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Malta ate ALL Italian supply!

 
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Malta ate ALL Italian supply! - 9/16/2009 5:40:39 AM   
willgamer


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Playing 1.60, latest version.

On the first Italian turn, I created 3 convoy routes (2 to Africa, 1 to Sardinia).

The very next turn, the Malta event fired at least 20, probably more, times and eliminated ALL supply. All 3 convoy routes were red due to no STP.

Is this correct?

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RE: Malta ate ALL Italian supply! - 9/16/2009 3:53:14 PM   
willgamer


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From: Huntsville, Alabama
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I've attached a save file.

When I reran this morning the event fired just 6 times. So, I can't explain the 20 times I thought I saw late last night.

Regardless of the number of times, I see two problems:

1. The number of STPs is set to minus 2. How can you have negative transport?

2. Considering that I had virtually the entire Italian surface fleet in the Central Med, zero supplies seems way too severe.

Bleck, are you there?

Attachment (1)

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RE: Malta ate ALL Italian supply! - 9/16/2009 4:43:29 PM   
Bleck


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Yep, I'm here :D Checking....

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RE: Malta ate ALL Italian supply! - 9/16/2009 5:00:25 PM   
Bleck


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OK, I know what is the reason. In event file events_21_italy.xml in line 1851 is:
<effect method="Country.ChangeSTP" param0="21" param1="-2"/>
Problem is, that method Country.ChangeSTP do not change current STP value (in this case should decrease by 2), it sets STP = param1 (in this case STP=-2).
We will fix it, so there will be Country.SetSTP and Country.ChangeSTP. For now I don't see any other option than disabling this whole event or just this single effect (line 1851).

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RE: Malta ate ALL Italian supply! - 9/16/2009 5:24:07 PM   
willgamer


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From: Huntsville, Alabama
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Since it's impossible to continue the game with no Italian supply to Africa, what's the correct way to disable it?

Also, I took one more turn, reloaded, and took it again. I got the same effect of the event firing about half as often after reloading. Perhaps the save is missing something???

Another problem is that the Italians effectiveness is reduced to 1%. This event's results seem to be cumulative every time it fires and it is firing waaaaaay too often in a single turn!

Attached is the second time.

Attachment (1)

< Message edited by willgamer -- 9/16/2009 5:47:39 PM >


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RE: Malta ate ALL Italian supply! - 9/16/2009 5:53:54 PM   
Bleck


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Events are checked many times every turn, but some of them have parameter oneTimeChecking set to "1" so... those are checked only one time (but not this particular one we are talking about). There is also way to disable event from further checking only if particular option was selected.

Here is most interesting - most of events have "Random check", in this case (starts at line 1759):
quote:

<!--Random check-->
<expression>
<leftOperand method="System.GetRandomNumber" param0="1" param1="100"/>
<operator value="greaterOrEqual"/>
<rightOperand constValue="50"/>
</expression>

So probability to fire this event is 50% each time it is checked (multiple times per turn). I suggest change value "100" to "10" to disable it, you can also delete whole event or disable just STP effect (change line 1851 to <!--effect method="Country.ChangeSTP" param0="21" param1="-2"/-->)


< Message edited by Bleck -- 9/16/2009 5:55:37 PM >


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RE: Malta ate ALL Italian supply! - 9/17/2009 4:59:14 AM   
willgamer


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From: Huntsville, Alabama
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Thanks Bleck, I used the ! to comment out both effect method lines.

That did allow me to still see the event fire, so here's one more little observation.

It fired 16 times in a recent game turn, but perhaps only 4-6 times in a row. Then another event would come inbetween before it fired again. It seemed like other kinds of events may have reset the run of Malta events.

FWIW....

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RE: Malta ate ALL Italian supply! - 9/17/2009 12:55:36 PM   
Heras Little Helper

 

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Yes, this happened to me too, so I tried to take Malta. You can't land a parachute division on the island (I guess because the free hex is "rough") and you can't assault it with an amphibious landing (at least I couldn't figure out how). So I am currently trying to destroy the garrison with air power in hopes of dropping a para division on the harbor itself.

Disabling the Malta option seems excessive. Any way to make it "fire" just once a turn at most?

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RE: Malta ate ALL Italian supply! - 9/19/2009 10:08:06 AM   
doomtrader


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Just to sort things out.

Indeed there was an error in this event.
It should be checked only once in a turn but it wasn't.

Corrected.

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RE: Malta ate ALL Italian supply! - 9/19/2009 3:44:10 PM   
willgamer


Posts: 902
Joined: 6/2/2002
From: Huntsville, Alabama
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quote:

ORIGINAL: doomtrader

Just to sort things out.

Indeed there was an error in this event.
It should be checked only once in a turn but it wasn't.

Corrected.


Doom, do you intend to do something about the other problem that, even presumably well protected, supply convoys can lose over 90% in a single turn.

I wonder because there was no staff response to this post: http://www.matrixgames.com/forums/tm.asp?m=2241732.

I fear that when the Malta event is working correctly, combined with the way interception currently works, will effectively eliminate campaigning in Africa. It's not just the effect of the losses on the current turn, it's the fact that Italy could never make up the PP losses for long.

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