EIA v1.27.00 Beta Hotfix #1 AvailableFri Feb 21, 2025
By pzgndr
Hotfix #1 the first beta for the next v1.27.xx official patch. This Hotfix should be applied over the installed EIA v1.26.04 Official Update game files and v1.27.00 Beta version. You should be able to extract (copy&paste) the new EXE file from the zip file directly into your v1.26.04 install or v1.27.00 Beta install.
Release notes so far:Empires in Arms the Napoleonic Wars - 1.27.00
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- PBEM Admin button not always working correctly ? resolved.
- PBEM simultaneous diplomacy not always working correctly for some human client players ? resolved.
- Warning message added for last PBEM player to verify all simultaneous diplomacy files are loaded prior to ending turn ? resolved.
- AI improvement for Reinforcing A Field Combat ? resolved.
- User Manual section 11.2.11 updated for allied forces reinforcing a field combat ? resolved.
- Units not in a city sometimes being foraged as besieged ? resolved.
- AI-AI siege combats not always working correctly ? resolved.
- AI-AI city trivial combat not working ? resolved.
- AI determination of enemy in range of target area not always working correctly ? resolved.
- Swedish minor corps not drawing allied supply in 1813 ? resolved.
- AI improvement for defending capitals of allies ? resolved.
- AI improvement for place/remove depots ? resolved.
- AI improvement for naval interceptions - resolved
- Game bug lone transports not being eliminated ? resolved.
This is another incremental improvement to the game. I spent a lot of time working with Maple Leaf and his pbem game to resolve PBEM simultaneous diplomacy issues. These appear to be fixed now, although there are still some other issues probably related to file corruption(s) related to the multiple reloads of hotfixes along the way. I was going to release a hotfix for the pbem issues but got started on v1.27.00 updates in parallel, so I'm just going ahead with releasing the Beta. Most of the updates are AI improvements and enhancements, notably getting the AI computer opponent to reinforce field combats. Players should expect a few more surprises now. Additionally, I've spent the past couple of weeks playtesting the 1805, 1812, and 1813 campaigns and making numerous AI improvements regarding sieges, foraging, placing/removing depots, and naval interceptions. I am mostly satisfied with how the AI computer opponents are behaving. Again, players should expect more surprises and more competent game play. The AI ain't Skynet and it ain't self-aware yet, but we're getting there.
Alright, here's where we're at. My playtests have been mostly hands-off observations of AI performance for the three campaigns, usually playing as Turkey or Spain for about 6-12 months. Besides the AI improvements, I've been spotting and fixing various other minor issues regarding combat messages, game log messages, and such. This Beta version is ready for 'prime time' wargaming for players to challenge the AI. Firstly, I'm looking for any and all reported issues of game bugs, odd messages, and AI tactical or operational weaknesses. As I fix whatever may need fixing, I'll post a hotfix or two. Secondly, for the long term over the next few months, I'm looking for AI strategic weaknesses so that I can make improvements to the AI grand strategies. Specifically, how are the AI major powers doing between 1806 and 1812/1813. Where are they being taken advantage of by a veteran human player and where are they missing opportunities that a veteran human player would be jumping on? Primarily for France and Great Britain, but also for all major powers. How can we help the AI perform most like a human player? Please help make Empires in Arms a great computer wargame with the most challenging AI we can get.
As always, if you spot any issues, a game save of the previous phase is most helpful (both .dat and .sav files). If I can run your game save and recreate your issue, then I can better debug it and resolve it. Even if you see the AI do something odd, like a stupid naval or land move, report it and give me a chance to figure it out and make it better. I really want to get to the point where players can have a great solitaire game or feel confident in having AI computer opponent substitutions in small-group pbem games. I think that would be ideal, small-group pbem games of 3-4 players that can move along quickly enough for everybody to have fun and not have to spend 2+ weeks to complete a turn. Let's get there. Enjoy!
UPDATE 3/1/2025 - Hotfix #1 here: https://www.matrixgames.com/forums/viewtopic.php?f=10250&t=409169