Basement Command
Matrix Trooper

Posts: 64
Joined: 11/1/2001 From: Boise, ID Status: offline
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OK. I'll try to answer my own question. Yes, I think that Patching to version 2.0 from 1.4 may have fixed my carrier lock-ups. (A few of us have had to deal with these). I also noticed the patch seemed to change the logic of game turn resolution. I have two files that would reliably demonstrate the lock up under 1.4. In each file the Allies (me) were operating a carrier group south of Truck. It would react to an IJN carrier group coming south from Truck by moving north toward Truck. The Allied CTF and area LBA would pound the IJN TF, sinking all 4 Japanese carriers by the end of the first air combat phase resolution. Then an IJN air strike from Truck would hit my carriers. This sequence of events would be repeated every time these files were played. The game would then always lock when the air attacks began. Now I have played both files under 2.0, and they did not lock up. I also never saw the big Truck air strike, so I never saw what was apparently the trigger event for the lock-up. Other combinations of attacks and different combat results occurred when playing these files under 2.0. I also did not sink all the IJN carriers during the first air combat phase. So, with the new patch, I have not yet seen a lockup when running files I previously could count on locking-up. The IJN strike from Truck never occurs. So did I really even have a chance to see the lock up? Does this mean that 4.0 "Fixed" some carrier-combat-lock-up related code? Or does this mean that 4.0 simply caused the turn to resolve in such a way that the lock-up was inadvertently avoided? And is there any significance to the Japanese carriers surviving the first air combat phase? They do get off a fairly punishing strike against the Allied carriers before I do finally sink them. I even tried sending my carriers on a suicide mission to Truck to trigger a large air strike from there. I eventually saw strikes from Truck in both files, but it took several turns and the tactical situation had changed, so is this an apples and oranges comparison in the end? These Truck strikes may have been a bit smaller than the one I was used to seeing under 1.4. In any case, the game never hung. Sounds "fixed" to me, but it was curious that files played on version 1.4 were apples that reliably sank all the Jap carriers and then hung on a big Jap air strike, and those played on 2.0 were oranges that saw some Jap carriers get away, and no big strike from Truck. Maybe the game would still hang if I found myself facing a larger air strike than I now face under 2.0 with the apparently changed game mechanics? Maybe whatever aspect of code under 1.4 that gave my computer indigestion is gone now. I can’t tell. Well I guess all I can do is play on and see what happens.
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The only skills I have the patience to learn are those that have no practical application in real life.
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