Page 1 of 2
1.14 Code Patch serie
Posted: Fri Aug 07, 2009 4:04 pm
by Pocus
Here is a non comprehensive patch, fixing bugs found in the code these weeks.
UPDATE TO 1.14C see post #6 for more details.You need to have installed the full 1.14 to patch before this one (it weights only a few Mbs).
http://ageoddl.telechargement.fr/temp/fix_AACW114c.zipAll bugs reported in the support line or in the forum have been checked theoretically. If you submitted a bug and it is still occurring with this quick patch, then please report it again.
Particularly:
Bug reported by Eel (Report #7409) is fixed.
Bug with AI Army creation fixed
Invalid files won't crash the game anymore when loading a game, they are ignored.
Some bugs report where not reproduced, particularly:
the PBEM Karl vs Kyle bug had no problem, both replay files generated ok.
An issue remaining to be fixed will be the Nato symbol of generically promoted leader. In the battle report, this won't be fixed anytime soon. If you get it elsewhere, please contact me.
The erratic behavior of the *No Capture* ability is not fixed. For the time being, consider that early cavalries can still, possibly, capture cities.
Thanks all for your patience. If you get any crash, please report.
Posted: Fri Aug 07, 2009 4:41 pm
by MrT
Pocus sir can it be applied over hotfixes?
Posted: Fri Aug 07, 2009 5:23 pm
by Gray_Lensman
deleted
Posted: Fri Aug 07, 2009 5:26 pm
by MrT
Ah ha thankyou gray, i thought you were on holiday (virtually speaking of course). Get back to your sun lounger and poolside beer!
Posted: Sat Aug 08, 2009 5:47 am
by KevinStorm
Pocus, I think I love you.
Posted: Fri Aug 14, 2009 4:33 pm
by Pocus
Patch 1.14c posted, contains an executable and an interface file.
It fixes:
Replay crash when you click on armies.
Bug in a counting function that could cause a problem in Pillage (spotted by the WIA community)
Bug in the 'Check Leaders' AI function, that could cause a crash (spotted by the ROP Beta test team)
Improved sorting of units in the unit panel (Ironclads before 3-masts, listed themselves before light ships, etc.). Courtesy of VGN development team

AACW Ledger (Objectives page) glitch
AACW NoCapture attribute problem not yet reproduced.
Added: More options for the AlterCuSubUnit script command (LeaderActive/LeaderUnActive)
Please note that I'll be away without Internet from August 18 to August 31...
Posted: Fri Aug 14, 2009 4:37 pm
by MrT
Posted: Fri Aug 14, 2009 4:42 pm
by Generalisimo
Well, usually you do not get internet on the beach...

Posted: Fri Aug 14, 2009 4:56 pm
by arsan
Ah! Lucky squirrel!!
Enjoy your vacations!

Posted: Fri Aug 14, 2009 5:20 pm
by MrT
Generalisimo wrote:Well, usually you do not get internet on the beach...
beach.. what is that? i only know the following locations, desk, toliet, and kitchen. My life has no beach!!

Posted: Fri Aug 14, 2009 5:31 pm
by Franciscus
Generalisimo wrote:Well, usually you do not get internet on the beach...
That was true a decade ago. Now, with iPhone, net on a pen, netbooks, etc., it is not, for sure. I do not know if this is a good thing, though...

Posted: Fri Aug 14, 2009 6:03 pm
by Generalisimo
Posted: Fri Aug 14, 2009 6:46 pm
by arsan
MrT wrote:beach.. what is that? i only know the following locations, desk, toliet, and kitchen. My life has no beach!!
It's like a toilet...but sandy. Don't worry, you are not missing much

Posted: Fri Aug 14, 2009 6:59 pm
by Gray_Lensman
deleted
Posted: Fri Aug 14, 2009 7:39 pm
by Nikel
Posted: Sat Aug 15, 2009 2:38 pm
by Big Ideas
Thanks again for your continuous support for this great game.
I appreciate all of your efforts and helpful instructions.
BI
Posted: Sun Aug 16, 2009 3:51 am
by Colonel Dreux
Pocus wrote:Patch 1.14c posted, contains an executable and an interface file.
It fixes:
Replay crash when you click on armies.
Bug in a counting function that could cause a problem in Pillage (spotted by the WIA community)
Bug in the 'Check Leaders' AI function, that could cause a crash (spotted by the ROP Beta test team)
Improved sorting of units in the unit panel (Ironclads before 3-masts, listed themselves before light ships, etc.). Courtesy of VGN development team

AACW Ledger (Objectives page) glitch
AACW NoCapture attribute problem not yet reproduced.
Added: More options for the AlterCuSubUnit script command (LeaderActive/LeaderUnActive)
Please note that I'll be away without Internet from August 18 to August 31...
Thanka for doing this. It is really appreciated.

Posted: Mon Aug 24, 2009 10:02 pm
by mikee64
Not sure of the exact state of the "NoCapture" rule at this time, but I'm running 1.14 w/ QF2 in a pbem and here is a shot from last turn. Stuart assaulted with a cav division and wiped out the garrison, but did not capture the stand alone depot.
I know there are a couple of more recent patches, but if I understood Pocus above there hasn't really been any change to this from the current version to the one I'm runnning. Can anyone confirm they have actually captured a stand alone depot with early cav?
Posted: Tue Aug 25, 2009 2:01 am
by Colonel Dreux
mikee64 wrote:Not sure of the exact state of the "NoCapture" rule at this time, but I'm running 1.14 w/ QF2 in a pbem and here is a shot from last turn. Stuart assaulted with a cav division and wiped out the garrison, but did not capture the stand alone depot.
I know there are a couple of more recent patches, but if I understood Pocus above there hasn't really been any change to this from the current version to the one I'm runnning. Can anyone confirm they have actually captured a stand alone depot with early cav?
Not I.
Posted: Tue Aug 25, 2009 10:33 am
by MrT
i captured fayetteville as rebs, u needed regional loyalty for it too work.
Big Ideas did some sterling work testing the no capture ability as seen here post 47 (page 2) onwards:-
http://www.ageod-forum.com/showthread.php?t=14943&page=2
Posted: Tue Aug 25, 2009 9:41 pm
by mikee64
Thanks for the link MrT, I read that thread at the time but didn't look back far enough to find it before my post here. BI did some good testing, but his was mostly w/ cities. My case was stand-alone but Gray also posted some info there on that.
Thanks again for the link. I really think Stuart with 6,000 troopers and 16 guns should be able to capture any stand-alone after the garrison is destroyed. And my MC in that region is 60%, but loyalty only 23%..
Posted: Wed Sep 02, 2009 10:11 am
by Pocus
Latest AACW comprehensive patch now includes quick fix 1.14c.
Posted: Wed Sep 02, 2009 2:01 pm
by Gray_Lensman
deleted
Posted: Wed Sep 02, 2009 7:22 pm
by Big Muddy
Let me make sure I have this right, I installed v1.14c followed by quickfix3, this is OK?
Posted: Thu Sep 03, 2009 12:29 am
by Gray_Lensman
deleted
Posted: Thu Sep 03, 2009 11:50 am
by richfed
Currently using a clean 1.14c -- no quickfixes.
Looks like the "merge units" cursor is missing again.
Posted: Thu Sep 03, 2009 12:10 pm
by Big Muddy
richfed wrote:Currently using a clean 1.14c -- no quickfixes.
Looks like the "merge units" cursor is missing again.
Sounds like you need quickfix3, it's ithe quicker fixer upper.
Non-Issue!
Posted: Thu Sep 03, 2009 12:32 pm
by richfed
richfed wrote:Currently using a clean 1.14c -- no quickfixes.
Looks like the "merge units" cursor is missing again.
After downloading the comprehensive 1.14c that Pocus recently posted, this problem is resolved!!
Big Muddy ... I am waiting for Gray's new QuickFix 4. I experienced severe CTDs with 3. Thanks!!
Posted: Fri Sep 04, 2009 12:52 am
by Gray_Lensman
deleted
Posted: Fri Sep 04, 2009 11:44 am
by richfed
Thanks , Gray -- always appreciated! Will launch into this over the weekend.