It's a Trap

Cav taking city in 61'?

Thu Jul 23, 2009 8:40 am

Change

4.) Implemented a new attribute provided by Pocus (*NoCapture*). Early game horse mounted units can no longer take control of city structures. Once cavalry upgrades to (Late) cavalry (around early 1863), this restriction is lifted. In other words, you will have to accompany invading forces with non horse mounted units if you wish to take control of city structures during this early game period. To clarify: this only applies to city structures, NOT standalone depots/harbors.

I just had Watie's Indian posse sack Springfield is this supposed to be possible? Not sure about regular CSA Cav, but i know that my Cav haven't been able to Capture unguarded towns. Note: Watie did wipe out a Militia in the open in the region.

EDIT: This was on a PBEM (APR 61'). I just did a solo (62' Struggle for the Heartland) game check on it. And they couldn't take the depot even with a battle. Any ideas?

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MrT
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Thu Jul 23, 2009 9:35 am

As the opponent i would suggest that its maybe because Indians are not a double unit type like cav (early/late) so they have fully functional abilities unless limited by the scenario designer?

Its the only thing i could suggest.

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Gray_Lensman
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MrT
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Thu Jul 23, 2009 9:42 am

Heres my saved game file.. presume thats all u need, im the none host.
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indian.rar
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It's a Trap

Thu Jul 23, 2009 9:44 am

Here is the current game + last turns back-up

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Gray_Lensman
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It's a Trap

Thu Jul 23, 2009 9:54 am

So you only need the current game + the last round? Sorry if its a sounds dumb but if so I'll have to post 2 at a time with 4.77 MB limit right?

It's a Trap

Thu Jul 23, 2009 9:56 am

If you need it

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It's a Trap

Thu Jul 23, 2009 9:58 am

Gray_Lensman wrote:Incidentally, by "sack"... Do you mean, it destroyed the depot, or do you mean it actually took control of the city and raised a CSA flag over it?


The depot is still there (can't see it but tool tip says so)and CSA flag is up.

It's a Trap

Thu Jul 23, 2009 10:02 am

OK I'll delete them from now on :thumbsup: Popping my bug reporting cherry here :p oke:

EDIT: If it is one. But sense I can't get Watie to do it in other scenario's...

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Thu Jul 23, 2009 10:22 am

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Franciscus
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Thu Jul 23, 2009 12:16 pm

Take it easy, Gray, it happens. Maybe if possible a better solution would be a 1.14b patch ?

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No Cav Capture Test

Thu Jul 23, 2009 5:59 pm

Gray - I saw this thread and it didn't jive with the games I've played on 1.14 with the hotfix 1a. I'm attaching a quick test I ran with the April 1861 w/Kentucky scenario.

Lyon Cav is unable to take Rolla Depot

I also tried to assault a few others with cav in VA but couldn't defeat the garrisons. The Rolla example should suffice to show the no capture is working for me anyway.

I'm attaching the saved game minus the rpl files.
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No Capture Test.zip
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MrT
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Thu Jul 23, 2009 6:57 pm

ouch, the nightmare deepens.

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Thu Jul 23, 2009 7:11 pm

Well, I understand the time constraints, due to (imminent ?) release of VGN and RoP, but, as it was decided to move from a stable version 1.13b to this 1.14, it is now fair to expect that Pocus et al must scrape a few hours to correct all these problems, if they want to maintain the high level of support that we got accustomed to.
Maybe in the future it should be really rethought if further changes in the game engine are really needed in a 2 year old game, and maybe instead stick in the future only to database improvements/fixes.

To be more constructive, how about starting a thread to post known bugs in 1.14, to make life easier to Pocus ? What do you think, Gray ?

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Thu Jul 23, 2009 7:31 pm

Gray_Lensman wrote:The v1.14a HotFix was specifically released to fix a crash issue for our Spanish community members. It was specifically not released to the other members of the AACW community because of the recent trend of more bugs being introduced into new AACW.exe files as current problems are fixed.

Since you decided to load it up anyway... Here's a screen pic of one of the new bugs introduced into v1.14a that was not present in v1.14. This was NOT a problem in v1.14. It is specific to v1.14a. It is unknown at this time what else might have been screwed up in v1.14a, but since it solved a CRASH issue for our Spanish community members it was made available to them, and in some ways they are acting as inadvertant beta testers along with you now. :)

<Snip>

It gets even better... I investigated your claim above about USA cavalry units NOT being able to take CSA cities and it is confirmed that this is true with both v1.14 AND v1.14a. BUT in both versions v1.14 and v1.14a, the CSA cavalry units ARE able to take USA cities.


Gray - My apologies, I didn't use the Spanish QF. I used the one that was provided for correcting a few generals appearances. I mistakenly thought that was 1a. I will try to "check my references" more diligently next time. Though I don't think my faux pas has any impact on the underlying issue.
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Thu Jul 23, 2009 7:33 pm

Gray_Lensman wrote:The problem is not with the changes themselves, it's the shared commonality with the new game code that is killing this update. Each time they fix/change a specific broken area of the AACW.exe executable they reassemble it with new code designed for the new games, introducing new unrelated bugs into the process. This leads me to believe that the more bugs listed for them to fix the more likely MORE new unrelated bugs will be introduced.

BTW, Last I heard, Pocus was on vacation.


Well, then, maybe it is time to give AACW a little vacation too :D

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Thu Jul 23, 2009 9:00 pm

Gray I really can understand your frustration. Without your input I'm certain that AACW would have been considered a 'finished article' a long time ago and I do not underestimate the amount of work that you have put in attempting to progress the game from 1.13b to 1.14. Yet I also understand the need for Pocus and Phil to concentrate on the new code and the new games (after all for them its not a hobby or interest.....its their livelyhood).

Perhaps the somber lesson in all of this is that maybe, just maybe, it is finally time to consider AACW a finished article and leave further development to the modders.

Just a thought

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Thu Jul 23, 2009 9:18 pm

:( as I deleted the 1.13 patch after it was installed, where might I procure it again should I decide to revert back to it?

Try not to stress Gray! All will be well in the end, I have no doubt. :o

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Thu Jul 23, 2009 11:58 pm

But...what modders ??? Is there any live mod for AACW in the present ?? SVF is outdated and apparently dead in the water, Clovis is MIA. Bigus and berto made some scenarios that were included in the game and then were retired (and are, I think, outdated). Years ago Runyan made a generals mod and Nikel and Jabber made some general's portraits (that ended in the official game). What else ? Nada, at least publicly released. So, we should forget about AACW modding. What Soundoff probably was meaning (and if not, my apologies), is that "maybe, just maybe, it is finally time to consider AACW a finished article and leave further development to you". In other words, maybe it is time for AGEOD to get the engine back in form and then stop further AACW engine updates/retrofittings (that some times seem as beta work for upcoming games), and then, if you are still willing, you can continue with database corrections, which, if you want, can make available to the community.

Regarding the current AACW.exe apparent problems, I do not understand a bit about programming, but if with the official release of a patch (in this case 1.14), changes are introduced to the engine, inadvertently or not, that were not present in the public beta patches, this ruins the effort of the people that participate in the beta testing, and is bad. Inadvertently or not, this should be corrected - and I am not speaking just of AACW, but specially of the upcoming games.

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Fri Jul 24, 2009 1:12 am

Franciscus wrote:But...what modders ??? Is there any live mod for AACW in the present ?? SVF is outdated and apparently dead in the water, Clovis is MIA. Bigus and berto made some scenarios that were included in the game and then were retired (and are, I think, outdated). Years ago Runyan made a generals mod and Nikel and Jabber made some general's portraits (that ended in the official game). What else ? Nada, at least publicly released. So, we should forget about AACW modding. What Soundoff probably was meaning (and if not, my apologies), is that "maybe, just maybe, it is finally time to consider AACW a finished article and leave further development to you". In other words, maybe it is time for AGEOD to get the engine back in form and then stop further AACW engine updates/retrofittings (that some times seem as beta work for upcoming games), and then, if you are still willing, you can continue with database corrections, which, if you want, can make available to the community.

I do think that maybe this shows that it is the "right time" to "close" the AACW.exe and only concentrate on database changes...
Although these DB changes would be "official", they can easilly be plugged into the game and do not require any work from Pocus. ;)
Also, people can choose not to use those changes and keep the game as it is.
Unless you find a horrible CTD... of course. :D

Franciscus wrote:Regarding the current AACW.exe apparent problems, I do not understand a bit about programming, but if with the official release of a patch (in this case 1.14), changes are introduced to the engine, inadvertently or not, that were not present in the public beta patches, this ruins the effort of the people that participate in the beta testing, and is bad. Inadvertently or not, this should be corrected - and I am not speaking just of AACW, but specially of the upcoming games.

Frankly, I didn't understand what you meant. :blink:
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