Another Problem With Soviet Navy (Full Version)

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Monter_Trismegistos -> Another Problem With Soviet Navy (9/10/2006 2:36:05 AM)

I am playing with myself [:D] my own mod. I lost (or gained? [:D]) Vladivostok. Seems that all my Soviet naval units which has yet to arrive changed its entry point to Rukhlovo... I doubt if there is any port there.




el cid again -> RE: Another Problem With Soviet Navy (9/10/2006 2:50:04 PM)

What is the basis for your mod?
That is - stock, CHS, RHS, what?

What is the location of that town? And can you not tell if it is a port by looking at it in the editor?

Is it on the sea? We can make it a port if it is. And what is its slot number? We probably can do something
like make that place somewhere sensible - if it is hard coded.




Monter_Trismegistos -> RE: Another Problem With Soviet Navy (9/10/2006 5:08:59 PM)

I was trying to pointing out another hardcoding issue with Soviets, not any existing error in CHS or RHS.

Base of my mod (map and base locations, all the rest is a RHS/CHS/my_info mixture) is stock. Rukhlovo is placed inland.

I wonder if this location slot (875) is some way harcoded? The problem could be that in stock there are only 3 Soviet ports: Vlad, Okha (on Sakhalin) and Petropavlovsk (Kamchatka). Maybe this was caused by not enough supply in Petropavlowsk and Okha already under Japanese control?

I suggest you to do some test to see if it will also happen in RHS.




Andrew Brown -> RE: Another Problem With Soviet Navy (9/10/2006 10:20:57 PM)

quote:

ORIGINAL: Monter_Trismegistos

I am playing with myself [:D] my own mod. I lost (or gained? [:D]) Vladivostok. Seems that all my Soviet naval units which has yet to arrive changed its entry point to Rukhlovo... I doubt if there is any port there.


Thanks for the info. This is something I didn't consider, but should have. It will need to be fixed when I have the time to do so. Swapping a few Soviet bases around in the database should work, although we will have to consider all the effects of doing that.

Andrew




el cid again -> RE: Another Problem With Soviet Navy (9/11/2006 8:42:26 AM)

I agree with Andrew - and tried to say this above: swapping slots should work if this is a hard code issue.
It does require careful thought and testing though. But generally I have done this sort of thing successfully.
A different workaround is to reclassify your "Soviet" ships as "French" - which I do with seaports to get around
a refusal to refuel issue. There are few French ships (one starts play I know about - and a battleship arrives
late) - so it is a great way to say "not USN or RN or Dutch" to code. In RHS so far we have gotten away with
saying ships are Soviet - although if AI is boss we cannot let it have submarines if the Russians are not active.
[In RHSCVO and RHSRPO there are no Soviet Submarines at all - so players who don't want active Russians can
play gaves vs AI]. RHSEOS is designed for AI play as JAPAN - so the human controlled Allies can have subs.




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