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Question for Erik or the Moderators - 3/4/2010 1:40:42 PM   
Bullwinkle58


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Can we get the real truth from one of you guys who can see the code re new submarine torpedo employment?

Without re-hashing unpleasant personal things/snits that have recently happened elsewhere in the forum, this issue is clear as mud to me, someone who reads here every day. First there was new stand-alone code to make DB changes to allow less than full salvoes on targets not worthy of them. Then this was going to be only of use in certain mods. Then there were "undocumented features" in the beta patch, this one of them. Then it was reported here that these "features" would only work with mods by "JuanG" and not official scenarios. Then (with some exasperation it seemed) it was announced that all "undocumented features" would be pulled from the final Patch 3. Now this code change shows up as Item #99 in the official patch change list. I am VERY confused.

So, in an ongoing, official, Scenario 1 game against the Japanese AI, does this code activate after Patch 3? Or do I need a restart? Or does it not work at all in official scenarios? Or does it only work in some official scenarios (for example, not in the Quiet China ones?)

Can someone in authority put this issue to bed once and for all? This code is a huge deal to Allied submarine effectiveness and tactics, and I'm very grateful for the efforts to do semi-magical work-arounds with the database. I'm just saying that, from the POV of non-modders and non-devs, the status of this change is unclear.

Any clarification appreciated.

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RE: Question for Erik or the Moderators - 3/4/2010 2:52:15 PM   
wdolson

 

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The scenarios that are currently included with the game will not make use of this new code.  It takes a modded scenario to do it.  I believe the Don's Babies scenarios are being updated to support this.

Submarines have always clumped torpedo tubes together, like you will see in the editor torpedo, forward, X6.  Because of this, the game can't fire one torpedo, it needs to fire six at a time.  If there were separate lines in the editor for each of these six tubes with one torpedo each, then the game engine now has the ability to fire one to all six depending on the target.

It was decided that none of the official scenarios would be modified for this patch, so as to not impact games in progress and/or cause confusion whether it was safe to upgrade.  So the data to support the new code is not in the patch.  The mod community is free to update scenarios to support the new submarine torpedo layout and take advantage of the new code.

Hope this explains it some.  And I hope I remembered the details right... 

Bill


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RE: Question for Erik or the Moderators - 3/4/2010 3:11:25 PM   
Bullwinkle58


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quote:

ORIGINAL: wdolson

The scenarios that are currently included with the game will not make use of this new code.  It takes a modded scenario to do it.  I believe the Don's Babies scenarios are being updated to support this.

Submarines have always clumped torpedo tubes together, like you will see in the editor torpedo, forward, X6.  Because of this, the game can't fire one torpedo, it needs to fire six at a time.  If there were separate lines in the editor for each of these six tubes with one torpedo each, then the game engine now has the ability to fire one to all six depending on the target.

It was decided that none of the official scenarios would be modified for this patch, so as to not impact games in progress and/or cause confusion whether it was safe to upgrade.  So the data to support the new code is not in the patch.  The mod community is free to update scenarios to support the new submarine torpedo layout and take advantage of the new code.

Hope this explains it some.  And I hope I remembered the details right... 

Bill



It does, and this is not a change from the exchanges that occurred about two weeks ago in the Scenario Modding sub-forum.

However, don't you think it's dangerous, or at least unhelpful, to include an entry in the Patch 3 official change list that will not be accessible to official scenario, AI-only players? Especially when they (we) constitute probably the majority of AE players? I understand that the change notes don't want to become a novel, but there's such a thing as being too-cryptic by far.

A player, especialy a newbie player, who has no idea AE can be modded, or has mods, will read that patch note and rub his hands that torpedoes act so historically, when, in fact, for him, nothing has changed. He isn't going to go reseach a non-official thread twenty pages back in the stack to find out the origin of this code. He's just going to come on here--today--and yell that the game is broken. That's avoidable.

This issue reflects another issue I have tried (ineffectually) to raise with Matrix forum management. There is a large, and growing, divide between the "cool kid", insider, long-experienced player community who speak mostly to each other, here and in PM, and the average and newbie player trying to get a handle on this beast. The forum architecture is woefully ill-designed to help the latter group, and issues like this torpedo/patch thing only serve to illustrate it. What is clear to the modders and programming-heavy player groups is not to the rest of us. We have dedicated players here who have trouble applying the executable shortcut switches--they matter just as much as the deepest modder.

I URGE Erik and/or other Matrix management to get involved in this issue, and come up with better ways to make this flagship product's forums accessible to all players. Over-communicate. Set up newbie sub-forums. Set up a link farm to off-site mods. Cull no longer useful stickies. The game is into mid-life now; launch mode is over. Manage it that way, please.

Sorry, Bill. I'm only talking through your post, not at you. I apppreciate your response.

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RE: Question for Erik or the Moderators - 3/4/2010 3:59:53 PM   
jwilkerson


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Here is Don's post on the torpedo code workings - he wrote it - so I'd go with his details as being most relevant.

http://www.matrixgames.com/forums/fb.asp?m=2379909

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RE: Question for Erik or the Moderators - 3/4/2010 5:14:56 PM   
Bullwinkle58


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quote:

ORIGINAL: jwilkerson

Here is Don's post on the torpedo code workings - he wrote it - so I'd go with his details as being most relevant.

http://www.matrixgames.com/forums/fb.asp?m=2379909


J:

Yes, I READ all that; my post is in the thread you linked to. This, however, is illustrative of the point I'm making. This is NOT a CODE issue. I realize that many of the devs think in these terms professionally, but it's not an IT issue I'm trying to get at. It's a customer service issue. CS takes a whole different mindset. It takes being able to stand in the shoes of your audience/questioner.

I think a seminal mistake with the AE launch was letting/forcing/whatever so many of the devs--because they knew the code and were justifiably proud papas of their baby--to become the customer service response face of AE. Nothing in the make-up of a professional coder, or fighter pilot, or retired NCO, etc. makes them excel at answering the seemingly lame questions, comments, or beefs of amped-up Gen Yers, Gen-Xers, and us elderly Boomers, sometimes operating in a foreign language, sometimes from cultures with different tests for rudeness than the USA, GB, or Oz.

You're a moderator, yet your response here did nothing to address the question I asked, and then expanded upon in a second post. And I'm a pretty sophisticated player and computer jock compared to some.

So now, stand with me in the newbie's shoes, or even the AE 6-month vet. He reads the Patch notes, sees the torpedo stuff. He reads your post here. Does he STILL have any idea HOW to get this code to work in his game? He knows, maybe, he needs a mod of some kind. How does he find it without doing a Master's thesis of forum research? It can be done, some have done it, but why does it have to be so hard?

The other posts south of the hotpoint you provided also illustrate some of the hard-edged attitudes that are beginning to separate us. Yes, mods are private ventures and not supported by Matrix. I get that. But the developers of them use these public forums to communicate about them, ask for input, and publish changes to them. That's fine too, but these are PUBLIC forums. It's unseemly when some get downright nasty with "intruders" and the moderators allow it. If modders want to go off-line, fine, that's certainly their right, but while they're in here they should be subject to the same rules the rest of us are.

I have my answer to my original question, and if I have time Ill go dig for JuanG's mods and try to understand what they do and how. But I don't think that's the whole story here.

Thanks for taking the time to repsond.

< Message edited by Bullwinkle58 -- 3/4/2010 5:29:49 PM >


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RE: Question for Erik or the Moderators - 3/4/2010 5:36:02 PM   
ChickenOfTheSea


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Here is the post from Osterhaut that apparently nobody read (despite the fact that it was the start of two threads). This post contains links. If you follow the first link it will take you to submarine tube modifications for all the stock campaign game scenarios. The new code you are referring to is gone, removed, and any discussion about is irrelevant and it never worked with any current mods anyway. This is mod material and it is not appropriate to badger Matrix about unofficial (non-Matrix) mods.

just fyi.
quote:

Patch-3 Beta is now available. There are a few things in it that are not listed because they apply to mod scenarios only, and because the capability will not be ported to the database of “official” scenarios.

Special code implements the submarine split-tube model, such that submarines will fire different numbers of torpedoes at different types of target ships; i.e., a sub may shoot 1 or 2 torpedoes at a merchie target, but flush all tubes at a CV.

Please note, this code does NOT affect the “official” database scenarios, they WILL act normally. This ONLY works with specially modified scenarios.

If you play stock and wish to try this out, the sub-tube modifications, along with installation instructions, may be found here.
http://www.matrixgames.com/forums/tm.asp?m=2347573&mpage=1?

The latest Da Babes modification was specially adapted to utilize this, and other enhancements. Da Babes, along with installation instructions, may be found here.
http://www.matrixgames.com/forums/tm.asp?m=2373258&mpage=1?


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RE: Question for Erik or the Moderators - 3/4/2010 5:44:07 PM   
treespider


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So if I understand correctly - this thread was started to ask a question about the changes to the torpedo code...which was answered by a developer and a moderator...but the intent was to use the Torpedo Code changes to illustrate a complaint about the structure of the Matrix Forum.


I've been here from 2005...for as long as I remember if you have a question ask it and it generally gets answered by one of the forum members.

EDIT: In regards to the torpedo code changes- it is my understanding that they were inserted to support the Mod community. An AI player can take advantage of these changes by editing an AI scenario to incorporate the data changes necessary to utilize the code. However, this change will only affect newly started games that incorporate the Modded data and will not affect ongoing games..





< Message edited by treespider -- 3/4/2010 5:49:40 PM >


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RE: Question for Erik or the Moderators - 3/4/2010 5:46:18 PM   
chesmart


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Start playing with the editor and test thats how you learn this monster

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RE: Question for Erik or the Moderators - 3/4/2010 5:53:29 PM   
Takeshi

 

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I don't want to start a war, but this doesn't strike me as a significant customer service/communication issue. A feature available to modders was described in the modders area of the forum. It is not in any of the official scenarios provided by Matrix. If a MOD uses this feature, the modder can chose to communicate this or not (he is, after all, doing this for free). In any event, the player will soon figure this out after the first few sub attacks.


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RE: Question for Erik or the Moderators - 3/4/2010 5:57:34 PM   
witpqs


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Moose,

You make some good points. Some other things are important too. The biggest and most critical one is that the financial makeup of AE will not support the kind of customer service effort that you are getting at. There are not enough of us paying customers to pay for it. Flowing from that is the fact that 99% of the effort to produce AE was non-Matrix, and volunteer at that. In other words, the whole thing is an 'inside job' where the developers of AE have worked very hard both to produce AE and to welcome new folks. No, they are not perfect; they are quite human and get the human interaction thing wrong sometimes. So do the rest of us. But even in the mods you mentioned, that seek to make use of new features, they took pains to produce two versions (the first two versions available!) that are for AI players. They are not neglecting the newbies and AI players.

Back on that human interaction thing, recently when a newby had trouble finding something in the manual in spite of looking, it was more than just Devs that responded. Some comments were helpful, some were disdainful. One poster (you) said he did a search for the answer and found it in 17 seconds, as though the newby would have needed to search for the answer text if he already knew it! Your later comments centered around "RTFM". Clearly some of the attitude that newbies run into is not coming from the AE team or from Matrix. The Devs are not perfect, the CS for AE is not perfect, but both the Devs and Matrix deserve praise for what they've accomplished with what they have - including support of newbies.

(in reply to Bullwinkle58)
Post #: 10
RE: Question for Erik or the Moderators - 3/4/2010 6:13:33 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
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quote:

quote:

ORIGINAL: ChickenOfTheSea

Here is the post from Osterhaut that apparently nobody read (despite the fact that it was the start of two threads). This post contains links. If you follow the first link it will take you to submarine tube modifications for all the stock campaign game scenarios. The new code you are referring to is gone, removed, and any discussion about is irrelevant and it never worked with any current mods anyway. This is mod material and it is not appropriate to badger Matrix about unofficial (non-Matrix) mods.


Except--again--the code IS in the final Patch 3 and the Patch 3 notes, bare of any other explanation, mod links, doesn't-work-with wording, or the rest. I'm unsure from context what you mean by "the new code you are referring to." I'm talking about the code which is in final Patch 3. If that's different than the code talked about, hinted at, stomped-off-in-a-huff-about on the mod sub-forum, as well as here, in the main forum, fine. I don't care about that code.

quote:

just fyi.
quote:

Patch-3 Beta is now available. There are a few things in it that are not listed because they apply to mod scenarios only, and because the capability will not be ported to the database of “official” scenarios.

Special code implements the submarine split-tube model, such that submarines will fire different numbers of torpedoes at different types of target ships; i.e., a sub may shoot 1 or 2 torpedoes at a merchie target, but flush all tubes at a CV.

Please note, this code does NOT affect the “official” database scenarios, they WILL act normally. This ONLY works with specially modified scenarios.


Again, cool, but this referred to beta code, in that time slice where an actual moderator posted that "undocumented features will be removed", which the average reader could conclude included the torpedo code. Again, fine. Then it shows up in the final patch with no extra help as to how to use it. Even Osterhaut's explanation presumes the reader has an understanding that AE is archetecturally made up of a free-standing database, and a code base that interacts with it. I sort of get that, but a newbie might not. To him it's just a game which launches when he clicks the shortcut.

quote:

If you play stock and wish to try this out, the sub-tube modifications, along with installation instructions, may be found here.
http://www.matrixgames.com/forums/tm.asp?m=2347573&mpage=1?

The latest Da Babes modification was specially adapted to utilize this, and other enhancements. Da Babes, along with installation instructions, may be found here.
http://www.matrixgames.com/forums/tm.asp?m=2373258&mpage=1?


And yet, I've been sent to JuanG's mods, even by Juan himself in PM, not Da Babes. My understanding of Da Babes is it does myriad things to the base game besides adding torpedo code. (I'm being intentionally dense to make my point about how opaque this can be to a newbie.)

The torpedo code, by being in Patch 3, becomes Official Martrix Policy, not a mod. Yet, it only works in mods not supported or officially recognized by Matrix. A weird situation IMO.

I'm not trying to pick a fight or be a jerk here, guys. I want all of this stuff to work, and work well. I want newbies and less-than-power-players to stay involved, tell their friends, and have Matrix sell a pant-load of copies. All so I can someday play WITP2 of course. If everyone else thinks things are hunky-dory, fine. I can shut up and play my game. I'm just asking questions here.




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Post #: 11
RE: Question for Erik or the Moderators - 3/4/2010 6:17:35 PM   
Bullwinkle58


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quote:

ORIGINAL: treespider

quote:

So if I understand correctly - this thread was started to ask a question about the changes to the torpedo code...which was answered by a developer and a moderator...but the intent was to use the Torpedo Code changes to illustrate a complaint about the structure of the Matrix Forum.


Except the quesiton wasn't answered, as I showed in another post.

quote:

I've been here from 2005...for as long as I remember if you have a question ask it and it generally gets answered by one of the forum members.


I've been here or lurking longer than that, and I agree with you. But that's not my point.

quote:

EDIT: In regards to the torpedo code changes- it is my understanding that they were inserted to support the Mod community. An AI player can take advantage of these changes by editing an AI scenario to incorporate the data changes necessary to utilize the code. However, this change will only affect newly started games that incorporate the Modded data and will not affect ongoing games..


And that's MY understnading too. Except, the patch notes don't say that. So far as I can tell there's no comprehensive place I can go to to find mods which do support it (and don't add the whole Da Babes shooting match, if I've ever even heard of Da Babes, which is a private, non-supported effort dontchaknow.) And I don't know how to edit an AI scenario either. So there. (Insert Bronx Cheer.)




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RE: Question for Erik or the Moderators - 3/4/2010 6:37:05 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
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quote:

ORIGINAL: witpqs

quote:

Moose,

You make some good points. Some other things are important too. The biggest and most critical one is that the financial makeup of AE will not support the kind of customer service effort that you are getting at. There are not enough of us paying customers to pay for it. Flowing from that is the fact that 99% of the effort to produce AE was non-Matrix, and volunteer at that. In other words, the whole thing is an 'inside job' where the developers of AE have worked very hard both to produce AE and to welcome new folks. No, they are not perfect; they are quite human and get the human interaction thing wrong sometimes. So do the rest of us. But even in the mods you mentioned, that seek to make use of new features, they took pains to produce two versions (the first two versions available!) that are for AI players. They are not neglecting the newbies and AI players.


I roger all of your main points. My comments here are primarily directed at Erik, not the devs, who I understand were volunteers. Matrix made business decisions. They allowed or forced the devs to do Matrix's customer service job, for whatever reason. Instead of the devs being cradled and "protected"in their success and encouraged to re-charge for a run at a WITP2 (a dream), many have been run off while Matrix books the sales revenue. This is unfortunate to say the least.

I don't know how many units have been sold, and Erik will never say, nor should he. I've had interactions with him in other on-line locations, including Usenet, and have always found him to be reasonable, presenting well-thought-out positions. (If he wants to know who I am he can look at the forum logs; I use my real name on Usenet.) I'm simply suggesting that this event with the torpedo code should be a red flag that the AE business model might be eating at itself, and Matrix needs to step into the fray, decide where they want the fanchise to go if the devs really do exit stage right en masse, and how they're going to get there. Maybe this model works again, maybe it doesn't. I hope some model does, as I want to play WITP2 in my retirement.

Right now I'm less asking for wholesale re-staffing or over-staffing of the forums than a re-design to reflect where the game is and the type of players that are coming into the fold. Modding, especially small scenario modding, will keep this thing alive for years. But players need to be able to find them and understand them, without an IT degree. And if they play official scenarios, they need to be able to understand what they're getting and not getting.

quote:

Back on that human interaction thing, recently when a newby had trouble finding something in the manual in spite of looking, it was more than just Devs that responded. Some comments were helpful, some were disdainful. One poster (you) said he did a search for the answer and found it in 17 seconds, as though the newby would have needed to search for the answer text if he already knew it! Your later comments centered around "RTFM". Clearly some of the attitude that newbies run into is not coming from the AE team or from Matrix. The Devs are not perfect, the CS for AE is not perfect, but both the Devs and Matrix deserve praise for what they've accomplished with what they have - including support of newbies.


That individual wasn't a newbie; he had what, sixty pages of notes or something? I only responded when he (or someone, I didn't re-research this)categorically stated that the 20k rule was not in the manual. I'd think a PE/MBA with sixty pages of notes could do a PDF search; that was the basis of my response. I also tried to lighten the response with a later post. Overall, I was defending the writers of the manual, which is among the best I have ever seen in a computer gqming career going back to 1978.

OTOH, IF there were a newbie sub-forum, and players were invited in to help, I would never respond that way there. I try to help newbies in the general forum when I can, either through having knowledge or time to spare. Many of the old hands do the same. But it's structurally inefficient is all I'm saying. If there were a newbie safe zone where NO ONE could ever say "RTFM", and this was moderator-enforced, everyone would benefit.



< Message edited by Bullwinkle58 -- 3/4/2010 6:41:34 PM >


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RE: Question for Erik or the Moderators - 3/4/2010 6:59:05 PM   
witpqs


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So when an experienced player looks and can't find something, it's OK to say "RTFM", yet demand certain levels of customer service and peer forum help otherwise? We just disagree on that.

I agree that the torpedo code, and whatever else, should be documented. It has been, but, as you rightly point out (indirectly), that should be consolidated. Here, we are running into the realities of the AE situation - the volunteer effort. How many wargames out there bother to update their manuals when they issue patches that include new features? AFAIK, none, even though that would be ideal.

Maybe Matrix would consider embracing the wiki that's being done privately, allowing the manual to be implemented there. That way relevant areas could be updated (in addition to the current wiki material that goes beyond a manual).

Should the official scenarios be updated to take advantage of the improved code? Yes, of course. Doing that still takes labor - to do it, test it, etc. Back to the same problem. As I understand it, any retooling of the stock scenarios is a big hairy deal that can also screw up ongoing games if done badly.

As far as new people finding mods, I have yet to see anybody ask where/how to find them and not receive help. Including additional help if they still had trouble, and help installing, etc.

I think separating new people into their own area would be a big mistake. That would really foster division in the community.

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RE: Question for Erik or the Moderators - 3/4/2010 7:04:13 PM   
JWE

 

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Since I am one of the primary perpetrators, it feel it incumbent on me to respond.

First, I wish to be expressly and implicitly clear: THIS HAS NO EFFECT WHATSOEVER, AMEN, on the existing database, or existing games. They will play exactly and precisely (with respect to sub tubes) as they always have.

Several months ago it was noticed by modders that rearranging a sub’s torpedo devices, from 1 device of 4 to 6 tubes, into 2 to 3 devices of 2 tubes each had a benefit with respect to time on station, and sub ammo consumption. This was implemented by certain modders through extensive modifications of the database. There was NO CODE involved. Because the modifications were so extensive, and the game-play outcomes were so indeterminate, it was, correctly, decided that these database changes would not be incorporated into the stock scenarios, unless and until massive testing was done.

This database modification was discussed openly in several threads on the mod sub-forum, and was included in several mods – all without code. All the code does is determine whether a sub will shoot a 2-tube device at a target or the default 4-tube or 6-tube device. Obviously it does not pertain to a database that has default tubes. All stock databases have default tubes, so this is utterly irrelevant.

If anyone really cared, they might have gone to the mod sub-forum, at any time, and downloaded a class and ship file that could be used with the stock scenarios to implement the split-tube system. It was even posted on the main forum that this was available. The code is very minor and was graciously allowed so that the over 150 people playing with the mods could provide the necessary massive testing and serious result data needed to determine whether this system would be appropriate for incorporation into the stock game paradigm.

This is not a huge deal for anybody. Anybody in the world could have, and still can, download the split-tube files and play with them and see what happens. All the code thing does is maybe add about 20% to the excitement (and efficiency) of a database mod that has been around for months.

What happened was that some of us got excited, and made mention of it. People who understood nothing of the reason, history or application, got all bent and complained. Just like now. So Joe decided to pull it to shut off the complaints. Joe was prevailed upon to leave it in because of the vast numbers of testers that could give a definitive yes-or-no answer as to its incorporation into the stock database. Unfortunately, the current complaints will likely cause it to be removed in any subsequent ‘hotfix’ or patch.

I hope this explains the whys and wherefores, and since it’s now likely to be killed, satisfies you. I think, given these circumstances, modders have learned to keep our mouths shut, so there will not likely be any more information on tweaks like this that might upset somebody.

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Post #: 15
RE: Question for Erik or the Moderators - 3/4/2010 7:04:24 PM   
Bullwinkle58


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quote:

ORIGINAL: treespider

EDIT: In regards to the torpedo code changes- it is my understanding that they were inserted to support the Mod community. An AI player can take advantage of these changes by editing an AI scenario to incorporate the data changes necessary to utilize the code. However, this change will only affect newly started games that incorporate the Modded data and will not affect ongoing games..



I thought about this some more, and I wanted to add something. It's what makes my head spin a bit when dealing with the mods vs. official scenario thing. (And I think I understand how this stuff works better than a lot of the newbies, just from hanging around.)

AE is really three pillars, not two (DB and code base.) It's the DB, the executable code, and the AI scripts. When I see a modder or player say "It runs the torpedo code, but only in a mod), part of what I don't get is the interaction between DB changes (the weapon/tube slots) and AI scripts and the code base. I know you can't change DB fields in an on-going game (right?) I "think" the AI scripts are selected from a pool at the start of the game and don't change thereafter, but I'm less sure if you can reach in and change a script without a re-start, so long as you don't change its file name. (Still with me?)

So what confuses me when folks say "Go play JuanG's mod if you want torpedo code" is, how do I know if the AI scripts that I'll be getting (Did Juan alter them?) will "tie into" the torpedo code in the code base, which I picture as being part of the "game code base" (not AI scripts, not DB)? (Just trying to explain this makes my head hurt. I shudder how a newbie percieves this stuff.)

Maybe said another way, it seems from my, bystander perspective, that a lot of the modder efforts just tweak the DB, but others, like the torpedo code, are written by official devs like Don B. who have access to source code. How do I know if or how the AI (which is all I play) will incorporate these changes, and do efforts like Juan's also get into AI scripts and/or the game code base within the mod?

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The Moose

(in reply to treespider)
Post #: 16
RE: Question for Erik or the Moderators - 3/4/2010 7:15:37 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
quote:

ORIGINAL: witpqs

quote:

So when an experienced player looks and can't find something, it's OK to say "RTFM", yet demand certain levels of customer service and peer forum help otherwise? We just disagree on that.


It's OK to disagree. And I will also say that response was not my finest hour.

quote:

I agree that the torpedo code, and whatever else, should be documented. It has been, but, as you rightly point out (indirectly), that should be consolidated. Here, we are running into the realities of the AE situation - the volunteer effort. How many wargames out there bother to update their manuals when they issue patches that include new features? AFAIK, none, even though that would be ideal.


No way I'm expecting the manual to be updated, even in PDF. I'm suggesting a re-ordering of the forum would help a lot, and also that things like patch notes be less cryptic and "insiderish" when the change doesn't work with offical, Matrix-supported scenarios.

quote:

Should the official scenarios be updated to take advantage of the improved code? Yes, of course. Doing that still takes labor - to do it, test it, etc. Back to the same problem. As I understand it, any retooling of the stock scenarios is a big hairy deal that can also screw up ongoing games if done badly.


I'd love for the official scenarios to incorporate this code. I don't think there's any dispute that it reflects historical tactical realities and practices, and makes the game better. But, if that's too hard, maybe there's an interim step where one of the mods which incorporates it could be "adopted into the family" semi-officially (there may be IP legal issues) and clear, simple instructions provided to the AI-only player about how they can be run, and how the AI scripts talk to that new code, or don't, as the case may be. As I said in a response to Treespider, the interactions between AI scripts and the DB/gamecode is something I'm very fuzzy on, and the basis for me not having the confidence to venture into some of the mods. They aren't all overtly clear if they're only for PBEM, and many/most of the power-players designing them tend to look down their noses at AI players.

quote:

I think separating new people into their own area would be a big mistake. That would really foster division in the community.


We can agree to disagree on this.



< Message edited by Bullwinkle58 -- 3/4/2010 7:31:13 PM >


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The Moose

(in reply to witpqs)
Post #: 17
RE: Question for Erik or the Moderators - 3/4/2010 7:15:49 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
And that is what makes developers throw their hands up in disgust.

You have likely killed it, so there is no longer anything to worry your head about. And we ain't likely to say anything about nothing ever again, just to keep ya'll happy.

(in reply to Bullwinkle58)
Post #: 18
RE: Question for Erik or the Moderators - 3/4/2010 7:18:37 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: Bullwinkle58

I know you can't change DB fields in an on-going game (right?)


In AE you can. Try it for yourself: Use the editor to make a new scenario (just read in scenario 1 and save it to '50' or something). Play a turn or two. Then, edit the scenario and make a few changes. When you next load the save game it should ask you if you want to incorporate the changes 'Y/N'.

(in reply to Bullwinkle58)
Post #: 19
RE: Question for Erik or the Moderators - 3/4/2010 7:28:46 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: JWE

Since I am one of the primary perpetrators, it feel it incumbent on me to respond.

First, I wish to be expressly and implicitly clear: THIS HAS NO EFFECT WHATSOEVER, AMEN, on the existing database, or existing games. They will play exactly and precisely (with respect to sub tubes) as they always have.

Several months ago it was noticed by modders that rearranging a sub’s torpedo devices, from 1 device of 4 to 6 tubes, into 2 to 3 devices of 2 tubes each had a benefit with respect to time on station, and sub ammo consumption. This was implemented by certain modders through extensive modifications of the database. There was NO CODE involved. Because the modifications were so extensive, and the game-play outcomes were so indeterminate, it was, correctly, decided that these database changes would not be incorporated into the stock scenarios, unless and until massive testing was done.

This database modification was discussed openly in several threads on the mod sub-forum, and was included in several mods – all without code. All the code does is determine whether a sub will shoot a 2-tube device at a target or the default 4-tube or 6-tube device. Obviously it does not pertain to a database that has default tubes. All stock databases have default tubes, so this is utterly irrelevant.

If anyone really cared, they might have gone to the mod sub-forum, at any time, and downloaded a class and ship file that could be used with the stock scenarios to implement the split-tube system. It was even posted on the main forum that this was available. The code is very minor and was graciously allowed so that the over 150 people playing with the mods could provide the necessary massive testing and serious result data needed to determine whether this system would be appropriate for incorporation into the stock game paradigm.

This is not a huge deal for anybody. Anybody in the world could have, and still can, download the split-tube files and play with them and see what happens. All the code thing does is maybe add about 20% to the excitement (and efficiency) of a database mod that has been around for months.

What happened was that some of us got excited, and made mention of it. People who understood nothing of the reason, history or application, got all bent and complained. Just like now. So Joe decided to pull it to shut off the complaints. Joe was prevailed upon to leave it in because of the vast numbers of testers that could give a definitive yes-or-no answer as to its incorporation into the stock database. Unfortunately, the current complaints will likely cause it to be removed in any subsequent ‘hotfix’ or patch.

I hope this explains the whys and wherefores, and since it’s now likely to be killed, satisfies you. I think, given these circumstances, modders have learned to keep our mouths shut, so there will not likely be any more information on tweaks like this that might upset somebody.



Thank you for this historical review. It's unfortunate that you seem to feel picked on or abused in some way by questions. My comments here have attempted to portray how this all looked from outside the stadium when one was not in on private e-mail exchanges or the testing regime.

You are very close to all of this. When you say "code" it might mean something else to you than to me, or someone not involved in the design. My basic question back then, when I read with great interest of this new development, was "How does it affect AI scripts/games?" To me they are not "code" and all you and others talked about was "code" (You know, code Don can see, but an amateur modder can't.) I always understood that using this feature would require a restart. What I didn't understand, and still don't (I'll have to research JuanG's mods) is how this works with AI-only games. Perhaps that's also a feature of the world-view of the designers of this change; they see the world through PBEM eyes and don't think to consider us chickens. If that's a total newbie-level quesiton then I'm guilty.

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The Moose

(in reply to JWE)
Post #: 20
RE: Question for Erik or the Moderators - 3/4/2010 7:32:09 PM   
Buck Beach

 

Posts: 1973
Joined: 6/25/2000
From: Upland,CA,USA
Status: offline

quote:

ORIGINAL: Bullwinkle58

I'd love for the official scenarios to incorporate this code.


There is something I would really love also, but, I am afraid that I would be banned for even hinting at it.

(in reply to Bullwinkle58)
Post #: 21
RE: Question for Erik or the Moderators - 3/4/2010 7:32:43 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: JWE

And that is what makes developers throw their hands up in disgust.

You have likely killed it, so there is no longer anything to worry your head about. And we ain't likely to say anything about nothing ever again, just to keep ya'll happy.


And to that I say "Bite Me." If that gets ME banned, so be it.

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The Moose

(in reply to JWE)
Post #: 22
RE: Question for Erik or the Moderators - 3/4/2010 7:34:28 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Bullwinkle58

I know you can't change DB fields in an on-going game (right?)


In AE you can. Try it for yourself: Use the editor to make a new scenario (just read in scenario 1 and save it to '50' or something). Play a turn or two. Then, edit the scenario and make a few changes. When you next load the save game it should ask you if you want to incorporate the changes 'Y/N'.


OK, I've seen that message with every hotfix; my game was started under Patch 1. But I thought it was noting changes to the executable, not the DB. Now I'm really confused . . .

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The Moose

(in reply to witpqs)
Post #: 23
RE: Question for Erik or the Moderators - 3/4/2010 7:42:27 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: JWE

And that is what makes developers throw their hands up in disgust.

You have likely killed it, so there is no longer anything to worry your head about. And we ain't likely to say anything about nothing ever again, just to keep ya'll happy.


And to that I say "Bite Me." If that gets ME banned, so be it.


You paid for a product and support, not for the right to be abusive to people.

(in reply to Bullwinkle58)
Post #: 24
RE: Question for Erik or the Moderators - 3/4/2010 7:44:56 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
I think it's time for a Group hug and a margaritta.



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Post #: 25
RE: Question for Erik or the Moderators - 3/4/2010 7:46:15 PM   
wworld7


Posts: 1727
Joined: 2/25/2003
From: The Nutmeg State
Status: offline

quote:

ORIGINAL: Nikademus

I think it's time for a Group hug and a margaritta.



Please no group showers...

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Flipper

(in reply to Nikademus)
Post #: 26
RE: Question for Erik or the Moderators - 3/4/2010 7:46:49 PM   
pompack


Posts: 2582
Joined: 2/8/2004
From: University Park, Texas
Status: offline
It's amazing what one small green button does to the apperance of this thread

(in reply to witpqs)
Post #: 27
RE: Question for Erik or the Moderators - 3/4/2010 7:47:17 PM   
chesmart


Posts: 908
Joined: 1/14/2007
From: Malta
Status: offline
No Bullwinkle you will not be banned dont worry what will happen is an improvement that would be going into the main scenarios will be canned because instead of understanding the game you want to be spoon fed the game. I have been testing the Split torpedo system and it works and makes the SS last longer and patrol and not waste torpedoes. How difficult is that to try ? Every time i asked one of the Mod team something i always got support and help its just the way you ask. You want a support forum open a wiki and keep it up to date or help maintain the one that there is but please stop complaining regarding this or that you want to complain find a good reason at least.

There are 2 posts regarding editing ongoing games one was in the general forums and the other was in the mod forum, I even posted it in the WITP forums. If you are confused do not worry everybody is confused because this game is immense and probably nobody knows more than 70% of it including the programmers.

(in reply to Bullwinkle58)
Post #: 28
RE: Question for Erik or the Moderators - 3/4/2010 7:50:04 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
yikes....no. Developers, being a drivitive of the species "GEEKIUS MAXIMUS" tend to be pasty fellows...not the kind of hard bodies you see on Reality TV.

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(in reply to wworld7)
Post #: 29
RE: Question for Erik or the Moderators - 3/4/2010 8:18:52 PM   
SuluSea


Posts: 2358
Joined: 11/17/2006
Status: offline
When someone is giving their own free time to an effort the quickest way to send them away is to crap on them. I've spent thousands of hours building addons for a game and left a gaming community for the very same reason. Not trying to pile on but just be a voice of reason, we have a great game, enjoy the fruits of others labor and don't badger 'em.

< Message edited by SuluSea -- 3/4/2010 8:20:16 PM >


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"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer

(in reply to Nikademus)
Post #: 30
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