the patch over V1.1 (that OK?) and started a new game as Turkey.Turn 1 I had no armies on the map except the garrisons, 4 leaders, 2 arty and 3 cav and two corps markers plus the Army of Egypt. I assigned the troops and 1 leader to the two corps markers. On turn 2 the unassigned leaders had vaporised...gone from the map. By turn 4 I noticed that I had several huge armies listed under the military advisor that are not present on the map. The missing leaders and the diplomat (also MIA) also show up on the list of assets in the Miliary Advisor screen but are not present on the map. I even checked the garrisions. Constantinople shows a huge troop count that cannot be found or accessed on the main map.

Also, the game seems to have trouble shutting down.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
User avatar
ericbabe
Posts: 11852
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: Patch 1.2 Beta Issues

Post by ericbabe »

Sounds like some sort of install problem...

Would you mind terribly reinstalling the game and 1.2 freshly over it and seeing if you have the same issues?

Image
solops
Posts: 1084
Joined: Thu Jan 31, 2002 10:00 am
Location: Central Texas

RE: Patch 1.2 Beta Issues

Post by solops »

Done. I uninstalled, rebooted and re-installed and updated straight to 1.2.

I re-started Turkey, 1792 campaing, with exactly the same results. Constantinople is showing 2 empty corps, 3 cav, 2 arty and 4 leaders plus a garrison on the main screen.

The Province data below the map shows almost 200K inf, 90K+ cav.

The Mil Avisor screen shows several armies with lots of inf and cav present in Constantinople.

Bad, bad.

You know, this brings up an idea for a neat enhancement. It would be really nice if, from the Mil advisor screen, you could double click or right-click on a unit and have the UI take you to that unit on the main map screen.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
solops
Posts: 1084
Joined: Thu Jan 31, 2002 10:00 am
Location: Central Texas

RE: Patch 1.2 Beta Issues

Post by solops »

I played a hunch and found the bug. If I choose the +1 or +2 options in the game setup, then the armies in Constantinople and a few other items become invisible. None of the other settings seem to have this effect.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
User avatar
ericbabe
Posts: 11852
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: Patch 1.2 Beta Issues

Post by ericbabe »

Oh well that just means there's not enough room to display it all in Constantinople. Use CTRL+Right Click on the province to open up an attachment box for everything in the province. This is the unit overflow issue.
Image
solops
Posts: 1084
Joined: Thu Jan 31, 2002 10:00 am
Location: Central Texas

RE: Patch 1.2 Beta Issues

Post by solops »

Don't know about that. When I move out all of the units I CAN see on turn 1 the "missing" units are still invisible but present on the next turn, i.e. the province is empty of units on the map, but all of the reports claim that their is a vast army there.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
solops
Posts: 1084
Joined: Thu Jan 31, 2002 10:00 am
Location: Central Texas

RE: Patch 1.2 Beta Issues

Post by solops »

In addition to the invisible army problem I have noticed that when I start a new game, the program tried to save into the "My Documents" folder on turn 1 rather than the CoG saved game folder.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
User avatar
Moltke71
Posts: 1246
Joined: Sat Sep 23, 2000 3:00 pm

RE: Patch 1.2 Beta Issues

Post by Moltke71 »

ORIGINAL: solops

In addition to the invisible army problem I have noticed that when I start a new game, the program tried to save into the "My Documents" folder on turn 1 rather than the CoG saved game folder.


Same problem here and is significant. My C drive is my smallest and I reseve it for mundane apps and utilities. Adding saves cuts down on my space.
Jim Cobb
User avatar
ericbabe
Posts: 11852
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: Patch 1.2 Beta Issues

Post by ericbabe »

ORIGINAL: solops

In addition to the invisible army problem I have noticed that when I start a new game, the program tried to save into the "My Documents" folder on turn 1 rather than the CoG saved game folder.

Same problem here and is significant. My C drive is my smallest and I reseve it for mundane apps and utilities. Adding saves cuts down on my space.

I haven't seen that before but it sort of makes sense -- MyDocuments is the default directory when Windows can't find the directory in which you tell it to look. It could be that on the first turn when it's time to save the current directory (CURDIR) is pointed to the wrong spot and so can't find the offset into the Save directory. I'll keep an eye open for this when I walk through the init code.
Image
Post Reply

Return to “Limited Beta Feedback”