Joel Billings
Posts: 32265
Joined: 9/20/2000 From: Santa Rosa, CA Status: offline
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Stamb, I've PMed you re your latest report/save. Beethoven1, I've been swamped with difficult to investigate bugs over the past few days while working to get a version to testers (sent one to them yesterday with a few fixes). I will get to your saves eventually but have some catching up to do. Hardradi, what I need for reports are before and after saves. For auto rail repair that happens in the logistics phase, I need a save at the end of the enemy player's turn (pre-log save if available, or a save the player makes just before he ends his turn). I also need to save at the start of your turn which allows me to see the result of the logistics phase. If I have both, I can rerun from the pre save and hopefully figure out what happened. The last time I had a situation with a pre-save I was able to see something that repeated exactly from the pre-save re rail repair units going on the map. There was not randomness in that case (4 CBs did exactly the same thing in the rerun). It's not 100% clear to me though that there is no randomness here. Some parts of it have no randomness, while I suspect that other factors that do have randomness can come into play in some cases. The less the randomness the easier it is for us to figure out what is going on. So for those playing PBEM games that want to be in the best position to help us investigate issues, both players should make a habit of saving just before they end their turn. I don't need passwords from the players as I have a way to go around that, so I just need to get the pre and post saves. One thing I will say is that if you have a shortage of freight/supplies in an area, this can prevent rail repair as it does take supplies to conduct rail repairs. This usually isn't a problem, but in Stamb's case he is in first-winter and it could be a factor in his unit not finishing the job (I don't know that for a fact, just speculating, but does not explain how the CB got 9 hexes from the HQ which is a different issue). Nikel, as for Dominik, he was always a volunteer who spent countless hours as a labor of love to support WitE1. We were very lucky to have him continue to work on WitE1 long after normal support would have ceased. While we would have supported Dominik's continued work on WitE1 (Pavel creates the official exe once Dominik and Dennis had them ready to go), Dominik had wound down his time on WitE1 with an eye to wrapping up his work around the time WitE2 was released. The code base for WitE2 was long ago separated from WitE1 (back before WitW was released), so many of the changes in WitE1 had no relevance for WitE2. It was impossible for us to easily move changes that Dominik made to WitW/WitE2. Dominik was more interested in working on WitE1 than getting involved with WitW and WitE2 so they really became quite separate games. Many parts of the code were so completely rewritten by WitE2 that there was no direct comparison. We picked up on some of Dominik's new features, but they all had to be coded anew for WitW and/or WitE2, and it was not efficient to try to figure out his code changes when making changes in the newer games. I can't say if Dominik is 100% done with his involvement with us as only he can say that, but either way, we are very thankful that he spent the time he did on WitE1.
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All understanding comes after the fact. -- Soren Kierkegaard
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