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PhilThib
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Patch 1.05e on Beta Trial

Sun Jan 11, 2009 6:53 pm

Calvinus has just released 1.05e with many improvements, based on your comments and remarks from 1.05d. You'll find it here.

Link to Patch 1.05e

http://ageoddl.telechargement.fr/3rdParty/WW1/Patches/WW1_Patch_v1.0.5e.exe

For those who have the demo, here is the link to Demo Patch 1.05e

http://ageoddl.telechargement.fr/3rdParty/WW1/Patches/WW1_DemoPatch_v1.0.5e.exe

Thanks
:thumbsup:
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Paul Roberts
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Sun Jan 11, 2009 7:01 pm

Wonderful! :D

I trust that a list of the new changes will be along soon.

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PhilThib
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Sun Jan 11, 2009 7:31 pm

Most likely tomorrow morning, unless Calvinus can connect here later tonight ;)
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calvinus
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Sun Jan 11, 2009 7:51 pm

Herewith the news:

[Version 1.0.5a]
[Version 1.0.5b]
[Version 1.0.5c]
[Version 1.0.5d]
[Version 1.0.5e]
************

New features:
- The original boardgame rule for trenches level has been introduced: trenches level on the Eastern Front is now 1 point less than the Western Front
- Trenches level is now displayed also in land battles & sieges windows
- Nations flags are now displayed also on stacks when the NATO display mode is selected (square-like counters)
- Events can now be discarded
- The limitation of "one combat doctrine research per year per player" is now in force (nations may still plan the research of different doctrines, but only the first one can be tested, a second one is admitted with a big penalty, but all following tests are automatic failures)
- Implemented the -2 modifier to trenches level in minor fronts (Balkan, Armenian, Orient, rest-of-the-World)
- Reinforcing units cannot be anymore placed over unsupplied (or isolated/encircled) stacks
- Reinforcing units can now be placed only in HQ/GHQs (supplied) or major cities (not towns)
- Added the surrender tests for conquered minor countries
(*) Added the France + Russia surrender requirements for game end in all major scenarios (campaigns)
(*) Turkish leader "Enver Pasha" cannot be anymore sacked, unless by event
(*) Added events that trigger the change of national flag in case of Communist / Autocratic regime overthrow in Russia

Improvements:
- The events pool on the bottom of the screen is now composed by 16 cards
- The ugly background picture behind the current game phase name has been removed
- Added double check of nations neutrality inside diplomatic choices of AI for the planning of diplomatic moves and missions
- Removed the redundant checks concerning previous battle fought limitations on movements for the starting-move areas
(*) The "Supplementary Munitions" events have been corrected: they can now be both aloways played
(*) The icon of "Squalls" event is now like all other military events
- Improved AI for surrender opportunity evaluation
- The 1/3 - 2/3 RP spending checks for Germany on Western & Eastern Front have been disabled
- The max duration for events choice procedure is now set to 10 minutes
- Some battle texts have been better centered
- Most tutorial texts have been integrated, improved and corrected
- Tutorial #2 has been widely corrected and refactored
- Air squadrons can now be sent to HQ reserves (and back to first line, as a consequence)
- Unsupplied stacks cannot be redeployed anymore
- Unsupplied stacks cannot benefit of friendly HQs during battle
- Movement sounds are now played also when executing allied or enemy moves
- 2nd Fleet intervention checks during naval battles can now be performed on fleets whose range is max 2 open seas from the combat location
- Supply checks are now performed also at the beginning of Reinforcements and Military phases
- Added an Interphase at the end of all minor scenarios, so that players have the opportunity of examining the map when the scenario is finished
- Stacks outside of Europe are now always in supply
- Sea transport capacity has been set to 2 (two) for all minor countries
(*) Now only major nations can do technological researchs and investments (both AI or human controlled)
- Savegame procedure now stores also the random seed
- Battle AI boosted
- In trench warfare support value of artillery units is now displayed always in full mode (as if in defense attitude)
- Military AI has been improved in order to avoid massive redeployment of multi-army forces inside the same area
- Military AI has been improved in order to ignore any redeployment possibilities that would make the Front ungarrisoned
- "Strictly turn-based mode" is now forced when playing in Multiplayer
- Removed the game slow downs during your turn when the Strictly turn-based mode is on
- Every time you change the map display mode, current selections (unit/area/nation) are now resetted, so that all color filters can be properly refreshed
- African units cannot be placed/detached anymore outside of Africa
- Unsupplied corps have now always a zero fire value
- Added supply bonus for stacks landed on beach-heads
- Improved chances of success for reconnaissance missions in areas a bit far from the ZOC
- Corrected the max capacity for RP stockpiling of all major nations
- Removed the "max rebellion per country" check in case of rebellion outcome outside of Europe (*) Introduced a rule for Great Britain: max 2 corps buildable within one Interphase and the following one
- The above limitation for Great Britain is improved to 5 corps as soon the political action "Conscription" is successfully adopted
- Air aces now can appear during air duels
- Assault troops (stosstrupper) successfully attached to corps during battles, are no more displayed in commitments/deployments/rear lists, provided they belong to the attached corps
- Naval transports are now allowed with all meteo conditions, provided the destination area is a friendly harbour (landings on enemy shores still require sunny weather)
- Air interceptions and duels are now allowed only when the hunting value of air squadrons is greater than zero
- Corrected a graphic glitch in the animation of US soldier sprites
- The game log now displays up to three rows of texts when minimized


(*) Scenario changes:
- 1914, 1916, 1918 and Palestine scenarios: removed the "decorative" tag from the Red Sea and Persian Gulf sea zones
- 1914, 1916, 1918 and Palestine scenarios: climate of Red Sea and Persian Gulf sea zones is now Desertic
- 1914, 1916 and 1918 scenarios: climate of North Sea is now temperate
- All scenarios: German commercial raiders are now set at "Light Cruisers"
- Corrected region name on the map "Lazio"
- 1914 and Tannenberg scenarios: the "ghost" fortress of Olita is now located in Suwalki
- 1916 scenario: the African theatre of war has been corrected
- 1916 and 1918 scenarios: Turkish fleet is now led by the German admiral Souchon
- 1916 scenario: Portugal is not at war yet, despite its diplomatic level is very close to the entry at war on the side of the Allies
- 1914, 1916 and 1918 scenarios: corrected rules for losses ignore in Caucasus-Armenian front for Russians and Turks
- All scenarios: images of event "Death of Franz Joseph" and "Hungarian crisis" have been corrected
- Description of Tannenberg scenario has been corrected (English text)
- Caporetto scenario: corrected Sachsenberg and Spittal areas
- All scenarios: corrected support values of all artillery units for trench warfare
- 1914 scenario: added rule for grating the Right of Passage through Luxemuberg to Germany and France if the "Moltke" war-plan is chosen by Germany
- All scenarios: added removal of special BEF 8(3)-9-4 corps upon reinforcement of II British army
- All scenarios: double-checked and fixed all events scripts (max number of occurrence value)
- All scenarios: double-checked and fixed all rebellion/uprisings/nationalist agitations events (placement of the rebellion counter)
- 1914 scenario: removed the English marines reinforcements to Belgian HQ (now triggered by event, provided Belgium is at war with the Central Powers)
- All scenarios: corrected map adjancency infos concerning areas bordering with Persian Gulf and Red Sea, in order to make possible all landings and naval transports
- 1916 scenario: the British GHQ was missing
- 1916 scenario: setup of troops in African theatre furtherly corrected
- 1916 and 1918 scenario: Luxemburg is now at war on the side of Central Powers and its territory is not anymore under German control, so that Luxemburg does not surrender anymore at the end of the first turn
- All scenarios: "Lawrence of Arabia" and "Wassmuss" event corrected
- Palestine scenario: Arab army (led by Lawrence of Arabia) is now in the setup


Fixed bugs:
(*) Fixed bug in the tooltips of air units
- Fixed bug in trench battles AI concerning the choice of land tactics
- Fixed display bug concerning the Free Press
(*) The historical event "Death of Franz Joseph" can now occur only once
- Checks for sending units to HQ reserves now are not made anymore for artilleries and support units
(*) Corrected labels in "Mutinies" events
- Fixed bug in social / stability tests triggered by events play
(*) Fixed bug in execution of "Historical War-Plan" event
- Fixed crash in savegames caused by "Grant Right of Passage" event play
- Fixed nasty bug in RP spending checks
- Fixed display bug in sieges window that caused the same nation shown both as besieger and besieged
- Fixed bugs in the 4-players campaigns that caused battles between allies and loss of control of areas due to allied moves
- Fixed crash in end-of-turn procedures for 4-players campaign
- Fixed residual turn lock caused by mandatory attacks
- HQ Box (Reinforcements panel): HQs still not in play are no more displayed
- Several bugs fixed for the "Strictly Turn-based" mode and the "Army-by-Army activation" rule
- Fixed crash caused by a "overflow" of diplomats to be displayed inside the area info frame
- Added further corrections in the update of aircrafts display silhouette for French forces
- Reinforcing stacks placed manually on the map now enter the game in status supplied
- Fixed bug in store procedure of events popup timer duration
- Fixed bug in deactivation of the "one-army-per-area" checks in movements & breakthroughs
- Sprites of naval missions have been corrected
- Fixed bug in supply checks
- Fixed crash in Military AI when the "Strictly turn-based mode" is on, but not the "Army-by-army activation" rule
- Fixed display error in Reinforcements box concerning the HQs built via Recruitments window
- Fixed bug in random determination of background music to play (only 75% of musics was always played)
- Fixed bug in capitulation and surrendering of nations
- Fixed residual crash in diplomatic missions execution
- The reconnaissance value of air squadrons is now properly displayed
(*) Fixed events "Goeben battlecruiser seeks refuge in Constantinople" and "Goeben battlecruiser seeks refuge in Pola" for what concerns the appointment of admiral Souchon in command of Turkish/Austrian fleet
(*) Event "Entente declares war on Belgium" has been corrected and it's much more difficult to enter in play
- Fixed erratic crash in land battle's dedender's counter-attack checks
- Fixed glitch in supply checks that made them too strict
- Fixed bug in Multiplayer engine: loss of synchronization in execution of orders
- Fixed bug in savegame procedure that caused an AI lock when saving the game during enemy turn if the Strictly turn-based mode and the Army-by-Army activation rule is on
- Fixed bug in land battle commitment of units directly from reserves (a duplicate was created in the rear)
- Fixed bug in mutiny checks for armies that caused a too heavy set of losses
- No more diplomatic missions on nations at war
- Fixed bug in supply check that made stacks locked in the unsupplied status once got
(*) Fixed script error in "Ultimatum Accepted" Austrian war-plan option that wrongly granted 48 RPs to Serbia
- Fixed the political AI lock due to minor nations that have no .ini file inside the Data\AI\Modding folder
- Fixed the loss of synchronization on random seed when performing the next turn/activation/battle in Multiplayer mode
- Fixed crash caused by the destroy of a HQ due to isolation
- Fixed bug in sea landing procedure on enemy shores
- Fixed bug that prevented air battles if air squadrons were put in HQ reserves
- Fixed AI lock in Air duels
- Fixed crash caused by memory leak related to air missions linked to stacks destroyed because of too prolonged isolation
- Fixed a bug in technology save and load procedures that made all tech. usages as like the first time
- Fixed a residual bug that cause a AI lock when ending the military operations if the "Strictly turn-based" mode and the "Army-by-army activation" rule are on
- Fixed the repetitive events bug: once played, all events that can occurr more than once, are now reshuffled in the event cards deck
- Fixed a bug in capitulation of nations that made the surrendered nation again at war upon reload of saved game due to a missed update of the scenario header
- The size of messages repository has benn increased in order to display all message notifications (i.e.: capitulation events were sometimes never reported because of this problem)
- Reinforcing naval units can now be placed also on harbour land areas
- Fixed display error in Recruitments window: units scheduled for build were marked as still buildable in most folders
- Fixed a bug in diplomatic moves/missions planning window
- Land battles: critical retreat is not considered anymore as a mandatory retreat, so it does not cause anymore the defeat
- Land battles: fixed bug in morale checks that caused sometimes a panic result for units suffering a 2-losses combat result, even if at full strenght
- Land battles: fixed bug in morale checks that caused shaken units being sometimes not reduced
(*) Fixed bug that prevented the construction of Heavy Tanks because all tank units were parsed as "light" tanks
- Construction of tanks & stosstruppen: now only 1 tank/stosstruppen unit per turn
- Fixed the repetitive "mandatory" events bug too
- Fixed a bug in munitions AI plannings (plus performance improvement added)
- Fixed a bug in FoW bonus application for successful Reconnaissance missions
- Fixed bug in rebellion placements
- Added a trick to avoid the mysterious wandering of the bottom-left buttons on the map
- Fixed a bug in National Will fluctuations due to battles and losses checks, that caused losses also to not concerned nations
(*) Fixed a bug in conditions check for "Lenin", "Kerenki" and "Kornilov" events (revolutionary coups)


(*) : old savegame are not affected, sorry.

Elements highlighted in bold concern the 1.0.5e.

Have fun,
Calvinus.

lycortas
Sergeant
Posts: 89
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Naval transport

Sun Jan 11, 2009 8:04 pm

Thanks for fixing the naval transport bug! That was killing me in my last game as France; 6 months in a row i had revolts in Indochine and i was unable to move troops there ever due to bad weather somewhere!

By the way, in 1.05d the British unit in Kuwait is unsupplied and isolated and surrenders after one turn. Is there going to be a fix for this? Naval supply?

Mike

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calvinus
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Sun Jan 11, 2009 8:43 pm

lycortas wrote:By the way, in 1.05d the British unit in Kuwait is unsupplied and isolated and surrenders after one turn. Is there going to be a fix for this? Naval supply?


Perhaps, provided I added all adjacency infos in Persian Gulf, this bug should be now fixed as side-effect. If not, I suggest you to attack Mesopotamia and conquer major cities as soon as possible in order to get some supply sources...

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Syt
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Sun Jan 11, 2009 8:43 pm

Thanks for the continued hard work, calvinus! :)

One comment, though:
calvinus wrote:- Introduced a rule for Great Britain: max 2 corps buildable within one Interphase and the following one
- The above limitation for Great Britain is improved to 5 corps as soon the political action "Conscription" is successfully adopted


IIRC the Brits didn't recruit (significantly) more people due to conscription, but rather managed to maintain their recruitment numbers when the volunteers influx ran dry.
[SIGPIC][/SIGPIC]
The brutality and inhumanity of war stood in great contrast to what I had heard and read about as a youth.
- Reinhold Spengler, war volunteer 1st Bavarian Infanterie Regmnt., 1916

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calvinus
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Sun Jan 11, 2009 8:44 pm

lycortas wrote:Thanks for fixing the naval transport bug! That was killing me in my last game as France; 6 months in a row i had revolts in Indochine and i was unable to move troops there ever due to bad weather somewhere!


BTW, the repetive mandatory rebellion events bug is fixed. ;)

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calvinus
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Sun Jan 11, 2009 8:45 pm

Syt wrote:IIRC the Brits didn't recruit (significantly) more people due to conscription, but rather managed to maintain their recruitment numbers when the volunteers influx ran dry.


You are right. I simply integrated the PC game with the rules coming from the boardgame... ;)

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Nial
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Posts: 370
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Location: Hotel California

Sun Jan 11, 2009 9:39 pm

In reference to prior BEF post: Found the reason for the elites removal in the patch notes. Drat....I liked those elite BEF corps. :P

Nial
[SIGPIC][/SIGPIC]

vonRocko
Colonel
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Sun Jan 11, 2009 11:36 pm

Wonderful, thanks calvinus :)

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calvinus
Posts: 4681
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Mon Jan 12, 2009 8:38 am

This patch is for tests during the next two days.
The publish date of the official patch is Wednesday 14th Jan.

So do not hesitate in posting the most stuff.

The current version looks quite good and enjoable to my opinion, and I feel the game has (finally) reached its "adult" age. It's time to work on new features such as Combat Logs, Stacks Management Window, AI tweakings and improvements, Game/Interface Ergonomy issues, etc. etc.

Thanks,
Calvinus.

Frank
Posts: 246
Joined: Wed Nov 30, 2005 10:12 am
Location: Nürnberg, Germany

Mon Jan 12, 2009 10:25 am

calvinus wrote:- The game log now displays up to three rows of texts when minimized


Wonderful. Now if you could add this feature to Great Invasions too. :sourcil:

Hanno
Private
Posts: 36
Joined: Mon Jan 05, 2009 10:28 pm

Multiplayer problems with Grand Campaign 1914

Mon Jan 12, 2009 10:39 am

Last evening we tried to play 1914 Campaign (2 player) via network.

We couldn't start the campaign. (It worked in previous patch versions)

The following problem. Each time (even with switched sides) one of us was unable to access the initial diplomatic choice (Battleships or gold for Turkey). The conncetion was established (I could send a message to my buddy - and he received it). Problem was, he had control over the mouse, but clicking did not activate anything, e.g. when he moved the mouse over donate the gold, it was highlighted, but it could not be clicked. He also could not click on other things (setup screen)
The other player could act (like choosing options and choosing warplans and the CP player (with the no clickable screen) was even informed, when I switched to detected warplans).

We tried it several times with switched sides and even with 1.05e and 1.05d (I think the last time it worked was with 1.05c)

Afterwards, we tried Serbia and Caporetto, which both worked fine.

Please, could you look into this as we would like to start a multiplayer match.

Thanks
Hanno

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calvinus
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Mon Jan 12, 2009 10:48 am

Ok, I will work on this later tonight.

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LUDOPEREZ
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Palestine scenario

Mon Jan 12, 2009 6:58 pm

Palestine scenario: Arab army (led by Lawrence of Arabia) is now in the setup

Yes it's now in the setup but i can not move this army i can not do anything with this. :confused:

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calvinus
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Mon Jan 12, 2009 8:04 pm

LUDOPEREZ wrote:Palestine scenario: Arab army (led by Lawrence of Arabia) is now in the setup

Yes it's now in the setup but i can not move this army i can not do anything with this. :confused:


Ok, fixed... that genius of the scenario designer made Arabia a "disabled" region! :mdr:

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calvinus
Posts: 4681
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Mon Jan 12, 2009 11:18 pm

Hanno wrote:Last evening we tried to play 1914 Campaign (2 player) via network.

We couldn't start the campaign. (It worked in previous patch versions)

The following problem. Each time (even with switched sides) one of us was unable to access the initial diplomatic choice (Battleships or gold for Turkey). The conncetion was established (I could send a message to my buddy - and he received it). Problem was, he had control over the mouse, but clicking did not activate anything, e.g. when he moved the mouse over donate the gold, it was highlighted, but it could not be clicked. He also could not click on other things (setup screen)
The other player could act (like choosing options and choosing warplans and the CP player (with the no clickable screen) was even informed, when I switched to detected warplans).

We tried it several times with switched sides and even with 1.05e and 1.05d (I think the last time it worked was with 1.05c)

Afterwards, we tried Serbia and Caporetto, which both worked fine.

Please, could you look into this as we would like to start a multiplayer match.

Thanks
Hanno


Fixed... awful bug, and extremely though to fix... :cuit:

EPIA
Conscript
Posts: 9
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Tue Jan 13, 2009 9:16 am

I play with the demo and the patch 1.5e, great campaign, 2 players. The losses seem to stay at "0"

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Tamas
Posts: 1481
Joined: Wed Nov 30, 2005 10:51 am

Tue Jan 13, 2009 10:06 am

EPIA wrote:I play with the demo and the patch 1.5e, great campaign, 2 players. The losses seem to stay at "0"



I am not sure that this is supposed to properly work with the demo, but Calv will let us know.

Bern
Lieutenant
Posts: 122
Joined: Mon Dec 08, 2008 11:46 am

Tue Jan 13, 2009 11:46 am

Calvinus, great news about the improvements and fixes. I agree that this game is now in its adult phase and when my brain grows up, I hope to be able to play it well.

I just wondered if you'd had a chance to review the issues raised in my post headed 'Diplomacy/Events again' a week or so ago. There were two main areas of concern for me in terms of the calculations carried out by the program, one was National Will - and this area seems to have been covered in .05e. The other was Diplomacy - do you see the need for any revision here.

Bern

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calvinus
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Tue Jan 13, 2009 12:09 pm

A review of Diplomatic engine is on the track, but not for the immediate future. Unfortunately, as you know, I'm the *1* resource and my time is contested by a multitude of issues... The lucky part is that I'm finally working mostly on improvements and corrections, rather than on blocking bugs. But I have to give max priority to blocking problems, of course, as I did for the Multiplayer stuff and the crashes in the immediate past. ;)

Hanno
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Multiplayer Bug

Tue Jan 13, 2009 1:19 pm

calvinus wrote:Fixed... awful bug, and extremely though to fix... :cuit:


Hello Calvinus,

you are our man. Thanks for the quick fix!

Cheers Hanno

Bern
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Posts: 122
Joined: Mon Dec 08, 2008 11:46 am

Tue Jan 13, 2009 2:34 pm

calvinus wrote:A review of Diplomatic engine is on the track, but not for the immediate future. Unfortunately, as you know, I'm the *1* resource and my time is contested by a multitude of issues... The lucky part is that I'm finally working mostly on improvements and corrections, rather than on blocking bugs. But I have to give max priority to blocking problems, of course, as I did for the Multiplayer stuff and the crashes in the immediate past. ;)


Good stuff - glad to see a review of the Dips will be done. I wish I was you, then I too would know how to get 48 hours into one day. :thumbsup:

Bern

igor7111
Captain
Posts: 156
Joined: Sat Jul 07, 2007 1:53 pm

Tue Jan 13, 2009 3:29 pm

You've really done heroic work on this game since it was published.....it's light years ahead of where it started. When all the bugs are quashed and you have it where you want it, the game will be epic.

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calvinus
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Tue Jan 13, 2009 9:06 pm

EPIA wrote:I play with the demo and the patch 1.5e, great campaign, 2 players. The losses seem to stay at "0"


Here the explanation...

You are surely playing in WEGO mode, where the Politics phase is mixed with the Military Phase. So, when the Military Phase ends with all her battles (that generate losses), the turn also ends and the Politics checks are done automatically, including the Losses checks, of course. At the end, all Losses are resetted to zero and a new turn starts... this is why you "feel" the Losses are zero. ;)

Play in advanced mode (strictly turn-based or even the army-by-army activation mode) and you will see Losses growing little by little. :wacko:

tagwyn
AGEod Guard of Honor
Posts: 1220
Joined: Tue Apr 17, 2007 4:09 pm

Tue Jan 13, 2009 9:16 pm

Bern: Do you think my brain will ever "grow up" to be able to play WWI? I have the game but have quit trying to play it. Perhaps someday before I pass away? :p apy:

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Ayeshteni
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Posts: 157
Joined: Sat Aug 12, 2006 10:47 pm
Location: Ecosse

Wed Jan 14, 2009 4:03 am

@Calvinus:

Some spelling errors and an erroneous term. Can you change for the next patch? While not gamebreaking, it would be nice to have fixed.

Provinces:
Pool should be Poole
Tauton should be Taunton
Harrogate should be Harrowgate
Carliste should be Carlisle

Cities:
Carliste should be Carlisle
Edimburg >.< should be Edinburgh

And in the scenario desciption for the two Grand Campaigns it states: '.....the English Expeditionary Force (BEF)....' when it should of course be '....British Expeditionary Force (BEF)...'

Ayeshteni
"You, O English, who have no right to this Kingdom of France, the King of Heaven orders and commands you through me, Joan the Maid, to leave your fortress and return to your country, and if you do not, so I shall make an uproar that will be perpetually remembered! Behold that I write to you for the third and final time: I shall write to you no further." - Jehanne d'Arc, Orleans 1428

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PhilThib
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Location: Meylan (France)

Wed Jan 14, 2009 8:48 am

Oops, the patch is online... missed this by 24 hours. Sorry, next one... or you can easily edit it yourself ;)
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calvinus
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Wed Jan 14, 2009 9:58 am

Yes, sorry. Too late. :(

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