Frank
Posts: 246
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Location: Nürnberg, Germany

Sun Jan 25, 2009 12:24 pm

Maybe a new beta patch early next week? :siffle: :nuts:

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calvinus
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Location: Italy
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Sun Jan 25, 2009 12:31 pm

Why not? :D

Btw, three incoming news:

- Naval movements cannot be anymore performed from land area to another land area, so avoiding the weird moves "inside" Africa
- Added dark caption background rectagle to the combat result texts
- Added some corrections to the English and French marine troops redeployment events

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

Sun Jan 25, 2009 1:04 pm

calvinus wrote:Why not? :D

:coeurs:

- Added dark caption background rectagle to the combat result texts


Very good. :thumbsup: Maybe you can also slow down the message speed. Especially in major battles it is very difficult to read the text.

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calvinus
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Sun Jan 25, 2009 2:08 pm

Frank wrote:Maybe a new beta patch early next week? :siffle: :nuts:


Yes, indeed it's a good idea! The corrections/improvements to the Spanish texts could be done by those of you who are Spanish customers! :thumbsup:

Arsan, Haplo... ;)

You will go surely faster, hi hi! :D

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

Sun Jan 25, 2009 2:57 pm

Quote:
Originally Posted by Hanno
- Still don't understand the pulsating yellow movement range. These is often much larger than the minimum movement of the army (e.g. in an activated russian army, where there is a corps with 3 MP, the yellow range is sometimes 5-6 hexes long)

In WEGO mode, the stack stops when the MPs are finished, and a new movement is scheduled automatically for the next turn with the missing areas.
In advanced mode, the stack stops when the MPs are finished, but no move is scheduled for the future.


I think, I don't fully understand this.
While it is not bad, that a long move (over several turns) will be continued automatically, you should provide at least a help for planning the current turn max move. It is often criticla to know which region will be reached THIS turn.

Otherwise, I would sit there like in the boardgame to count myself: 3MP => Forest (2MP) + Another Forest (2) not possible.

I would like to get help just to know where this stack with 3 or 4 MP could end in the current turn.

Strange thing is, sometimes I think the yellow coding shows exactly the valid movement regions for this turn (and sometimes not).

Please consider only colorcoding the max range for the current turn or maybe a two color coding (like bright yellow => current turn range, dark yellow => 2 turns range)

For me, this would be a big help. Also I would wish for an easier troop/detachment management interface.

Hanno

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calvinus
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Sun Jan 25, 2009 3:56 pm

The yellow pulsating map color measures the max range of movement for the selected stack. So look at that. Sometimes the movement can be slowed down by rail conversion, passing of large rivers (i.e.: Danube river), enemy interception (stop), fortresses (stop), etc. etc.

Hanno
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Sun Jan 25, 2009 5:59 pm

Max range example:

In the sceenshot I selected a detachment of the IXth Russian army. The only corps has 4 MP. But Tennenberg is highlighted (min 6MP away, I think) and Thorn also (min 5 MP, I think)

Do I miss something? Should not be the yellow range be max 4 MP?

Thanks Hanno
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calvinus
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Sun Jan 25, 2009 6:07 pm

Probably there's a small bug in the area highlight procedure. It seems that like if also impassable areas (lakes) are counted.

Marquee
Sergeant
Posts: 84
Joined: Thu Mar 08, 2007 3:59 pm

Sun Jan 25, 2009 9:11 pm

Here is a freeze up in Army-by-Army/2 Player mode, as the CP. I am done with my activations yet I cannot end the turn. I can find nothing I must do prior to ending my turn, so it appears I'm stuck unless the culprit is found.

As a suggestion, it would be nice if there were a button that would select and focus on any stack/army that must take action before ending the turn. At least that way we wouldn't have to go all over the globe looking for possible offenders.
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calvinus
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Sun Jan 25, 2009 9:20 pm

You have to finish all your army activations.
In your savegame, the armies to be activated yet are:
German II, IV, XII, XIII;
Austrian III and IV.

As soon you will have finished all your army activations, the "impulse" of the Entente player will begin.

The army-by-army mode is for geeks! :D

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calvinus
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Sun Jan 25, 2009 9:38 pm

Hanno wrote:Max range example:

In the sceenshot I selected a detachment of the IXth Russian army. The only corps has 4 MP. But Tennenberg is highlighted (min 6MP away, I think) and Thorn also (min 5 MP, I think)

Do I miss something? Should not be the yellow range be max 4 MP?

Thanks Hanno


It looks fixed now. Next patch. :love:

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Rafiki
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Mon Jan 26, 2009 9:42 am

This thread has been closed upon the relase of betapatch 1.05i, which can be found at http://www.ageod-forum.com/showthread.php?t=12891 :)
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