EIA v1.25.02 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

Moderator: MOD_EIA

pzgndr
Posts: 3687
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.25.02 Beta Hotfix #4 Available

Post by pzgndr »

Hotfix #4 posted. Primary task was to find and fix the reported game crashes. Should be OK now. Review what I wrote about Hotfix #3 above and pick up from there.

roos, I will take a look at your reported issues. I just noticed your post as I was wrapping up this hotfix. I'll take a look. We should be approaching a release candidate for the next official patch.

A personal update. I am planning to move in a few weeks. The week of April 17-21 may be a transition week with no code development until I get settled again. I should be up and running again soon thereafter.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3687
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.25.02 Beta Hotfix #3 Available

Post by pzgndr »

roos wrote: Fri Mar 31, 2023 6:22 pm 1. Human MPs cant reinforce controlled minor cities with MP garrison without a depot in the city, computer MPs can. Could be a good thing for helping AI though.
I need to better understand this. You cannot create a garrison without a depot, or reinforce a garrison without a depot? Please clarify.

So, I have this reinforcement issue, downgrading controlled free states with free state garrison to conq, and another reported reinforcement issue related to supply chain length. If there are no other significant issues reported this week,
I'll probably hold off on another hotfix and roll these into a new v1.25.03 version going forward.

The game should be quite stable and relatively bug-free with competitive AI now. I'm looking for AI performance trends that may need some adjustments. I would prefer some good feedback reports on multiple situations where the AI did something wrong (e.g., caused lapses of war, ran itself into Instability, poor allocation of forces, etc.) or did something right (e.g., borderline brilliant maneuvering, unexpectedly good actions, etc.) Rather than isolated incidents, I need to know what the AI needs to have adjusted and what is working very well so I can perhaps apply some applicable logics to other performance areas. Feedback like that would be most helpful going into a release version. We all want this to be the game we want to play, so please speak up. Thanks!
Bill Macon
Empires in Arms Developer
Strategic Command Developer
roos
Posts: 55
Joined: Thu Dec 27, 2007 2:14 pm

Re: EIA v1.25.02 Beta Hotfix #4 Available

Post by roos »

I'll try to clarify.

If, as human MP, one want to create a garrison (with new MP factors) in a conq or a free state during the supply step, one cant do that without having a depot (or corps in suppy) in the city. One have to reinforce the depot (or corps) and then transfer the factors to the city itself.

However, i have seen AI create garrisons in their conqs without depots or corps present.
roos
Posts: 55
Joined: Thu Dec 27, 2007 2:14 pm

Re: EIA v1.25.02 Beta Hotfix #4 Available

Post by roos »

Freeze:
Save provided. If you just load the save, auto forage and end turn the game freezes after some Prussian movement.
Save.zip
(195.29 KiB) Downloaded 23 times
pzgndr
Posts: 3687
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.25.02 Beta Hotfix #4 Available

Post by pzgndr »

roos wrote: Thu Apr 06, 2023 7:00 pm Freeze:
Save provided. If you just load the save, auto forage and end turn the game freezes after some Prussian
I just checked this, in both the release version and debug version I have. I did not get a game freeze? Let's keep an eye on things like this. I need a reproducible save to see the issue so I can track down the problem and fix it. Maybe try restarting the game from previous phase autosave and see if the problem persists.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
roos
Posts: 55
Joined: Thu Dec 27, 2007 2:14 pm

Re: EIA v1.25.02 Beta Hotfix #4 Available

Post by roos »

I used the exe from post 5088697. Now i downloaded the zip from 5073923 and the freeze is gone.
roos
Posts: 55
Joined: Thu Dec 27, 2007 2:14 pm

Re: EIA v1.25.02 Beta Hotfix #4 Available

Post by roos »

Other minor problem in the same save though. The garrison at Dijon cannot be picked up for some reason.
pzgndr
Posts: 3687
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.25.02 Beta Hotfix #4 Available

Post by pzgndr »

roos wrote: Thu Apr 06, 2023 8:09 pm Other minor problem in the same save though. The garrison at Dijon cannot be picked up for some reason.
OK, I see this one. I was more concerned about the game freeze report. I'll add the Dijon garrison issue to my list for next week. Assuming no other game crash reports, I'll start on v1.25.03 next week.

Be advised, everyone, my focus has been shifting to packing and moving lately. I'll try to get something out next week before I shut down code development during week of April 17.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3687
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.25.02 Beta Hotfix #4 Available

Post by pzgndr »

pzgndr wrote: Thu Apr 06, 2023 11:56 pm Be advised, everyone, my focus has been shifting to packing and moving lately. I'll try to get something out next week before I shut down code development during week of April 17.
Quick update. I have completed selling my house, moving, and setting up at my new residence, not far from Antietam battlefield. As I have not received any showstopper bug reports with the latest hotfix, I am proceeding with code development on v1.25.03.

I do have a list of about a dozen issues that I intend to work on before I release the next beta version. A couple of them are related to depot supply chain problems, which presents a dilemma for me. I can go back to previous code and focus on very specific fixes, or I can keep the current version code and make do with the minor glitches we're seeing, or I can delve into the supply grid code and see what I can do to make that work better. This is going to take some time.

Anyways, good news is that I am resuming code development work today and we'll try to get something out in the next week or so. Stay tuned.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3687
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: EIA v1.25.02 Beta Hotfix #3 Available

Post by pzgndr »

roos wrote: Fri Mar 31, 2023 6:22 pm 1. Human MPs cant reinforce controlled minor cities with MP garrison without a depot in the city, computer MPs can. Could be a good thing for helping AI though.
I verified that the AI code for garrisons does not check for corps or depot in the city. It helps the AI somewhat, so I'm going to leave it as-is and take this off my list.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
User avatar
Magpius
Posts: 1734
Joined: Thu Sep 20, 2007 11:21 pm
Location: Melbourne, Australia

Re: EIA v1.25.02 Beta Hotfix #4 Available

Post by Magpius »

Status updates always welcome.
Thank you.
Good luck with the move and settling in.

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
Post Reply

Return to “Empires in Arms the Napoleonic Wars of 1805 - 1815”