Issues that were addressed in 1.01b and 1.02
Moderator: MOD_EIA
RE: Conquered minor -> FS stand up
The EiANW rule book should probably be tweaked, then -- 7.3 notes "If the minor country has corps, and this is not the first time setting up, the forces available will be whatever was leftover from the previous war (but not including prisoners)". A clarification that this only occurs if a formerly free state became a neutral state through downgrade of relations would be appropriate.
--
Not a grognard.
Not an optimizer. It's a game to me, not a job.
Not a grognard.
Not an optimizer. It's a game to me, not a job.
RE: Conquered minor -> FS stand up
Update on the Pr/Au PBEM game where the my machine (client) thought that Au (host) went AI -- Host was able to generate a backup save file. I uninstalled / reinstalled / repatched EiANW to be sure, loaded the backup save file, and client now considers Au to be human-controlled once more.
--
Not a grognard.
Not an optimizer. It's a game to me, not a job.
Not a grognard.
Not an optimizer. It's a game to me, not a job.
RE: Conquered minor -> FS stand up
Grognot,
You are confusing the setup of minors after war has been declared on them (section 7.3) and the setup of fleets (at their last known strength) after declaring a minor country a free state (section 6.8)
Richard
You are confusing the setup of minors after war has been declared on them (section 7.3) and the setup of fleets (at their last known strength) after declaring a minor country a free state (section 6.8)
Richard
RE: Reporting Bugs (as of v.1.01)
ORIGINAL: Pans
Hi Richard,
I´m not sure if this is a bug but I get the same output from the random numbers generated during forage. I was playing the french against AI.
Please look at my attachment
Andreas
Andreas,
Do you have the actual saved game file that generated these numbers? It is always easier (and faster) for Marshall to fix problems when there is a file to work with.
Thanks
Richard
RE: Conquered minor -> FS stand up
ORIGINAL: Grognot
The EiANW rule book should probably be tweaked, then -- 7.3 notes "If the minor country has corps, and this is not the first time setting up, the forces available will be whatever was leftover from the previous war (but not including prisoners)". A clarification that this only occurs if a formerly free state became a neutral state through downgrade of relations would be appropriate.
This is interesting, what happens if the Free State becomes neutral because of fiasco?
EiA rules states that land forces are removed if the minor loses its status as Free State. I beleive this is interpreted by most player groups that if the minor is activated again its set up according to the land forces listed in the minor innitial setup table. I know the game is sometime played with House Rules allowing neutrals to keep its forces when inactive and sometimes even to retroactivly build forces for economic phases passed while inactive (usually with the printed value not doubled as when active). I'm leaning towards prefering to play with the second (with off board building) as it usually makes it harder to conquer minors.
Im not sure that the concept of retaining armies if you downgrade the minor is good though. Its unrealistic to disolve the army and then be able to recreate it without any side effects or drawbacks. It also opens up for some shady tactics. Its possible to use the minors as a mobilization pool after they are built up to full strenght and dodge cost for maintainance and at will use the income to build up the majors forces, pay supply etc. I have a hard time beleiving this was ever intended by the developers.
An Elephant
RE: Conquered minor -> FS stand up
Btw section 7.3 seems to be missing an "is".
If the minor country has corps, and this not the first time setting up, the forces • available will be whatever was leftover from the previous war (but not including prisoners).
An Elephant
RE: Conquered minor -> FS stand up
For consistency, it might be best if minor country prisoners weren't available for reinforcement if one returns them after FS status.
Currently -- ex. France at war with Prussia, captures Saxon soldiers in battle, then takes Saxony -- he can then FS Saxony, and release the Saxon factors, and they're now available.
Currently -- ex. France at war with Prussia, captures Saxon soldiers in battle, then takes Saxony -- he can then FS Saxony, and release the Saxon factors, and they're now available.
--
Not a grognard.
Not an optimizer. It's a game to me, not a job.
Not a grognard.
Not an optimizer. It's a game to me, not a job.
RE: Conquered minor -> FS stand up
Performance on adding/removing supply depots gets progressively worse as you increase the # of corps and territories. it seems to be exponential in growth. I suspect your basic algorithm is wrong, trying a sweep and mark strategy should get the performance down to acceptable levels.
- delatbabel
- Posts: 1252
- Joined: Sun Jul 30, 2006 1:37 am
- Location: Sydney, Australia
- Contact:
RE: spelling
ORIGINAL: sw30
This may fall under item G4- is it Stavrapol or Stavropol? The maip and the log/victory condition screen disagree with each other.
Transliterating Russian into English is a tricky business, especially with certain vowel and (soft) consonant sounds. Although the name of the place in Russian is spelled as "Stavropol" (or the equivalent Cyrillic letters -- the PC that does Cyrillic is in the other room and I'm too lazy to go switch keyboards), any Russian "o" vowel that is in a syllable that is not stressed is pronounced, and often transliterated, as a short "a". It's actually a schwa, that sound that is almost a silent vowel, like the "e" in "begin".
The stress on "Stavropol" is on the last syllable, as such -- stavroPOL. The last "O" is pronounced very much like an "o" in the English word "box", but the middle "o" is pronounced like a short / schwa "a" so the word sounds like "stav ra POL". The more modern approach is to transliterate that word into latin characters as "Stavrapol", although the correct spelling in Russian is (or looks like the cyrillic letters) "Stavropol".
Either is correct, although one or the other should be chosen for consistency in the game.
--
Del
Del
- delatbabel
- Posts: 1252
- Joined: Sun Jul 30, 2006 1:37 am
- Location: Sydney, Australia
- Contact:
Conf of the Rhine corps morale
In the manual, and in the game up until the time the Confederation of the Rhine is created, Saxony, Baden, Wurtemburg, and a few others have corps with morale 3 for infantry and 4 for cavalry. Once the Confederation of the Rhine is created the morale for those corps drops back to 2 inf / 3 cav.
Do I really need a save game for that? It should be easy enough to verify.
Do I really need a save game for that? It should be easy enough to verify.
--
Del
Del
RE: Conf of the Rhine corps morale
ORIGINAL: delatbabel
In the manual, and in the game up until the time the Confederation of the Rhine is created, Saxony, Baden, Wurtemburg, and a few others have corps with morale 3 for infantry and 4 for cavalry. Once the Confederation of the Rhine is created the morale for those corps drops back to 2 inf / 3 cav.
Do I really need a save game for that? It should be easy enough to verify.
If you have one it would be nice and would help confirm and expedite the fix.
Thanks
Richard
RE: Reporting Bugs (as of v.1.01)
ORIGINAL: Monadman
ORIGINAL: Pans
Hi Richard,
I´m not sure if this is a bug but I get the same output from the random numbers generated during forage. I was playing the french against AI.
Please look at my attachment
Andreas
Andreas,
Do you have the actual saved game file that generated these numbers? It is always easier (and faster) for Marshall to fix problems when there is a file to work with.
Thanks
Richard
Andreas,
Never mind, got it, those rolls are auto forage results that should have been written to the status panel as “Auto Foraged”
Thanks
Richard
RE: spelling
One more issue- I can't seem to create Garrisons anymore. whenever I try to, I get an error dialog (windows dialog, not game dialog) saying "COULD NOT CREATE GARRISON" (caps rendered as displayed)
Is there a limit to # garrisons? if so, is it by country or total?
Is there a limit to # garrisons? if so, is it by country or total?
force listing
Force listing menu is missing a column - A (artillery)
it makes the French and Russian artillery corps look empty.
btw, the French 4th Cav Corp is labeled as "IV", it should be "IVC"
it makes the French and Russian artillery corps look empty.
btw, the French 4th Cav Corp is labeled as "IV", it should be "IVC"
RE: Conquered minor -> FS stand up
ORIGINAL: Grognot
For consistency, it might be best if minor country prisoners weren't available for reinforcement if one returns them after FS status.
Currently -- ex. France at war with Prussia, captures Saxon soldiers in battle, then takes Saxony -- he can then FS Saxony, and release the Saxon factors, and they're now available.
Grognot,
I cannot confirm there is a problem - the program does not allow for this scenario to occur. If France conquers Saxony, the prisoners are returned but if France declares Saxony a FS, those factors are not available for placement during the next reinforcement phase, they must be purchased during the economic phase.
Richard
RE: spelling
ORIGINAL: sw30
One more issue- I can't seem to create Garrisons anymore. whenever I try to, I get an error dialog (windows dialog, not game dialog) saying "COULD NOT CREATE GARRISON" (caps rendered as displayed)
Is there a limit to # garrisons? if so, is it by country or total?
If you have a saved game for that one it would help confirm and expedite any necessary fixes.
Thanks
Richard
RE: Conquered minor -> FS stand up
ORIGINAL: Monadman
I cannot confirm there is a problem - the program does not allow for this scenario to occur. If France conquers Saxony, the prisoners are returned but if France declares Saxony a FS, those factors are not available for placement during the next reinforcement phase, they must be purchased during the economic phase.
Must have been fixed in 1.01beta (ran a quick test with a British invasion of Holland), as I've done this sort of thing in 1.0. Spiffy.
--
Not a grognard.
Not an optimizer. It's a game to me, not a job.
Not a grognard.
Not an optimizer. It's a game to me, not a job.
RE: Conquered minor -> FS stand up
Capital occupation ("Forced surrender"), as i read, a nation is forced to surrender if its capital is occupied and unbesieged. That sounds like a BUG to me. Since it should only be forced if he low in stability, and cant pay upkeep, or no manpower collection ?
I heard in some games, GB supporting both Spain and Prussian and Austria with money for upkeep. To avoid surrenders.
Regards
Bresh
I heard in some games, GB supporting both Spain and Prussian and Austria with money for upkeep. To avoid surrenders.
Regards
Bresh
- DCWhitworth
- Posts: 676
- Joined: Sat Dec 15, 2007 1:20 am
- Location: Norwich, England
Depot Garrison
I've got an interesting bug that doesn't seem to be on the list.
Playing 1.01 Beta PBEM game (played from scratch with that version). France at war with Prussia. France moves a corps into the Magdeburg area. In this area is a Prussian depot garrisoned with 1 factor and a Prussian Corps which is inside the city.
If I (as France) select 'Move unit INTO to OUT OF city' in order to siege Magdeburg, I get the error "City has no room for this unit".
If I select 'Transfer factors to/from garrison' it will allow me to select the Prussian depot and put factors on it and even take the Prussian garrison factor off into my French corps.
Then during the combat phase I attacked the depot, killing the garrison in a single round, but it generated a battle file, despite the fact I don't think there are any possible choices the Prussian can make.
I have a game file I can PM you if desired.
Playing 1.01 Beta PBEM game (played from scratch with that version). France at war with Prussia. France moves a corps into the Magdeburg area. In this area is a Prussian depot garrisoned with 1 factor and a Prussian Corps which is inside the city.
If I (as France) select 'Move unit INTO to OUT OF city' in order to siege Magdeburg, I get the error "City has no room for this unit".
If I select 'Transfer factors to/from garrison' it will allow me to select the Prussian depot and put factors on it and even take the Prussian garrison factor off into my French corps.
Then during the combat phase I attacked the depot, killing the garrison in a single round, but it generated a battle file, despite the fact I don't think there are any possible choices the Prussian can make.
I have a game file I can PM you if desired.
Regards
David
David


