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EAW 1.03 Public beta 3 (May 13th update)

Posted: Fri Apr 17, 2015 4:24 pm
by Pocus
Dear players,

Here is the link to the current public beta version of EAW 1.03. These are called 'release candidates' because each can potentially be the official one, if there is no issue of importance. They should be very stable in any case.
http://www.ageod-forum.com/downloads/latest/Patch_EAW_v1.03rc3_public.zip
End all Wars Updates (1.03)

Patch 1.03 rc3
Release Date: Q2 2015
How to update your game:



This patch is a comprehensive patch. It can upgrade to latest version any previous version of EAW. This patch is save-compatible.


Gameplay

Others stacks in a region are now listed with more details in the stack tooltip
Leaders of different nations, for the same side, don't compete anymore in the same chain of command
Traffic rule improved
absorbing a faction put back garrisons in newly gained cities
You now gain 5% MC in regions in all cases you have non passive units. Most of the time, winner also gets a significant portion of the loser’s MC, in case of battle.



Interface

losses of ships are now properly logged in the message panel
Forces Listing: more orders for the 'order column'. Can now be sorted
4 more indicators in battle report: failed morale, failed retreat, retreat attempts, full unit capture
promoting non stack leader bug fix
owner in region tooltip. neutral region indication / diplo


Historical setting, data and events

- Tweaked air parameters in GameLogic.opt to reduce lethality of air combat and balance losses more proportionately, while still allowing aces to have a noticeable upper hand.
- Reduced number of missions air units can fly in Models, and reduced AirCombat stats
- Implemented a change to the submarine warfare events, where if the ENT is AI controlled, GBR can take at most 1 loyalty point hit per turn, as the AI doesn't put enough emphasis on the importance of keeping transports in the Atlantic Box. This should minimize the effects vs the AI while still giving some incentive to maintain submarine efforts in the Atlantic.
- National Morale balancing events have been put into place to help wide discrepancies prior to 1916.
- Updated diplomatic option events to disable if used on the same turn the option off criteria fires (e.g., bug was occurring when Austria granted territorial concessions to Italy on the same turn Italy joined Entente). This is now corrected for all diplomatic events.
- Corrected Tank model to allow them to participate in Assaults (needed to properly use their Disrupt ability)
- Fixed an error in the 1914 scenario where French armies were not spawning correctly
Added end victory screens for Tutorial & Tannenberg


Engine

- Roughly 50% increase in turn processing speed!
Fix in precalculated regions list, resulting in AI being more passive.

Posted: Fri Apr 17, 2015 5:28 pm
by Lindi
- National Morale balancing events have been put into place to help wide discrepancies prior to 1916. ==> Really good new! I love read that.

Posted: Fri Apr 17, 2015 6:03 pm
by ashandresash
Quite good of a changelog. It's not just improving processing speed (which is awesome indeed), but making air, sea and tank units work better, and also fixing NM issues. Good job, I'll try it this weekend :thumbsup:

Posted: Fri Apr 17, 2015 11:38 pm
by Nico165
1'17 to run 1916's first turn with "use all behaviours" and "give AI more time". Impressive.

What was it, a silver bullet or an all-round optimisation ?

Whatever, that's one of the biggest problem of the engine gone.

Posted: Sun Apr 19, 2015 10:14 am
by Altaris
The big optimization was a region caching feature Pocus added in. Previously, region linking was calculated dynamically as needed, which could be resource intensive for things like AI calculations. Now the region files cache links up to something like 8 or 9 regions, so the dynamic calculations are no longer necessary. It does indeed make a big difference, it also improves performance during in-game scrolling and interface operations.

Posted: Sun Apr 19, 2015 4:08 pm
by JWW
Can this be applied to Pride of Nations?

Posted: Mon Apr 20, 2015 8:38 am
by Pocus
Yes to all games, this is not dependent of the graphic engine used (PON uses one that is different from the rest of AGE game).

Posted: Tue Apr 21, 2015 11:02 am
by Highlandcharge
I have been away from the game for a while, I think the new traffic rule is a good idea, is there a general rule to how many troops through can transit through a region before traffic penalty kicks in?

Thanks

Posted: Tue Apr 21, 2015 8:23 pm
by Kensai
Pocus wrote:Yes to all games, this is not dependent of the graphic engine used (PON uses one that is different from the rest of AGE game).

Could you adapt it to PON? This could be a huge boon!!
(sorry for hijacking, I am ecstatic for this new mechanism for all games, but PON probably needed this more than any other!)

Posted: Tue Apr 21, 2015 10:14 pm
by vaalen
Kensai wrote:Could you adapt it to PON? This could be a huge boon!!
(sorry for hijacking, I am ecstatic for this new mechanism for all games, but PON probably needed this more than any other!)

+ 1.

Posted: Wed Apr 22, 2015 8:50 am
by Pocus
Sure, it is planned indeed. We are striving to release a patch for PON before summer, this is why I encourage people to provide fixes to events, as I can't do them by lack of time.

Posted: Wed Apr 22, 2015 9:51 am
by Highlandcharge
Highlandcharge wrote:I have been away from the game for a while, I think the new traffic rule is a good idea, is there a general rule to how many troops through can transit through a region before traffic penalty kicks in?

Thanks



Anybody? :-)

Posted: Wed Apr 22, 2015 10:22 am
by Kensai
May I guess that it uses the same base mechanism as frontage? This could make sense as frontage is the same thing, more or less, but applied to battle. i.e. it tells you which units can effectively fight in a region according to its status.

I would guess the traffic rule worked in a similar way, but of course with other parameters (for example if a region has railways). I am not aware of exact numbers or any wiki post that explains it further. Perhaps we could create one, once information about it becomes divulged.

Posted: Wed Apr 22, 2015 1:07 pm
by elxaime
On air missions, one thing I noticed was that even if you had fighters and recon planes operating from the same base, sometimes the recon planes fly off unescorted and get massacred. Is this WAD? It would be nice to have some incentive to place fighters and recon planes together so the fighters can protect the recons. It would also be more historical. You should ask the Matrix War in the Pacific folks to help here! :) They can probably give you some feedback on how various air forces operated, since one of their modules was a hypothetical 1920-1926 naval/air war.

Posted: Wed Apr 22, 2015 4:05 pm
by Highlandcharge
You may be right Kensai, I suppose logically it could only be decided in 2 ways, by combat frontage or by combat power, I wonder if Altaris could help us :-)

Posted: Wed Apr 22, 2015 6:14 pm
by CFF
Great news, i was a little worry that u guys abandon TEAW because of the new Napoleon game, but now i see u guys are always making all games better, u guys are really honest devs, ty a lot for the great work!!

Posted: Wed Apr 22, 2015 6:51 pm
by CFF
Hope u guys dont forget to block the access of diplomats in the true neutrals , like Norway, or make it possible to go to war just for fun like what if... because lose one diplomat all game for the country dont join the war in the end is terrible. ty .

Posted: Wed Apr 22, 2015 9:08 pm
by Byrd
Try to remember which countries dont join and dont waste a dimplomat.

Posted: Fri Apr 24, 2015 2:47 pm
by ashandresash
There will be a new beta patch iteration released today? I read so in Matrix forum, and it'll be great to use it in my weekend gameplay. Thanks in advance.

Posted: Sun Apr 26, 2015 8:25 am
by Xaloc
I've tried to download the new beta but I got a message saying 'the download isn't available for download anymore'.

Posted: Sun Apr 26, 2015 8:32 pm
by Paul Roberts
Xaloc wrote:I've tried to download the new beta but I got a message saying 'the download isn't available for download anymore'.


Me too!

Posted: Mon Apr 27, 2015 9:20 am
by Pocus
New beta today!

Posted: Mon Apr 27, 2015 10:03 am
by Highlandcharge
I know I ask this a lot :-)

... will it be compatible with games started with the 17 of April 1.03 beta?

What are the changes between the 2 betas?

Thanks

Posted: Mon Apr 27, 2015 10:46 am
by Pocus
It will fixes the AI too passive problem that comes from the new sped up calculations. Plus a minor few entries, they will be in the log. It will be compatible.

Posted: Mon Apr 27, 2015 1:13 pm
by Highlandcharge
Cheers :-)

Posted: Mon Apr 27, 2015 4:03 pm
by Pocus
Patch updated to RC2! See first post...

Posted: Mon Apr 27, 2015 4:33 pm
by ashandresash
Great! Downloading. Though the AI fix is the main patch change, I actually want to encourage you to keep improving the interface. I like particularly the change made to allow players to sort forces by orders, and the addition of a bit more information in battle reports.

Posted: Mon Apr 27, 2015 4:49 pm
by Highlandcharge
Thanks :-)

Hey would it be possible in a future update to add the remembered trench lvl to a map overlay?

Posted: Mon Apr 27, 2015 7:42 pm
by Highlandcharge
I have downloaded and installed the 1.03RC2 27 April patch but the game version is still showing as 1.03RC1 17 April, although the exe is showing as being created at ‎27 ‎April ‎2015, ‏‎16:26:02.

Is anybody else seeing this, has my game updated correctly?

Posted: Mon Apr 27, 2015 8:10 pm
by ashandresash
Highlandcharge wrote:I have downloaded and installed the 1.03RC2 27 April patch but the game version is still showing as 1.03RC1 17 April, although the exe is showing as being created at ‎27 ‎April ‎2015, ‏‎16:26:02.

Is anybody else seeing this, has my game updated correctly?


Same here.

P.S. The patch seems to be working anyway. I've proven Tannemberg scenario and at the end of it a victory screen is appearing.