Reporting bugs (post v.1.02)

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Jimmer
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RE: Reporting bugs (post v.1.02)

Post by Jimmer »

The "vanishing corps counter" problem is still in force, I believe. I uploaded the saved game from the beginning of the land combat phase, AND after the battle. Davout and a Swedish corps battled Bagration up in Finland. I pulled assault against Russia's defend, so naturally I lost (losing 2 inf and 1 cav in the process). Bagration had no cav, so there shouldn't have been any pursuit. So, I should have had the corps with 5i and 1c left, along with Davout.

Instead, they're all captured.
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Jimmer
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RE: Reporting bugs (post v.1.02)

Post by Jimmer »

You can use the saved game from the last post(s) for this one.

France controls the English Channel. But, GB moves a light fleet there. France, with four minor fleets (2 Holland and 2 Sweden) attacks. However, because I want to continue holding the channel, I set the standing orders to "intercept weaker" and in all areas.

But, twice now, GB has moved a small light fleet into the Channel, and no roll was made for me to intercept. I suspect the orders are getting wiped out by the battle (even though I won), but this seems wrong.
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Jimmer
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RE: Reporting bugs (post v.1.02)

Post by Jimmer »

Nasty bug:

I couldn't take a picture of this, because the game got into an infinite loop.

During my movement phase, I had the Portuguese corps attack the British cav corps that was (unwisely) trying to be tougher than it is. I actually did this, though, by moving it out of the city during the reinforcement phase, thinking to prevent the Brits from running away. Previously, it had been inside the city, but the Brits were not besieging me, just sitting there.

Anyhow, I do all my land movement, and then all my combats. After this, the Spanish move and force the Portuguese to retreat. The Portuguese fleets are forced to evacuate. In the battle that ensues, I noted that both fleets caused three casualties to the opposing fleets. I did NOT notice which fleet (Spanish or British) was chosen to intercept.

Anyhow, at this point, I got an access violation. I saved it to the clipboard, and then I had to kill the game. This was because I could not exit the window. Every time I hit "done", it gave the access violation message. Sorry, no, I did not write it down; I was expecting to use the picture.

Anyhow, the saved game is just prior to France's land phase, which should have been just prior to GB's.
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Monadman
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RE: Reporting bugs (post v.1.02)

Post by Monadman »

ORIGINAL: Grognot

Seeking clarification re:

L19 LAND PHASE
From: pzgndr
Problem: When a major power garrisons a minor country first and then a common enemy of that minor country was to garrison that minor AFTER the first, the program gives immediate control to the second major power and will eventually allow the newcomer to steal the conquest.
File: Stealing conquests.sav
Status: Confirmed bug – Pending
----------------------

Does this mean that if two powers meet the conquest criteria -in the same month-, that the order of the land phase is used to break ties?  Or is this referring to a case where a second player enters, in the same month that control -would- have been transferred to the former (e.g. player A beats garrison in month I, player B enters in month I+1)?


Grognot,

First to occupy (gain control of) the minor’s capital city should get the conquest.

Richard

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Jimmer
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RE: Reporting bugs (post v.1.02)

Post by Jimmer »

ORIGINAL: Monadman

Grognot,

First to occupy (gain control of) the minor’s capital city should get the conquest.

Richard

Is this a change? In the original rulebook (for EiANW), it says that it's based upon the size of the garrisons there.

If it IS a change, I would like to see it go to the power that declared war directly on the minor, as opposed to the one who happens to go first in land movement (or, the one who got lucky and broke in).
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ndrose
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RE: Reporting bugs (post v.1.02)

Post by ndrose »

Jimmer, I've been looking at your Swedish movement problem, and don't get exactly the same results you do, though there are a couple of glitches.

First of all, the file you attached doesn't exactly match the jpg, inasmuch as in the file there's no depot under the Swedish corps, and all your depots are in use. However, if I destroy a depot elsewhere and build it in Sveaborg, the corps is in supply--up to a point.

When you first click on the corps, its potential movement ends at the Russian depot to the east, but it can actually move farther; you just have to decide whether to eat the depot or not. If you say yes, you have to stop there (as per the rules). If you say no, you can continue.

However, clicking movement is a little awkward on the map there--at least with my display. If you're in the space between Sveaborg and Viborg, and click on Viborg, it looks as if you haven't moved (though actually the counter shifts microscopically to the right). Nevertheless, it registers as being in the Viborg area. You can continue as far as St Petersburg, which is as far as you should be able to go.

Now, the supply is a problem, but I'm not sure whether this is a bug or not; I think it is, but it may be a gray area. If you remain in Sveaborg on your depot, you're in supply. If you go one space east, you're in supply. But if you cross the frontier to Viborg or beyond, you're out of supply, even though you're not out of range of the depot.

I suspect this is because France and Russia are not at war, and so--although you can use French depots to supply the Swedish corps--the game doesn't want you to trace "French" supply through Russian territory. I think you probably should be able to, since Sweden is at war with Russia, and it's a Swedish corps and the supply originates in Swedish territory; but I guess it's debatable.

Nathan Rose
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Monadman
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RE: Reporting bugs (post v.1.02)

Post by Monadman »

ORIGINAL: Jimmer

ORIGINAL: Monadman

Grognot,

First to occupy (gain control of) the minor’s capital city should get the conquest.

Richard

Is this a change? In the original rulebook (for EiANW), it says that it's based upon the size of the garrisons there.

Jimmer,

You may be confusing this with section 13.5.4. Anyway, I’ll clarify this matter by adding the following text to the in-game manual and addendum.

ADDITION
Section: 13.5 City Occupation
Subsections: 13.5.1 and 13.5.2
Add the following note to the end of both subsections

Note: when there is more then one major power at war with a common enemy, the program will give priority for control to the major power that garrisons the capital city first.

Richard
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Jimmer
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RE: Reporting bugs (post v.1.02)

Post by Jimmer »

ORIGINAL: ndrose

Jimmer, I've been looking at your Swedish movement problem, and don't get exactly the same results you do, though there are a couple of glitches.

First of all, the file you attached doesn't exactly match the jpg, inasmuch as in the file there's no depot under the Swedish corps, and all your depots are in use. However, if I destroy a depot elsewhere and build it in Sveaborg, the corps is in supply--up to a point.

When you first click on the corps, its potential movement ends at the Russian depot to the east, but it can actually move farther; you just have to decide whether to eat the depot or not. If you say yes, you have to stop there (as per the rules). If you say no, you can continue.

However, clicking movement is a little awkward on the map there--at least with my display. If you're in the space between Sveaborg and Viborg, and click on Viborg, it looks as if you haven't moved (though actually the counter shifts microscopically to the right). Nevertheless, it registers as being in the Viborg area. You can continue as far as St Petersburg, which is as far as you should be able to go.

Now, the supply is a problem, but I'm not sure whether this is a bug or not; I think it is, but it may be a gray area. If you remain in Sveaborg on your depot, you're in supply. If you go one space east, you're in supply. But if you cross the frontier to Viborg or beyond, you're out of supply, even though you're not out of range of the depot.

I suspect this is because France and Russia are not at war, and so--although you can use French depots to supply the Swedish corps--the game doesn't want you to trace "French" supply through Russian territory. I think you probably should be able to, since Sweden is at war with Russia, and it's a Swedish corps and the supply originates in Swedish territory; but I guess it's debatable.

Nathan Rose
Yes, I built the depot during the turn. But, the saved game files are from the beginning of the phase.

Actually, I didn't want to go to Viborg. I just wanted to go one space east, and it wouldn't let me. Quite possibly for the "messed up" stuff you point out.

Try attacking the corps one space north of Sveaborg. In that space, I'm supposedly out of supply.
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Jimmer
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RE: Reporting bugs (post v.1.02)

Post by Jimmer »

ORIGINAL: Monadman
Jimmer,

You may be confusing this with section 13.5.4. Anyway, I’ll clarify this matter by adding the following text to the in-game manual and addendum.

ADDITION
Section: 13.5 City Occupation
Subsections: 13.5.1 and 13.5.2
Add the following note to the end of both subsections

Note: when there is more then one major power at war with a common enemy, the program will give priority for control to the major power that garrisons the capital city first.

Richard
Got it. That will make it match the way the game works.

Now, about that "first come, first served" issue ...
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ndrose
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RE: Reporting bugs (post v.1.02)

Post by ndrose »

Huh, that's strange. I installed the patch today, and thought I had looked at Jimmer's files with 1.02, but either I was using 1.01 or there's some random variation in behavior, because now I'm seeing the same problem he reports.

Actually, even when you first build the depot and are sitting right on it, you're out of supply.

I was able to move to the space to the east of Sveaborg, but only by moving west first, then two spaces east. Not only that, but if you move back east one space at a time, so that you click back in Sveaborg then try to go east, the game won't let you. But you can hop over it from the space to the west. Which is...odd.

Nathan
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RE: Reporting bugs (post v.1.02)

Post by Thresh »

Minor Countries not doubling Manpower when made a free State.

I hadn't noticed it earlier, but I recently made Naples a Free state. It's money and manpower have not doubled, and neither have the money and manpower of my other free nation state, Baden.

Save file is attached.

Todd
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ndrose
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RE: Reporting bugs (post v.1.02)

Post by ndrose »

The province information down at the bottom always shows the original values. But the pop-up box for the free state shows the doubled values. In your savefile, the manpower values are doubled correctly, and it looks as if (judging by the funds available) the money is being correctly doubled also. E.g., Baden goes from 2/1 to 4/2.

However, the income is not displayed correctly in the pop-up box. It's credited correctly so far as I can tell, but the values in the box are all multiplied by 10! (E.g., Baden income shows as 40.) I've noticed this in my 1.02 game also.

There seems to be one exception in your file: Naples, which is originally 5/3, should be doubled to 10/6. But the income in your game for Naples is showing as not 5, not 10, not even 100, but 103. It looks like it's actually giving you 10, though, which is correct.

But the display should be fixed (something for patch 1.02b).

Nathan
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Jimmer
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RE: Reporting bugs (post v.1.02)

Post by Jimmer »

I kind of thought I wasn't going completely crazy. :)

Well, I found that the problem also exists in another game, this time as GB. Can't go east unless I go west. Claims it's too complicated. One hop: too complicated.

Anyhow, the depot problem seems to be in more places, too. In this game, I'm GB attacking Sardinia from Corsica. I conquered Corsica last turn, so the depot there is in supply, even without fleets.

In Sardinia, I built a depot to pay for my corps counters' supply. As you can see, though, it isn't working. The status line says "[Depot]None", and that's the way it is being played, too. I will have to forage on the 5 table to survive the turn.
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Jimmer
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RE: Reporting bugs (post v.1.02)

Post by Jimmer »

While you are at it, in that same game file, play around with the Egyptian corps in Cairo. Or, at least, it WAS in Cairo. I think now it's halfway between being in the city and besieging it. Hit the "move into or out of..." button, and it will do it. Not fight, just move.
 
Furthermore, I can't fight a battle trying to break out, and the other corps can't lift the siege (possibly because there isn't one).
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RE: Reporting bugs (post v.1.02)

Post by Grognot »

(Note: game was started in 1.01 beta, now on 1.02 beta)

Great Britain turned Denmark into a free state. The odd bit is -- why is the Danish fleet blockading the British fleets?
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Grognot
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Strange AI surrender logic

Post by Grognot »

(Note: game was started in 1.01 beta, now on 1.02 beta)

Austria and Prussia were both at war with (AI) Spain. Austria occupied Madrid; Prussia remained outside. Both had substantial forces in Spain. The Prussians have not yet actually engaged the Spanish forces in major field battles.

It seems slightly dubious that Spain would surrender unconditionally to Prussia, but not Austria. Possibly not bug, but perhaps worth looking into.
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Addn'l observations

Post by Grognot »

Addn'l observations re: Austria/Prussia game:

As Prussia, I can see all the Spanish guerrilla forces -- movement points, number of militia factors actually inside, morale. I can also see all the Russian corps' movement points allowed, but not their composition. Ditto for GB. I cannot see movement points for Austria or Turkey.

Denmark (Prussian-controlled) lists Portugal (Russian-controlled) among its wars, as well as various Prussian free states. Prussia and Russia aren't at war.


Moroccan income shows up as $61 / 4 MP.
Algerian as $00 (two zeroes!) / 0 MP
Denmark as $62 / 4 MP

Not strict 10x. Normal in a few places. Portugal shows up as $6 / 4 MP.
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RE: Addn'l observations

Post by Grognot »

Click on the Ottoman Empire and note the nation information -- it claims 460 income/48 manpower. It might be just a display error, because I only received $46, not $460. I'll have to wait until March to see it gets 10x the amount it actually should.

Note -- I clicked a bit on others, including the full CoTR in a PR/RU game also updated to 1.02, and didn't see the 10x elsewhere. *shrug* Weird.
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RE: Addn'l observations

Post by Grognot »

Incidentally, that Spain/Turkish game in my last post also shows Austria still at war with the individual components of the Ottoman Empire.  A formal peace had been made when Austria unconditionally surrendered.
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Thresh
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RE: Reporting bugs (post v.1.02)

Post by Thresh »

Thanks, I hadn;t realized had changed the manpower and money values for some Nations as much as they have...

Todd

ORIGINAL: ndrose

The province information down at the bottom always shows the original values. But the pop-up box for the free state shows the doubled values. In your savefile, the manpower values are doubled correctly, and it looks as if (judging by the funds available) the money is being correctly doubled also. E.g., Baden goes from 2/1 to 4/2.

However, the income is not displayed correctly in the pop-up box. It's credited correctly so far as I can tell, but the values in the box are all multiplied by 10! (E.g., Baden income shows as 40.) I've noticed this in my 1.02 game also.

There seems to be one exception in your file: Naples, which is originally 5/3, should be doubled to 10/6. But the income in your game for Naples is showing as not 5, not 10, not even 100, but 103. It looks like it's actually giving you 10, though, which is correct.

But the display should be fixed (something for patch 1.02b).

Nathan
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