Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Bug in toawlog.txt output

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Tech Support >> Bug in toawlog.txt output Page: [1]
Login
Message << Older Topic   Newer Topic >>
Bug in toawlog.txt output - 12/30/2017 4:40:53 PM   
Martin_Goliath

 

Posts: 98
Joined: 7/27/2007
Status: offline
Probably of no relevance to most TOAW players, but there is an output bug in toawlog.txt that would be nice to have fixed in a future patch:

When printing combat details, the attrition of the defending side is mixed up with a strength value, and thus makes no sense. To explain what I mean, I include parts of a toawlog.txt file below. The opposing units each consist of 1000 rifle squads. Coloured lines are my added explanations.

[Skipping several lines to get to print-out of strengths]
Combat :Defender anti armor strength: 1432
Combat :Attacker anti armor strength: 954
Combat :Defender anti personnel strength: 3227
Combat :Attacker anti personnel strength: 2082
[Skipping some irrelevant lines about air strengths]
Combat :Defender survivability: 7471
Combat :Attacker survivability: 7284
[Skipping some lines to get to attacking unit AT attrition]
[The "attrit" number 19 = 100 * defender AT strength/attacker survivability:]
Combat : Attacking unit under fire: 2nd Division (attrit: 19)
Combat :
[The "attrition%" number 4 = Square-root(attrit) * 10/attrition divider]
["attrition%" is the nominal number of individual AT targets that will come under fire in the attacking unit]
Combat : Smite: 2nd Force 2nd Formation, 2nd Division, (anti-armor), attrition%= 4.
[no AT targets, so no AT combat; skipping some lines to get to defending unit AT attrition]
[The "attrit" number should be 100 * attacker AT strength/defender survivability = 12, but obviously the output actually is the bare attacker AT strength:]
Combat : Defending unit under fire: 1st Unit (attrit: 954)
Combat :
[The "attrition%" number 3 = Square-root(attrit) * 10/attrition divider comes out okay, which shows that the printed "attrit" is just an output error.]
["attrition%" is the nominal number of individual AT targets that will come under fire in the defending unit]
Combat : Smite: 1st Force 1st Formation, 1st Unit, (anti-armor), attrition%= 3.
[no AT targets, so no AT combat; skipping some lines to get to AP combat]
APCombat :Anti personnel combat begins.
[The "attrit" number 44 = 100 * defender AP strength/attacker survivability:]
Combat : Attacking unit under fire: 2nd Division (attrit: 44)
Combat :
[The "attrition%" number 6 = Square-root(attrit) * 10/attrition divider]
["attrition%" is the nominal number of individual AP targets that will come under fire in the attacking unit]
Combat : Smite: 2nd Force 2nd Formation, 2nd Division, (anti-personnel), attrition%= 6.
[Now a number of rifle squads of the attacker will suffer AP fire from the defender. In this case, "attrition%" indicates 60 squads.
The actual number of individual targets is called "specificAttrit", and is "attrition%" with some randomization.
In this example, 77 squads actually come under fire, so "specificAttrit" is 7%]

Combat : 1st Force weapons firing on 2nd Force Rifle Squad.
APCombat : Potentially effective hit on 2nd Force Rifle Squad by 1st Force Rifle Squad.
Combat : Rifle Squad destroyed. (specificAttrit=7)
[skipping several lines with fire against another 76 individual targets]
Combat : Weighted direct combat losses: 7%
[skipping some lines to get to defending unit AP attrition]
[The "attrit" number should be 100 * attacker AP strength/defender survivability = 27, but obviously the output actually is the bare attacker AP strength:]
Combat : Defending unit under fire: 1st Unit (attrit: 2082)
Combat :
[The "attrition%" number 5 = Square-root(attrit) * 10/attrition divider comes out okay, which shows that the printed "attrit" is just an output error.]
["attrition%" is the nominal number of individual AP targets that will come under fire in the defending unit]
Combat : Smite: 1st Force 1st Formation, 1st Unit, (anti-personnel), attrition%= 5.
[Now a number of rifle squads of the defender will suffer AP fire from the attacker. In this case, "attrition%" indicates 50 squads.
Again, the actual number of individual targets is called "specificAttrit", and is "attrition%" with some randomization.
In this example, 68 squads actually come under fire, so "specificAttrit" is 6%]

Combat : 2nd Force weapons firing on 1st Force Rifle Squad.
APCombat : Potentially effective hit on 1st Force Rifle Squad by 2nd Force Rifle Squad.
Combat : Rifle Squad destroyed. (specificAttrit=6)
[skipping several lines with fire against Another 67 individual targets]
Combat : Weighted direct combat losses: 6%
[skipping some lines to get to the summary]
News : 1st Force successfully defend location 9,9.
News : 1st Force approximate equipment and personnel losses - 6%
News : 2nd Force approximate equipment and personnel losses - 7%
[skipping remaining lines of log file]

Edit: removed extra line feeds.

< Message edited by MarGol -- 12/30/2017 4:47:29 PM >
Post #: 1
RE: Bug in toawlog.txt output - 12/30/2017 5:54:20 PM   
Oberst_Klink

 

Posts: 4778
Joined: 2/10/2008
From: Germany
Status: offline
Försvarsminister,

did you take the other factors into account? I recall an older post (pre-2012 I think...) that it only makes sense if you also switch ubberdude=Y.

When in doubt.. we still can ask Norm. He's around and about.

Klink, Oberst

_____________________________

My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.

(in reply to Martin_Goliath)
Post #: 2
RE: Bug in toawlog.txt output - 12/30/2017 6:45:26 PM   
Martin_Goliath

 

Posts: 98
Joined: 7/27/2007
Status: offline
Herr Oberst,

I thought uberdude was for getting event trigger print-outs when playtesting. Worth turning on to see how toawlog.txt behaves. However, I'm pretty sure this is just a programmer's slip of printing the wrong variable.

Cheers,
Martin

(in reply to Oberst_Klink)
Post #: 3
RE: Bug in toawlog.txt output - 12/30/2017 8:09:08 PM   
Oberst_Klink

 

Posts: 4778
Joined: 2/10/2008
From: Germany
Status: offline
quote:

ORIGINAL: MarGol

Herr Oberst,

I thought uberdude was for getting event trigger print-outs when playtesting. Worth turning on to see how toawlog.txt behaves. However, I'm pretty sure this is just a programmer's slip of printing the wrong variable.

Cheers,
Martin

Försvarsminister,

I am just a humble TOAW'ler since 20 AD of Norm (blessed be his name!) As for the 'inner works' and calcs... you got to wait for/or ask Ralphie or Uncle Bob.

My next episode of the Tutorial 'XX series will deal with artillery and de-entrenching.

Klink, Oberst


_____________________________

My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.

(in reply to Martin_Goliath)
Post #: 4
RE: Bug in toawlog.txt output - 12/31/2017 5:58:19 PM   
Martin_Goliath

 

Posts: 98
Joined: 7/27/2007
Status: offline
Looking forward to the next tutorial!

Gott Nytt År
Martin

(in reply to Oberst_Klink)
Post #: 5
RE: Bug in toawlog.txt output - 12/31/2017 6:30:47 PM   
Oberst_Klink

 

Posts: 4778
Joined: 2/10/2008
From: Germany
Status: offline
quote:

ORIGINAL: MarGol

Looking forward to the next tutorial!

Gott Nytt År
Martin

In the making... a small/simple one...Explaining the PO path and well, artillery with the help of the TOAWlog... Not a biggie, but at least I can finish the series off...after all, WW2 will be over... until some nasty little wars aka rumble in the jungle on a fictitious Caribbean island or the fictional African country of Zangaro (Like in the novel Dogs of War).

Note: I found a good way to simulate the use of mortars for bombardments of units that actually got them; I mean... why not? for <=2.5km/hex scenarios it does make sense that even infantry units with those weapons should be able to use them for counter-battery fire and bombardment missions.

Gott nytt år 2018, försvarsminister!

Klink, Oberst






Attachment (1)

< Message edited by Oberst_Klink -- 12/31/2017 6:52:36 PM >


_____________________________

My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.

(in reply to Martin_Goliath)
Post #: 6
RE: Bug in toawlog.txt output - 1/14/2018 8:55:24 PM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline
You're right, good catch! I fixed it for a future patch.

If you're checking, a lot of the formulas add 1 to avoid a divide by zero error. In this case the actual formula is attrit = (nasty * 100) / (totalDefenderStrength + 1)

Ralph





_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to Martin_Goliath)
Post #: 7
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Tech Support >> Bug in toawlog.txt output Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.391