Some new bugs (Full Version)

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Legun -> Some new bugs (2/24/2008 11:19:18 AM)

I've found that BMP created by the option "movies on" and "create map image" have shifted hex names.
printscreen picture:
[image]http://media.miks.uj.edu.pl/~jflis/pasje/TOAW/Suwalki%20printscreen.JPG[/image]

"movie on" picture:
[image]http://media.miks.uj.edu.pl/~jflis/pasje/TOAW/Forgotten%20Battles%20-%20Suwalki%201914%2006.JPG[/image]

All hex names are shifted about 2 hexes down and a little to the left.




JAMiAM -> RE: Some new bugs (2/24/2008 5:28:39 PM)

Thanks for the report, Jarek.




Legun -> RE: Some new bugs (2/24/2008 10:53:34 PM)

No problem - as I'm back to TOAW activity, you just can expect new massages.

There is still a time consumption bug:
My "Suwalki 1914" has MRPB set to 1 and both side shock level at 111. If there is 30-80% of a turn left, any "continue attack" result doesn't cause additional consumption of time, however it causes additional round of attack and 10% of supply consumption. This way an unit can make (or absorb) 16 rounds of attack in one turn[X(].




Legun -> RE: Some new bugs (2/24/2008 11:01:46 PM)

This isn't important probably, but you could know - an unit with 3 pcs of infantry squad has mixed movement. One additional pcs changes it back to foot movement




JAMiAM -> RE: Some new bugs (2/24/2008 11:14:39 PM)


quote:

ORIGINAL: Legun

No problem - as I'm back to TOAW activity, you just can expect new massages.

There is still a time consumption bug:
My "Suwalki 1914" has MRPB set to 1 and both side shock level at 111. If there is 30-80% of a turn left, any "continue attack" result doesn't cause additional consumption of time, however it causes additional round of attack and 10% of supply consumption. This way an unit can make (or absorb) 16 rounds of attack in one turn[X(].

Yes, for positive shock, this is allowable. The bug fix was only to fix the effect on non-shock event timing.




Legun -> RE: Some new bugs (2/25/2008 6:48:08 AM)


quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Legun

No problem - as I'm back to TOAW activity, you just can expect new massages.

There is still a time consumption bug:
My "Suwalki 1914" has MRPB set to 1 and both side shock level at 111. If there is 30-80% of a turn left, any "continue attack" result doesn't cause additional consumption of time, however it causes additional round of attack and 10% of supply consumption. This way an unit can make (or absorb) 16 rounds of attack in one turn[X(].

Yes, for positive shock, this is allowable. The bug fix was only to fix the effect on non-shock event timing.

I see it as very questionable. That means, that even if I have a defending unit with supply 100, an attacker can reduce it to 1 and make 6 rounds of attack against such drained defenders [X(].

BTW:
A correction - MRPB is set to 2. Anyway, I've never seen situation, when 2 rounds have been consumed, except 100%-80% and 20%-end.




ColinWright -> RE: Some new bugs (2/25/2008 7:15:53 AM)


quote:

ORIGINAL: Legun


quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Legun

No problem - as I'm back to TOAW activity, you just can expect new massages.

There is still a time consumption bug:
My "Suwalki 1914" has MRPB set to 1 and both side shock level at 111. If there is 30-80% of a turn left, any "continue attack" result doesn't cause additional consumption of time, however it causes additional round of attack and 10% of supply consumption. This way an unit can make (or absorb) 16 rounds of attack in one turn[X(].

Yes, for positive shock, this is allowable. The bug fix was only to fix the effect on non-shock event timing.

I see it as very questionable. That means, that even if I have a defending unit with supply 100, an attacker can reduce it to 1 and make 6 rounds of attack against such drained defenders [X(].

BTW:
A correction - MRPB is set to 2. Anyway, I've never seen situation, when 2 rounds have been consumed, except 100%-80% and 20%-end.


You've probably already tried it, but how about just going with lower positive shock? After all, this is OPART III, not ACOW. Is whatever your original reason for having 111% shock still valid?




JAMiAM -> RE: Some new bugs (2/25/2008 7:21:29 AM)

Hi Jarek,

Positive shock has a count-back feature, that resets tactical rounds used. If you want to avoid this feature, then do not use positive shock in your scenarios. A shock value of 111% will cause a two-round countback. You might want to drop this to 109% to reduce the effect to only one round while still keeping most of the other shock effects that you might be looking for.

Just to be sure that we're on the same page, which version (patch) are you using?




Legun -> RE: Some new bugs (2/25/2008 1:21:13 PM)

quote:

ORIGINAL: ColinWright
You've probably already tried it, but how about just going with lower positive shock? After all, this is OPART III, not ACOW. Is whatever your original reason for having 111% shock still valid?


In fact, the MRPB has cancelled one of the reasons I've used both side possitive shock. The second is that I wanted to minimalize risk of evaporation of attacking units (I see the idea as one of the most unrealistic TOAW features - we have discussed about it many times at TDG - the discussion seems to be lost). I'll try to lower it below 110%. Thanks JAMiAM for the suggestion.

BTW - I use the newest patch - from 09/24/2007.

The bug isn't a serius problem for my scenarios, but I was thinking that it isn't known feature.




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