Armageddon 1.3 Beta 2 (24/04/2009) is now up (general comments/questions only please)

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Confirmed. It's a text issue.

I've switched language to English and all run smooth.

Reverting again to Spanish, the expected CTD came, as usual.

So time to check txt changes from beta 1 to beta 2.

I will report the fix when I find the problem.

Regards.

Hi Mordred,

There are many spy-text format errors in all non-English text in 1.3 (beta 2).
You can take a look at this post as a start.
 
Hi Mordred,

There are many spy-text format errors in all non-English text in 1.3 (beta 2).
You can take a look at this post as a start.

Thanks Martin, I missed this post. Time to use WinMerge.
 
Hi Mordred,

There are many spy-text format errors in all non-English text in 1.3 (beta 2).
You can take a look at this post as a start.

Fixed!

I will post the fix once I'm sure it works, if there is anyone interested.

Regards.
 
I already did post the section in question.
Go here:
http://www.mediafire.com/?mcmntjbnmjw
It's not the whole file, just the problematic SPY2 section. Use notepad and replace the relevant section with this file and you'll have a fixed file.
 
I played GC36 until 1946 as JAP and watched Allied sliders (NZ, AST, CAN, SAF). No one had moved its hawk slider...

Was it like this before ?
I would think so. It is however annoying indeed and, for my own games, I have thus made some custom events, triggered by the outbreak of war with GER and JAP respectively, to push the hawk and the standing army sliders a few notches to the left.

They should however do this by themselves. If the AI behavior can be fixed in the final patch that would indeed be most welcome.
 
um i just patched with the beta 2, i no longer have any pictures for leaders. anyone have any idea why? i was running the first 1.3 beta before this and it was fine.
Is this a new game or a continued save?
 
I've encountered an odd problem, one I don't recall encountering before. Not saying the patch caused it, but it would be great if it could fix it.

Noticed in my current game that West Germany was done researching techs in 1949, but still flying prop planes. This was a shock to me, since I wrote the DFR AI file to do just the opposite.

Here's the list of ignored techs from the actual DFR AI file:

Code:
ignore 		= {
		# Strategic bombers
		4220 4230 4240

		# Nuke Stuff
		5500 5510 5520 5530 5540 7170 7180 7190

		# Battle Cruiser
		3190 3200 3210 3220 3230 3240

		# Battleship
		3250 3260 3270 3280 3290 3300 3310

		# Carrier 
		3320 3330 3340 3350 3360 3370 3380 3390

		# Light Carrier
		12100 12110 12120 12130 12140 12150

		# Marines
		1150 1160 1170 1180

		# SP Rocket Artillery
		2260 2270 2280 

		# Rocket Artillery
		2370 2380 2390
		
		# Armoured Cars
		2150 2160
		
		# Strategic Air Doctrines
		9150 9160 9170 9180 9430 9440 9450 9460
	}

And here's what the game loaded:
ignore = { 5140 5150 5160 5170 5010 5020 5030 5040 5190 5200 5210 5220 5230 5240 1110 1120 1130 1140 1070 1080 1090 1100 1150 1160 1170 1180 1190 1200 1210 1220 4250 4260 4270 5550 5560 5570 5580 5590 5470 5480 5490 5500 5510 5520 5530 5540 5410 5420 5430 5440 5450 5460 1230 1240 1250 1260 1270 1280 1290 6210 14080 14090 2020 2030 2040 2050 2060 2010 2070 2080 2090 2100 2110 2120 2140 2170 2180 2190 2200 2210 2220 2230 2240 2250 2260 2270 2280 2450 2460 2470 2480 2490 2500 2510 2520 2530 2540 }

As you can see, the game went into business for itself and added the golden techs to the verboten list. The rest of the file loaded as written, as far as I can tell.

A hardcoded solution would be best, but if y'all don't want to do that for whatever reason, listing a tech as a "preference" in the AI file seems to do the trick.

Hope you guys can solve this!
 
Is the fix for the 1.3beta 2 ready for download yet?
 
I've encountered an odd problem, one I don't recall encountering before. Not saying the patch caused it, but it would be great if it could fix it.

Noticed in my current game that West Germany was done researching techs in 1949, but still flying prop planes. This was a shock to me, since I wrote the DFR AI file to do just the opposite.

Here's the list of ignored techs from the actual DFR AI file:

Code:
ignore 		= {
		# Strategic bombers
		4220 4230 4240

		# Nuke Stuff
		5500 5510 5520 5530 5540 7170 7180 7190

		# Battle Cruiser
		3190 3200 3210 3220 3230 3240

		# Battleship
		3250 3260 3270 3280 3290 3300 3310

		# Carrier 
		3320 3330 3340 3350 3360 3370 3380 3390

		# Light Carrier
		12100 12110 12120 12130 12140 12150

		# Marines
		1150 1160 1170 1180

		# SP Rocket Artillery
		2260 2270 2280 

		# Rocket Artillery
		2370 2380 2390
		
		# Armoured Cars
		2150 2160
		
		# Strategic Air Doctrines
		9150 9160 9170 9180 9430 9440 9450 9460
	}

And here's what the game loaded:
ignore = { 5140 5150 5160 5170 5010 5020 5030 5040 5190 5200 5210 5220 5230 5240 1110 1120 1130 1140 1070 1080 1090 1100 1150 1160 1170 1180 1190 1200 1210 1220 4250 4260 4270 5550 5560 5570 5580 5590 5470 5480 5490 5500 5510 5520 5530 5540 5410 5420 5430 5440 5450 5460 1230 1240 1250 1260 1270 1280 1290 6210 14080 14090 2020 2030 2040 2050 2060 2010 2070 2080 2090 2100 2110 2120 2140 2170 2180 2190 2200 2210 2220 2230 2240 2250 2260 2270 2280 2450 2460 2470 2480 2490 2500 2510 2520 2530 2540 }

As you can see, the game went into business for itself and added the golden techs to the verboten list. The rest of the file loaded as written, as far as I can tell.

A hardcoded solution would be best, but if y'all don't want to do that for whatever reason, listing a tech as a "preference" in the AI file seems to do the trick.

Hope you guys can solve this!
I could be wrong, but is it possible that the AI is loading the minor_default.ai (which contains that ignore list) and then loading the DFR_1936.ai. Because the DFR.1936.ai doesn't mention those techs at all it leaves them on the ignore list?
 
I could be wrong, but is it possible that the AI is loading the minor_default.ai (which contains that ignore list) and then loading the DFR_1936.ai. Because the DFR.1936.ai doesn't mention those techs at all it leaves them on the ignore list?

If it is in fact loading the minor_default.ai first, then this is a *really* bizarre problem, as every other bit of the DFR file loads/overwrites as written.
 
Someone pointed this out to me--WHY are some of the Nationalist Chinese units in the 36 scenario capped with "max_strength" commands? Since Japan seems to be blowing all over China in AI to AI play it would seem wise to remove these caps.
 
Japan made no effort to destroy Allied convoys with subs. Rather it was the AMERICANS that duplicated German U-boat tactics in the Pacific to destroy the JAPANESE convoys. But if the German AI could do overseas stuff like the British it would be great.
 
Japan made no effort to destroy Allied convoys with subs. Rather it was the AMERICANS that duplicated German U-boat tactics in the Pacific to destroy the JAPANESE convoys.
As far as I know, this is perfectly historical ;)
 
Someone pointed this out to me--WHY are some of the Nationalist Chinese units in the 36 scenario capped with "max_strength" commands? Since Japan seems to be blowing all over China in AI to AI play it would seem wise to remove these caps.

They are not the only ones to have Strength caps... alot of the other Chinese factions do.

Nat China has only 3 of these IIRC, GC has a few, Shianxi has a few...
 
One problem is that german don`t send expedition force.German ai should send Rommel in expedition to help in nord africa

The same goes for creating a BEF. Its really really hard to get the ai to comply on this kind of thing using the existing ai modifiers. Short of creating events systems that bring these historical expeditionary forces into existance by creating units, and then eliminating ones elsewhere there does not seem to be much you can do about it.