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Highlandcharge
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Sun Nov 02, 2014 8:56 pm

Picaron is that with the new no retreat if posture not attack rule?

If yes those battle reports seem very promising, a lot more like the protracted battles in WWI than before :)

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picaron
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Mon Nov 03, 2014 2:50 am

Highlandcharge wrote:Picaron is that with the new no retreat if posture not attack rule?



The battles are with the patch 1.01rc7
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Highlandcharge
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Mon Nov 03, 2014 10:30 am

So in theory with the new posture rule the battles should be even more protracted and bloody, this game is feeling more like a WWI game with each RC release :-)

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Pocus
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Mon Nov 03, 2014 10:57 am

bjmorgan wrote:I am also having repeated crash problems with 09.


I did not get any problem solving the new turn. I would need a beta tester or two or any volunteer really to try your turn also. If there is no issue, then this might be memory related.
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bjmorgan
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Mon Nov 03, 2014 3:50 pm

SO, if it's memory related, what can I do to make the problem go away. I have way more memory than the minimum according to the program specs. Is there something I can turn off, another process I can terminate? I generally only run EAW by itself, avoiding any other user applications.

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ajarnlance
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Mon Nov 03, 2014 5:09 pm

picaron wrote:Image

Image

Image



:wavey:


Yes, those are horrific casualties... looks realistic to me... ;)
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Blond_Knight
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Mon Nov 03, 2014 5:28 pm

I started an Eastern front game as the CP lastnight after updating, and I agree that the word "horrific" applied. What a meat-grinder!!

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Highlandcharge
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Mon Nov 03, 2014 6:43 pm

Yes I think with armies not being forced to retreat unless the enemy army is set to attack posture should make EAW a lot more world war oney :)

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Le Ricain
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Tue Nov 04, 2014 8:41 pm

I believe that the casualties are too high. WWI was a meat grinder, but I cannot think of any western front battles of two weeks or less duration that had casualties in the range of 90k - 136k (Triple Entente) and 60 - 84k (Central Powers) that you have seen in your games.
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Highlandcharge
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Tue Nov 04, 2014 9:32 pm

After a bit of online research you seem to be correct Le Ricain, casualties need to be toned down a bit...

Hey my parents live near Aberdeen :)

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Taciturn Scot
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Wed Nov 05, 2014 4:29 am

Ah'm frae Aiberdeen too, min. :D

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Pocus
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Wed Nov 05, 2014 9:57 am

This included the wounded though, as part of the conscripts lost trickle back over time in your pool.
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Highlandcharge
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Wed Nov 05, 2014 10:54 am

Thanks for the explanation pocus, is there a RC incoming at some point this week that shows the penetration value correctly in the until panel?

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PJL
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Wed Nov 05, 2014 10:59 am

I think the problem is that not so much that the casualty rates are high but that the game tends to alternate between having very bloody turns and very quiet turns. What tended to happen was that battles were less bloody but more frequent. Which suggests that armies recovered more quickly from battles.

Therefore instead of tinkering with casualty rates, it is posture we should be changing. A quick workaround would be to disable the most reckless postures (the orange / red ones). This would mean that attacks would be less costly per turn but also take less time to recover from. This would then mean more evenly balanced attacks over several turns (instead of 2 battles in one turn, and none the next, it would be more like one battle per turn, every turn). Since the defender no longer retreats from battles in the game it also makes their orange / red postures redundant too.
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Highlandcharge
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Wed Nov 05, 2014 11:15 am

Hi PJL there is new rule that stops the attacking army retreating unless forced to or the defending army moves to an attack posture.... so in theory armies should stay in contact longer...

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PJL
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Wed Nov 05, 2014 7:07 pm

Highlandcharge wrote:Hi PJL there is new rule that stops the attacking army retreating unless forced to or the defending army moves to an attack posture.... so in theory armies should stay in contact longer...


Oh, so the attacker can't retreat if attacking, but defender still can retreat (if they're defending)? If that's the case, then people are going to have to very careful about attacking lest they get completely decimated by a superior opponent. Though this wouldn't solve the high casualty rate for battles. Maybe just disable the orange/red posture for attacks instead?
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Ace
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Wed Nov 05, 2014 7:23 pm

If vast majority agree, combat efficiency can be tweaked by adjusting only 2 factors

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Highlandcharge
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Wed Nov 05, 2014 7:41 pm

What factors are they ACE?

elxaime
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Wed Nov 05, 2014 8:52 pm

Taciturn Scot wrote:Ah'm frae Aiberdeen too, min. :D


https://www.youtube.com/watch?v=5UsAtbPuK4s

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Le Ricain
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Wed Nov 05, 2014 10:07 pm

Pocus wrote:This included the wounded though, as part of the conscripts lost trickle back over time in your pool.


Even including wounded, the casualties listed in the examples given by Ajarnlance are too high when compared to WWI actual battles. Casualties (killed, wounded and missing) given in the examples taken from the game (90-136k for the Allies and 60-84k for the Central Powers) are simply too high for the individual battles of 15 days or less duration.
[SIGPIC][/SIGPIC]



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Colonel C.E. Stanton, aide to A.E.F. commander John 'Black Jack' Pershing, upon the landing of the first US troops in France 1917

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Wed Nov 05, 2014 11:52 pm

Le Ricain wrote:Even including wounded, the casualties listed in the examples given by Ajarnlance are too high when compared to WWI actual battles. Casualties (killed, wounded and missing) given in the examples taken from the game (90-136k for the Allies and 60-84k for the Central Powers) are simply too high for the individual battles of 15 days or less duration.


I also noticed that total casualties are too high in some of my battles. Hopefully this is something that can be fixed soon (or sooner :) )in the next beta patch.

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Templer
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Do I have installed the Public beta patch 1:01 RC9 (upd oct 31)

Thu Nov 06, 2014 12:09 pm

I have installed Public beta Patch 1.01 RC9 (upd oct 31) (I think anyway), but the credits in the game show me version: EAW 1.01? :confused:
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clandini5
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Thu Nov 06, 2014 1:02 pm

I get the same thing Templar, my presumption is that the 1.01 being so close to the bottom right it crowds the RC9 off the screen

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Templer
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Thu Nov 06, 2014 1:56 pm

clandini5 wrote:I get the same thing Templar, my presumption is that the 1.01 being so close to the bottom right it crowds the RC9 off the screen

It's not the Version No. bottom right on the loading screen.
It's in the "Credit" menue:

Hey, I can't upload any image! :confused:
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Pocus
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Thu Nov 06, 2014 3:21 pm

RC9 is has been used for the official version sent to Matrix and Steam, so this might explain the 'problem'. I think you are up to date here.
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caranorn
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Thu Nov 06, 2014 8:35 pm

In ajaranlance's examples above there seem to have been rather high levels of comittment and actual losses per comitted unit don't appear to be that high. Essentially these might be too high troop sensities which would logically lead to higher casualties. But I've only seen the screenshots, so am only judging by that...
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DrPostman
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Fri Nov 07, 2014 3:36 am

Templer wrote:It's not the Version No. bottom right on the loading screen.
It's in the "Credit" menue:

Hey, I can't upload any image! :confused:

The forum does that sometimes. It's frustrating, but I get
around it by using IMGUR
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fred zeppelin
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Thu Nov 13, 2014 10:14 pm

oldspec4 wrote:I also noticed that total casualties are too high in some of my battles. Hopefully this is something that can be fixed soon (or sooner :) )in the next beta patch.


Seconded.

Nico165
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Fri Nov 14, 2014 4:50 pm

We have an official patch :)

But there seems to miss some elements from latest beta patch in the changelog : http://www.ageod-forum.com/showthread.php?38221-To-End-All-Wars-gets-its-first-major-patch%21&p=335631#post335631

Anything new (or less) between RC9 and official release ?

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DrPostman
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Fri Nov 14, 2014 5:37 pm

Nico165 wrote:We have an official patch :)

But there seems to miss some elements from latest beta patch in the changelog : http://www.ageod-forum.com/showthread.php?38221-To-End-All-Wars-gets-its-first-major-patch%21&p=335631#post335631
Anything new (or less) between RC9 and official release ?


I'd like to know that before I apply it too.
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