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Zsar1

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Disclaimer: This is highly untested software. It may crash and burn without warning. Only use if you want to help in testing, to catch new bugs early and eventually shorten the Beta phase of the patch. All features and behaviours introduced in Alpha builds are subject to change and will remain so until the Alpha stage is complete.

I will release these Alpha builds whenever I have implemented something testworthy. This does not necessarily mean a new feature, sometimes (often) the part to be tested is just whether the game still behaves as it did before (aka: whether I accidentally broke something).

The archives are meant to be extracted directly into an AoD1.10 installation directory and should work out-of-the-box.

Use this thread to report and discuss issues pertaining to 1.11 Alpha. Use the regular facilities for everything else. Always note which build you use; the archives are numbered for that purpose.

The second post in this thread will provide links to all Alpha builds, as well as listings of their known and/or expected quirks. A new post from me will announce the upload of a new build.

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Accumulated 1.11 changelog:

Changes:
  • AI puppets will no longer initiate gift-trades to their overlords, as those get the resources anyway once a stockpile of 1000 is reached.
  • Block ai/admiral/ignore will now complain if encountering duplicate or invalid (NONE or LAKE) or purely land areas.
    • Game can be continued normally by choosing "Ignore".
  • Development queue will now push finishing non-closing lines to the top instead of the bottom.
  • Fleets carrying land units will only unload them upon arrival in port, if they have the "Sea Transport" mission.
  • Inaccessible on-map provinces will never have Revolt Risk.
  • Introduced new class of error: Parsing Error
    • will be written into ParsingErrors.csv
    • will only display popup messages for first ten errors encountered
    • new Parsing Error: on specifying a "type" parameter with invalid value to a trigger "garrison"
  • Number of different areas is now virtually unlimited (65533 max).
  • Production menu previews of models will now display attribute values with a precision of up to two decimal places.
    • Decimal places beyond the second are rounded-to-even.
    • Trailing zeros are truncated and trailing decimal point are truncated.
  • Provinces with only impassable adjacencies will now be automatically ceded to enemies like those with 0 infrastructure.
  • Provincial manpower is now a floating point value.
  • Windowed mode will now use a borderless window.
Fixes:
  • 1.08 regression: buildings reduced to size 0 would not be saved, resulting in restoration of their size from scenario data on reload.
  • Activation of new division models would message upgrade availability once for each model per unit type and technology project, even if only one activated model actually pertained to the production line in question.
  • AI would assign only empty fleets to bases (inverted check), completely eliminating AI base fleets. (possible 1.08 regression)
  • AI would assume that an Air unit contained strategic bombers if it had none and vice versa (inverted check).
  • AI would check whether Air units have strategic bombing capability by only checking the first unit contained (in order of assignment).
  • AI would never consider available unused escorts when deciding whether to build more, building more whenever it needs (more than four builds of) convoys
  • AI would try to send air units into provinces without access, hogging pathfinding and keeping those units from acting
  • AI would try to send sea units convoy raiding into land provinces, hogging pathfinding and keeping those units from acting
  • AI would try to build infrastructure in provinces with maximal infrastructure.
  • Air divisions with exactly 0 ORG could still attack in combat (checked for less-than instead of less-or-equal).
  • Air and Naval units could in theory exceed the engine-limited maximal movement speed because difficulty modifiers were applied after the check (largely hypothetical crash issue).
  • Leader trait gain from combat events would be processed even if the assorted trait was already given - blocking acquisition of other traits
  • Leader traits from combat events always had priority over those from terrain - even if the leader already had the event trait but missed the terrain trait
  • Map mode button Weather was clickable while Weather map mode was already selected.
  • Non-submarine naval units would fail to select new targets if they had no target at the very first combat round.
  • Production lines of militia type divisions could not be upgraded.
  • Provinces automatically ceded to an enemy due to 0 infrastructure would not be ceded to the original owner in the same manner.
  • Selecting a mod-only scenario in multiplayer would crash the game.
  • The first unit in AI build lines longer than 1 would be unnamed.
  • Triggers areacontrol, areaowned would not actually check all provinces in the given area.
  • Whether a carrier has CAGs equipped only checked the first attachment (in order of assignment).
Softcode effects:
  • new event trigger "tech_team_active = <team ID>" - is true if team is working on a project
  • new event command "type = change_team_picture which = <F := file name without extension> value = <T := team ID>" - replaces <T>'s picture with <F>
  • event command "type = national idea" can now take parameter "value = -1" to indicate country receiving the event
  • event trigger "garrison" can now take parameter "country = -1" to indicate country receiving the event or omit it to count all units regardless of owner
  • event trigger "under_attack" can now take parameter "value = -1" to indicate country receiving the event
  • Resource columns in db/Provinces.csv are now interpreted as floating point values.
  • Three new keys were added to Boostertext.csv:
    • EE_TEAM_PICTURE - text for new command "change_team_picture"
    • TC_TEAM_ACTIVE - text for new trigger "tech_team_active"
    • TCNOT_TEAM_ACTIVE - text for negated trigger "tech_team_active"
  • Three new keys were added to text.csv:
    • RCDM_BUILD_SYNTHETIC_MATERIAL_PLANT - text for new right-click-dropdown-menu entry "Build Synthetic Material Plant"
    • RCDM_BUILD_SYNTHETIC_OIL_PLANT - text for new right-click-dropdown-menu entry "Build Synthetic Oil Plant"
    • RCDM_BUILD_DISP2 - text for new right-click-dropdown-menu entry "Build Nuclear Power Plant"
 
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Current build: A11 (uploaded on 06.01.2017, 01:10 UTC)
  • Known issue: Splitting overfull air units on load of a scenario invokes undefined behaviour.
  • Known issue: Range calculation of air units is broken and always calculates range to province ID 0 or 1.
  • Known issue: Zero-ship AI fleets are no longer properly merged and pile up.
  • fixed AI checks for strategic bombers in its air units
  • fixed AI attempting to create insta-destroyed empty fleets to its bases
  • fixed air divisions being still able to fire at exactly 0 ORG
  • fixed carriers examining only their first attachment to ascertain whether they have CAGs
  • fixed leader traits blocking gain of further traits in two different ways
  • made trigger "garrison" and command "type = national idea" take -1 for "receiving country"
Previous versions:
  • A10 (uploaded on 06.08.2016, 16:43 UTC)
    • fixed broken ship brigade attachment introduced in A05
    • fixed ships not finding a target in the first combat round being unable to ever select one
  • A09 (uploaded on 27.07.2016, 23:03 UTC)
    • fixed broken province-to-area associations, introduced in A07
    • fixed naval divisons retaining last-removed brigade until time passes
    • finished production lines moving to top of queue instead of to bottom
    • no revolt risk in completely inaccessible provinces
  • A08 (uploaded on 21.07.2016, 19:15 UTC)
    • fixed crash-on-exit, introduced by A07
    • fixed provinces being choosable for Rebase mission of airplanes, introduced in A07
    • fixed triggers areacontrol, areaowned
    • gutted AI convoy raiding code, but it's probably not more broken than before
    • restriction on #Areas gone
  • A07 (uploaded on 09.07.2016, 02:55 UTC)
    • Known issue: province-to-area associations broken (fixed in A09)
    • metric ton of internal changes, high chance for something to have broken
    • AI no longer ignoring unused escorts when calculating how many it needs
    • AI no longer trying to send Air Superiority or Convoy Raiding missions into inaccessible territory
    • ai/admiral/ignore now checking for areas with purely land provinces
  • A06 (uploaded on 01.07.2016, 18.10 UTC)
    • fixed 1.08 crash on selecting moddir-only scenario in multiplayer menu
    • ai/admiral/ignore checks now displaying filename and line number of affected AI file (instead of source)
  • A05 (uploaded on 27.06.2016, 01:20 UTC)
    • production window now rounding model attributes to two decimal places
  • A04 (uploaded on 22.06.2016, 22:38 UTC)
    • windowed mode now borderless
    • checks for duplicate or invalid areas in block ai/admiral/ignore
    • internal optimisations, mainly on area and font handling
  • A03 (uploaded on 11.06.2016, 11:36 UTC)
    • fixed instant oil depletion of country stockpile from division through zero, introduced by A02
    • fixed instant oil/supply drain on all divisions from swapped min/max operations in resupply code, introduced by A02
    • resource columns in db/Province.csv including manpower now treated as floating point numbers
      • Watch out for oddities in displayed provincial manpower.
  • A02 (uploaded on 08.06.2016, 10:00 UTC)
    • Known issue: sets country oil stockpile to minimal floating point value, due to accidental division through zero (fixed in A03)
    • Known issue: sets unit stockpiles of oil and supply to zero while resupplying, due to swapped min/max operators (fixed in A03)
  • A01 (uploaded on 26.05.2016, 20:28 UTC)
    • Simplified string handling throughout the game, eliminated many useless copy operations. String corruption (garbled strings, wrong strings, partially replaced strings) may occur, should some of these copies have in fact been necessary.
    • Game now links into SDL2.dll but does not yet use it. Will not start without the library.
 
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Release of new alpha executables will probably not resume until Visual Studio 15 Preview 6 has been released. - I had to migrate to a new computer and the new installer is so vastly superior that I do not want to install VS2015 ever again; sadly being pre-release software itself, VS15 has a few substantial issues which have to be resolved before I can use it to build the game.

This does not mean that development itself stops though, just that the next executable will contain a rather large batch of changes (and assorted risks of accidental breakage).
For teasing purposes here is the list of fixes I have already completed for A11:
  • Leader trait gain from combat events would be processed even if the assorted trait was already given - blocking acquisition of other traits
  • Leader traits from combat events always had priority over those from terrain - even if the leader already had the event trait but missed the terrain trait
  • AI would assign only empty fleets to bases (inverted check), completely eliminating AI base fleets. (possible 1.08 regression)
  • AI would assume that an Air unit contained strategic bombers if it had none and vice versa (inverted check).
  • AI would check whether Air units have strategic bombing capability by only checking the first unit contained (in order of assignment).
  • Air divisions with exactly 0 ORG could still attack in combat (checked for less-than instead of less-or-equal).
  • Air and Naval units could in theory exceed the engine-limited maximal movement speed because difficulty modifiers were applied after the check (largely hypothetical crash issue).
  • Whether a carrier has CAGs equipped only checked the first attachment (in order of assignment).
If it is any consolidation, the game would not currently compile on my old VS2015 setup either: For A11 I am changing how units store their divisions and this requires more than a thousand changes, of which most could not be automated. On the plus side, this means I am reviewing a ton of code I would have normally not looked at - the nature of the fixes attests this.
 
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Great work! If you can do it, I would love to be able to convert division from one type to another (INF to MOT, etc) and have more than one brigade per division.
Preliminarily investigated the former: DH has a nice system, but I would not want to "steal" it outright (disclaimer: reimplementation of an interface without insight into the original code is not stealing, compare MinGW, Mono, ReactOS).
Might end up doing that though, if I do not get a nice idea to do it differently; at least in GUI terms I can envision a nicer layout, esp. also covering the attached brigades and extensible if later a HoI3-style division composition system is added. Just pushing the actual conversion into the regular upgrade system (this is what DH does) is pretty elegant, but I kind of liked how HoI3 physically removed the affected brigade from its division until refitting is done, to simulate being sent home and then back to the front.* **

No time table for that part. Pretty sure it will not happen for 1.11.

Did some work on the latter already. Sadly the support for multiple naval brigades is a pretty hackish implementation and rewiring it to work for everything, while looking easy so far, promises to be a huge chunk of manual work.

Might or might not be in 1.11, depending on how much difficulties I encounter in other areas. Will probably be in 1.12 if not.

* - The hardcore simulationist side of me would like to actually have affected brigades move across the map to a training area, where they might be encountered by invasion forces, compare Kampfgruppe Lehr intervening in Operation Market Garden; but the usability watchdog side wants to hear none of it. Mayhap someday when I get to investigate the feasibility of railway lines...

** - Of course, what HoI3 completely misses here is that the affected division would normally receive a replacement from the reserve before it can leave. Regimental and brigade switching in general is completely absent from any HoI game (and arguably should be abstracted or fully automated to fit the strategic scope of the game). It is thence not really good in terms of emergent effects to have the affected division lose combat capabilities by just removing the brigade. DH's model is simpler but in this regard more realistic.
 
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