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Rising Sun - 6/16/2007 10:48:47 AM   
FrenchyUSMC


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I'm a big fan of the Talonsoft's campaign series... especially Rising Sun.

I wanted to know :

1) If the new matrix version correct the old Talonsoft bug below :

"The game crachs when there is japanese cave movement played by IA"

2) Can we play Russian vs Japanese in the Pacific Theater or US forces vs Russian Forces (for instance to simulate Korean War !)

Thanks a lot for this new edition ... i'm eager to test the news units like ships for naval bombardment, etc...



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RE: Rising Sun - 6/16/2007 2:06:05 PM   
CJMello63


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1. That was one I found but they had trouble reproducing it and subsequently it went into production at TS. I am looking for my old notes to see exactly what I was doing before the crash. I have not tried it with the new Matrix version yet. IIRC it was AI cave movement mixed with an Arty strike but like I said I am looking for my old notes.

If you happen to see the old bug before I get to it post here.

Thanks.

< Message edited by CJMello63 -- 6/16/2007 2:25:43 PM >


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RE: Rising Sun - 6/16/2007 2:41:30 PM   
CJMello63


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OK, found my old file. Going to take it to the reading room to review.

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RE: Rising Sun - 6/16/2007 3:07:49 PM   
FrenchyUSMC


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Hello CJMello...

If i'm not wrong, I remember your name in the talonsoft war room of somethin' like that...
I'm happpy to see some of the Talonsoft's "Old Guards" back again in this Matrix Project...
Thanks again to all at Matrix...

I remember the bug when i was playing with a personal scenario about Iwo Jima and Mount Suribachi... During US Off board artillery... the IA Japanese defensive cave movement (rules : hidden jap movement "caves within a range of 3 hex.") create the crash during the game ... So to solve this real problem in my scenario, the cave hexs were set up more than 3 hex of each others...

Hope this help...



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RE: Rising Sun - 6/16/2007 3:34:38 PM   
Geomitrak


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Frenchy, your post has rung a bell. I had a downloaded Iwo Jima scenario, and it too crashed for some reason. I never worked out why; it never happened with any of the scenarios that came with the game. Not much help in solving the problem, I know, but it may help reassure others that they are not alone.

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RE: Rising Sun - 6/16/2007 4:20:58 PM   
CJMello63


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Ya, my notes were sparse and it was an email between me and Doug Bevard. Playing the Allies Vs. Axis AI on a SCN with Caves I had a crash during an Arty stike. A hex was highlighted just before it froze. Checking that hex after reloading the SCN revealed it was a cave. It appeared that the concealment factor of the cave with the FOW lead to the freeze. It never got sorted out as I do not think others could reproduce it. I will check the Matrix version later.
Yes, that was me on the old TS Boards, part of the Beta Brigade.

I will check on the 3 hex solution you came up with too.

I originally found it on the Wakde Tutorial and the cave was eventually removed.


< Message edited by CJMello63 -- 6/16/2007 4:22:23 PM >


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RE: Rising Sun - 6/16/2007 4:27:53 PM   
CJMello63


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Sasebo.scn was one I worked a lot on.

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Campaign series "Beaches" and "Open"... - 6/16/2007 5:32:45 PM   
FrenchyUSMC


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CJ,

Thanks for your works on "Rising Sun" and "Campaign series"... and to try to solve this problem if the Matrix edition failed in it ...

"Operation Ketsu-Go" (sasebo.scn) is a great hypothetical scenario (Nov, 10, 1945) designed by John Schettler ...
I didn't know you worked a lot on it.

I've got an idea or mod for the map editor ?! : In the huge Pacific theater, there are a lot of different beaches and sands ... For instances, Iwo Jima's and Cape Gloucester's (New Britain) beaches are black volcanic sands instead of Central Pacific Atolls (Tarawa, Eniwetok, Kwajalein, ...) whom sands are white/yellow...
I don't know yet if the Matrix edition allow to create such items...
In Rising Sun, the "Beach hex" in the map editor is always the same (white/yellow)... like the the "open hex" is always "green" ... Can we have others "open hexes" in the Tropical area ? like sand or volcanic ashes... So the maps could be more realistics in the 3D view... ! So, Iwo Jima will be black island instead of "green" ... I hope you understand my request !

Thanks Again !


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RE: Campaign series "Beaches" and "Open&... - 6/16/2007 5:42:49 PM   
CJMello63


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I just tested it extensively, bug hunting the cave issue. I didn't do any SCN design. I didn't not work on Matrix's version either. I am just here as a fan.

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RE: Rising Sun - 6/16/2007 8:22:07 PM   
Gray_Lensman


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quote:

ORIGINAL: FrenchyUSMC

Hello CJMello...

If i'm not wrong, I remember your name in the talonsoft war room of somethin' like that...
I'm happpy to see some of the Talonsoft's "Old Guards" back again in this Matrix Project...
Thanks again to all at Matrix...

I remember the bug when i was playing with a personal scenario about Iwo Jima and Mount Suribachi... During US Off board artillery... the IA Japanese defensive cave movement (rules : hidden jap movement "caves within a range of 3 hex.") create the crash during the game ... So to solve this real problem in my scenario, the cave hexs were set up more than 3 hex of each others...

Hope this help...




Just curious, would this bug occur in a Dynamic Campaign Game? (Random Scenario Generation)

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Hidden Movement by Cave Bug - Rising Sun - 6/16/2007 8:40:36 PM   
FrenchyUSMC


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Hi Gray !
I never saw this bug on DCG campaign ... because may be the maps are randomly generated and not historically accurate... So cave hexes are not commonly used ...
I was really disappointed when i met this problem with talonsoft's game because hidden cave movement is really good defensive subject for Japanese player so the game could be more realistic and surprising...

Caves were the most used on Peleliu and Iwo Jima islands as real tough defensive japanese positions ...

Look at the file/photograph below to watch an example of cave/tunnels on Iwo Jima :




Attachment (1)

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RE: Hidden Movement by Cave Bug - Rising Sun - 6/17/2007 12:55:56 AM   
CJMello63


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I saw it in the stock SCN's. The original Wakde, sasebo.scn and a few others.

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RE: Hidden Movement by Cave Bug - Rising Sun - 6/17/2007 1:32:02 AM   
Chris Wilson


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I think that this bug had been fixed, from memory (I haven't kept any notes) it was something to do with indirect fire coming from a cave. The scenarios I did all had caves in and I remember Charlie sending out a little note about unit positioning in them in order to avoid the bug. Indeed I do remember making some changes on the back of this note and I do remember a couple of my scenarios not working because of the cave issue. But as I say I think that it was fixed for Imperial Strike ... I can't be sure though as I left whilst that was still in the pre-production phase.


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RE: Hidden Movement by Cave Bug - Rising Sun - 6/17/2007 2:40:07 AM   
CJMello63


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I bolted right after RS shipped.

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RE: Hidden Movement by Cave Bug - Rising Sun - 6/17/2007 2:53:20 AM   
Chris Wilson


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quote:

ORIGINAL: CJMello63

I bolted right after RS shipped.


Well yes didn't we all

Did you test for Charlie over at Breakaway games? I can't remember now, I know Dave Hickman did but I can't remember who else now.


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RE: Hidden Movement by Cave Bug - Rising Sun - 6/17/2007 3:14:47 AM   
CJMello63


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No, went with JT to HPS.

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Rising Sun Scenario - 6/19/2007 10:32:02 AM   
FrenchyUSMC


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Hello CJ and All ,

Can i post an historical scenario on this forum edited with the old Talonsoft's Rising Sun ?

There is no cave hexes in it and no bugs ... but you can test it with the new Matrix issue ?

Thanks ...



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RE: Rising Sun Scenario - 6/22/2007 2:39:47 AM   
CJMello63


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I am trying to get through Sasebo right now. I keep getting interupted. So far no problems. I have taken the bottom two VPs and am moving North.

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RE: Rising Sun Scenario - 7/3/2007 1:37:41 AM   
TAIL GUNNER

 

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Trying to play the Operation Olympic LCG....damn game keeps hanging and "not responding"....

Is the interim solution to not plot arty on Japanese cave hexes?

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RE: Rising Sun Scenario - 7/3/2007 5:56:17 AM   
CJMello63


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I got a hang while not plotting Arty.

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RE: Rising Sun Scenario - 7/3/2007 7:17:02 AM   
e_barkmann


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I always thought the lockup bug was due to hidden Japanese movement in caves.  Sounds like it's not fixed....oh Jaaaaaaason.....




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Rising Sun Cave Movement Bug - 7/3/2007 11:00:50 AM   
FrenchyUSMC


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Hi Juggalo,
As Chris Merchant said, the bug seemed to be due to hidden Japanese movement in caves... So whatever is going, japanese movements within 3 hexes of a cave can generate the bug...
So, to avoid bugs, you can modify "cave hexes" locations ( > 3 hexes) with the Editor's game ...
Hope this help !

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RE: Rising Sun Cave Movement Bug - 7/6/2007 12:37:02 AM   
dudalb_slith

 

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Could someone give detailed instructions on how you modify the Scenario with the >3 hex range to get rid of the bug?

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RE: Rising Sun Cave Movement Bug - 7/6/2007 12:47:52 AM   
CJMello63


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Open SCN in editor in RS. On the menu click on "map" and check "toggle caves". Clicking on the hex with the cave will remove it, clicking again will replace it. Save SCN.

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RE: Rising Sun Cave Movement Bug - 7/6/2007 1:13:32 AM   
dudalb_slith

 

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Someone please tell me how to modify the caves.I have just spent one hour with the Game Editor and the Manual and just give up.

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RE: Rising Sun Cave Movement Bug - 7/6/2007 1:16:26 AM   
Jason Petho


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quote:

ORIGINAL: dudalb

Someone please tell me how to modify the caves.I have just spent one hour with the Game Editor and the Manual and just give up.



quote:

ORIGINAL: CJMello63

Open SCN in editor in RS. On the menu click on "map" and check "toggle caves". Clicking on the hex with the cave will remove it, clicking again will replace it. Save SCN.



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RE: Rising Sun Cave Movement Bug - 7/6/2007 1:53:27 AM   
dudalb_slith

 

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I was able to do that,but did know that was the fix.
I assume replacing the Caves in the Scenario with new caves fixes the Bug?
If so,Thanks!

< Message edited by dudalb -- 7/6/2007 1:58:55 AM >

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RE: Rising Sun Cave Movement Bug - 7/6/2007 2:09:51 AM   
Jason Petho


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quote:

ORIGINAL: dudalb

I was able to do that,but did know that was the fix.
I assume replacing the Caves in the Scenario with new caves fixes the Bug?
If so,Thanks!


Here's hoping!

Jason Petho

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Rising Sun Cave Movement Bug - 7/31/2007 2:35:03 PM   
FrenchyUSMC


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"I remember the bug when i was playing with a personal scenario about Iwo Jima and Mount Suribachi... During US Off board artillery... the IA Japanese defensive cave movement (rules : hidden jap movement "caves within a range of 3 hex.") create the crash during the game ... So to solve this real problem in my scenario, the cave hexs were set up more than 3 hex of each others... "

I would say one another thing : With this solution, the bug seem to disappear but there are no more cave movement for the Japanese Player since the caves hexes range is > 3 hex ... So somewhere, it's a loss of value for Japanese defensive positions...

Hope "the bug" will be fixed in a new patch ...

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