Bug Fix Solutions (Full Version)

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Dgold -> Bug Fix Solutions (1/22/2019 5:00:45 PM)

There are two major bugs in the latest V 1.06 of Time of Fury. These are caused by the game not building the correct *.ini files for each country in saved games:
• Terrain is not being used to modify combat calculations
• Major countries are using the tiny default minor country thresholds for calculating military upkeep costs, instead of using their own larger custom thresholds, therefore major country upkeep costs are way too high
Both these issues only manifest when your first and each subsequent saved game is loaded and played.

There is also a minor issue for Armored units attacking cities - ArmoredCityModifier = 0.5
I have edited the [LandCombatAttackerModifiers] section of each country’s *ini file to change this to ArmoredCityModifier = 1.0

The first solution is to firstly add this text using Windows Notepad, to each of the 16 country *ini files in the original Scenario directory, then save the edit – before starting a new game:

[LandCombatAttackerModifiers]
NoPanzersVsPanzers = 0.9
1DirectionAttack = 0.9
2DirectionAttack = 1.1
3DirectionAttack = 1.35
4DirectionAttack = 1.55
5DirectionAttack = 1.8
6DirectionAttack = 2
RiverPenalty = 0.75
PercentagePenaltyForEachFortLevel = 9
PercentageOverrunLossesForAttackers = 2
ArmoredCityModifier = 1.0

[LandCombatDefenderModifiers]
Plain = 1
Forest = 1.5
Rough = 1.7
Swamp = 1.25
Hills = 1.4
Mountain = 2
Desert = 1
City = 2
Fort = 0.1
NearbyDefendersValue = 0.05


Play the game, then when you first save and exit the game, go to C:\Program Files (x86)\Steam\steamapps\common\Time of Fury\data\scenarios\scenario name, then copy these 16 files:

(see attached picture file)

Then paste them into your current saved game at C:\Users\XXX\Documents\My Games\Time of Fury\Saves\Saved game name, overwriting the existing *.ini files with the same names.

When you subsequently load this saved game, the three identified issues will be corrected.

You must then repeat this copy and paste procedure for the 16 *.ini files, for each successive saved game. I just copy these (edited) files from the previous saved game directory to the same saved game directory.
No need to go back to the original scenario directory files.







gwgardner -> RE: Bug Fix Solutions (1/22/2019 5:45:21 PM)

Thanks! I suppose it wouldn't work with the Slitherine PBEM++ system. Would have to pass saves manually.

[later] I forgot, the Steam version does not have PBEM++ anyway.

If you ever get interested in doing a PBEM let me know. I'll play either side. With the House rules that there is no convoy raiding in the Med and in the Bay of Biscayne (I think that's the one on the north coast of Spain, next to France).




Rasputitsa -> RE: Bug Fix Solutions (1/23/2019 12:16:42 PM)

Much can be 'fixed' using the 'consts.ini' files within each scenario, but some nations do not have their own national 'xxxxxx_consts.ini' file and will default to the main 'consts.ini' file in each scenario, so national 'consts ini' files have to be created for them.

Good idea to cut and paste into each game save to stop the game 'losing' some data with each save, but I have been in the habit of saving frequently in case of the dreaded CTD, so it's going to be a balance between keeping the integrity of the data and protecting against CTD.

Accepted that this is a high maintenance game, but it is so good when it's working. [:)]




Dgold -> RE: Bug Fix Solutions (1/23/2019 10:48:23 PM)

Thanks for your comments, Rasputitsa.

I have been playing the Steam version 1.06, and have had no crashes yet.




akos01 -> RE: Bug Fix Solutions (2/12/2019 11:57:45 AM)

Thanks for the tweek!

Same goes to the threshold levels for the unit's number. You have to edit the "[UpkeepCost]
MaximumSupportedSizeOfArmy" in all the countries concerned with the original values from the scenario folders.




akos01 -> RE: Bug Fix Solutions (2/12/2019 12:03:55 PM)


quote:

There is also a minor issue for Armored units attacking cities - ArmoredCityModifier = 0.5
I have edited the [LandCombatAttackerModifiers] section of each country’s *ini file to change this to ArmoredCityModifier = 1.0


Are you sure about this? Isn't the 0.5 value valid? When you attak a city with an armoured unit in the city you are supposed to get penalty, right?

Or am I missing something? :)




Rasputitsa -> RE: Bug Fix Solutions (2/13/2019 6:01:43 AM)


quote:

ORIGINAL: akos01


quote:

There is also a minor issue for Armored units attacking cities - ArmoredCityModifier = 0.5
I have edited the [LandCombatAttackerModifiers] section of each country’s *ini file to change this to ArmoredCityModifier = 1.0


Are you sure about this? Isn't the 0.5 value valid? When you attak a city with an armoured unit in the city you are supposed to get penalty, right?

Or am I missing something? :)


That is correct, except that in STEAM v1.06 the 'armor in city' penalty is being applied in all types of terrain, not just in the cities.

v1.05 and all earlier versions do not have this bug, except that all versions after v1.01 are only applying terrain combat modifiers to Poland and no other countries.

The fix for this is to copy the terrain modifiers text from the main scenario 'consts.ini' file separately into each 'country_consts.ini' file.

Terrain Combat Odds Modifiers look like this :

[LandCombatDefenderModifiers]
Plain = 1
Forest = 1.5
Rough = 1.7
Swamp = 2.0
Hills = 1.4
Mountain = 2
Desert = 1
City = 2
Fort = 0.1
NearbyDefendersValue = 0.05

Some minor countries do not have a separate 'country_consts.ini' file, so one must be created and the terrain modifiers added.

The added bonus is that, as each country will then have its own terrain modifiers, then they can be adjusted to show specific attributes, Switzerland good in mountains, Finland good in forests, etc..




akos01 -> RE: Bug Fix Solutions (2/13/2019 9:30:17 PM)

Thanks for clarifying this!

I copy-paste these modifiers and the unit's original threshold values in each *ini file, then reload the saved game before ending the turn.





Rasputitsa -> RE: Bug Fix Solutions (2/14/2019 6:52:08 AM)

Yes, the changes should be made in every 'country_consts.ini' file in each scenario folder that you intend to play.

It is best to adjust each scenario before you start a game, but if you make changes to a game save folder it will only apply to that game in the following turns, previous game saves will obviously still have the old values and any new games will use the old values, unless you adjust the 'country_consts.ini' text in the main scenario folder, before starting a game.

The main 'consts.ini' file in each scenario folder remains unchanged as you play the game, but the 'country_consts.ini' files are saved in the game save folder with each game save, as the game is changing country values with events.

Some changes you make to the text of the 'country_consts.ini' do not stick, they can disappear after a new game save, but the changes to the basic terrain combat odds modifier values are one text change that does stick.

There is a lot you can do by adjusting the text in the 'consts.ini' files, to control the game and add new features. Much of this has already been discussed in earlier posts.

I have an early start 'Fall Gelb' scenario, which assumes that the attack which Hitler ordered in early 1940 is not cancelled and I have restored 'Graf Spee' and Hans Langsdorff into the OOB, as he could and should have avoided being trapped in the River Plate, KMS Blucher is not lost in Norway, German coastal U-boats are sent down the Danube in sections to be used in the Black Sea, Italian aircraft carriers, Britain builds the 'Lion' class BBs, etc..

What-if Germany concentrates on mass production of more standardised basic AFV models, rather than wasting resources on many varieties of vehicle (larger quantities of basic models), more historical Command and Control variations between nations, possible by moving different command values into each 'country_consts.ini' file.

The game can be very flexible in user modifications through simple text changes.




akos01 -> RE: Bug Fix Solutions (2/28/2019 8:41:13 PM)

Thanks!

I haven't got the full understanding of the adjustable files yet, but I already gave a shot to tinker with diplomacy points and its changes to make this feature vivid and fun.




shermanwar -> RE: Bug Fix Solutions (8/12/2019 7:53:48 PM)

Hi Rasputitsa!
We had communicated many years ago on here. I have come back to the game since it went back on Steam and having some decent luck(so far). I'm doing some basic mods just for single player fun and would like to find where a unit links to the image in the unit image folder. There are many repeats in there! I made some special units and want to ensure they get the photo I want. I cant seem to find the instruction in data folders! Hope you see this!
Thanks




akos01 -> RE: Bug Fix Solutions (8/13/2019 7:05:21 PM)

Hi!

1. First of all your image must be a .png file with a 256x128 pixel ratio (to show perfectly in the box in your game). Convert the original file accordingly, if it's needed.

2. Copy this image into the "Units image" folder.

3. Copy the chosen unit's name from the scenario's or saved game's "land_unit.cvs" file into the "Units name" folder as the image's name.

Done.





Rasputitsa -> RE: Bug Fix Solutions (8/14/2019 12:29:29 PM)

quote:

ORIGINAL: shermanwar

Hi Rasputitsa!
We had communicated many years ago on here. I have come back to the game since it went back on Steam and having some decent luck(so far). I'm doing some basic mods just for single player fun and would like to find where a unit links to the image in the unit image folder. There are many repeats in there! I made some special units and want to ensure they get the photo I want. I cant seem to find the instruction in data folders! Hope you see this!
Thanks



In the 'Units images' folder the images are organised in individual file names (mostly numbers), for unit type and size, tech level and country : here is an example :


[image]local://upfiles/3593/FEC71E0F208146C09AD800AD1C5292D7.jpg[/image]

file name 0_1_26 is my image for a Romanian, tech level 1, infantry division, only the numbering is reversed.[8|]

(0) = Infantry Division size, (1) Tech level 1, (26) country Romania.

Another example, unit file - 1_3_3

(1) =Infantry Corps size, (3) Tech level 3, (3) country Soviet Union

If there is no country specific unit file in the 'Units images' folder, then the game will default to the basic image for that type of unit, which for Infantry Division (0) tech level 1 (1) = 0_1.png.

I will look for the code sheet I had to describe all of this and post more later.





Rasputitsa -> RE: Bug Fix Solutions (8/14/2019 12:47:16 PM)

Here's another example


[image]local://upfiles/3593/E5EE28DF85B146CEB0311399C0ED426B.jpg[/image]

File name 22_5_53

(22) Strategic Bomber, (5) Tech level 5, (53) country USA

The country #ID numbers are listed in the countries.csv file in each scenario folder, but the list starts Poland - #1, Germany - #2, Soviet Union - #3, ..... Finland - #7, Britain - #9, France - #16, Italy - #21, Greece - #24, Romania - #26, Hungary - #27, USA - #53.

Tech level is self explanatory.

Unit type and size

0 = Infantry Division
1 = Infantry Corps
2 = Mech Div
3 = Mech Corps
4 = Armoured Division
5 = Arm Corps
6 = Airborne Division


20 = Fighter
21 = Tactical Bomber
22 = Strategic Bomber

Other units in the Units images folder

40 = Aircraft carrier
41 = BB
42 = Heavy Cruiser
43 = Submarine
44 = Amphibious Transport

60 = Mulberry Harbour

Then there are other units which have their own individually named image and will be included in certain scenarios, you will see these separately named units in the units images folder amongst the numbered images.

You can name your own units as long as the unit appears in the appropriate scenario land_units / naval_units / air_units.csv file, if you want them included permanently in any scenario, or see next post for temporarily renamed units images.






Rasputitsa -> RE: Bug Fix Solutions (8/14/2019 1:30:25 PM)

For a named unit I have :


[image]local://upfiles/3593/9DC146C9D3484FFDA9212B4697DBF805.jpg[/image]

Image name 'HQ Guderian'

So if I want to simulate an HQ unit with Guderian as commander, I have this image in the 'Units images' folder and if I name any unit within the game with this text - HQ Guderian - then the game will select this image. I would normally chose a Mech Div with a lower tech level to be an HQ unit.




Rasputitsa -> RE: Bug Fix Solutions (8/14/2019 1:38:46 PM)

and here is Rommel :


[image]local://upfiles/3593/DD328371B16B499D9487B2F06F53A850.jpg[/image]

Unit, 'HQ Rommel'

'HQ Rommel' is a holding title, if I want '2nd Pz Armee HQ', then I rename this image file in the 'Units images' folder with that name, which will appear in the game when I rename the chosen unit with this title.

All the images I have posted have been changed to .jpg for the forum, so cannot be used in the game, but I have the working .png copies.

I have a selection of commanders for each of the major nations.

There is a lot you can do with the 'Units images' folder.







Rasputitsa -> RE: Bug Fix Solutions (8/14/2019 2:50:35 PM)

Here's how it looks in the game, von Manstein in command.



[image]local://upfiles/3593/03AE90FF8A874546BDFD35637A0D4381.jpg[/image]




Rasputitsa -> RE: Bug Fix Solutions (8/14/2019 6:03:49 PM)

Here are the countries listed alphabetically, with the I/D Nos., hope you can read my shorthand, I reduced them to a three letter code to help in mod planning.

ALB 23
BEL 17
B COL 41 - British Colonies
BRA 68 - Brazil
BUL 25
CAN 52
CRO 60
CZE 28
DEN 10
EST 13
FIN 7
FRA 16
FFR 62 - Free French
GER 2
GBR 9
GRE 24
HUN 27
ICE 4
IRQ 36 - Iraq
IRE 8
ITL 21
ISR 55 - Italian Socialist Republic
KUW 35
LEB 56 - Lebanon
LAT 12
LIT 11
LUX 19
NET 18
NOR 5
PER 67 - Peru
POL 1
POR 14
ROM 26
SAU 33 - Saudia Arabia
SLO 29
SPA 15
RSP 61 - Republican Spain
SYR 57
SWE 6
SWI 20
TUR 32
VIC 76
UKR 59
USA 53
USR 3
YEM 34 - Yemen
YUG 22

There are more countries in the scenario 'countries.csv', but unlikely to show in most events.




shermanwar -> RE: Bug Fix Solutions (8/20/2019 6:35:05 PM)

This is great stuff! Thanks! Sorry for my delay -thought I'd get the email alert. Let me look this over and try it? Thank you again and fun to see new posts in here! So fat I am having good luck the steam version and its great to be playing this again! I tried other games but none ever caught on with me.

[&o]




shermanwar -> RE: Bug Fix Solutions (8/21/2019 10:55:37 AM)

Newbie Question here!

In reference to fixing this in the Steam version and adding your idea of making counties more specialized (Finland in forests/Switzerland in mountains etc) is a lower or higher number better?

If we did Finland :

LandCombatDefenderModifiers]
Plain = 1
Forest = 1.5 <—————- should this go up or down to make them better in this condition?
Rough = 1.7
Swamp = 2.0
Hills = 1.4
Mountain = 2
Desert = 1
City = 2
Fort = 0.1
NearbyDefendersValue = 0.05


Thank you for your help with all of these questions!
Sherman




Rasputitsa -> RE: Bug Fix Solutions (8/21/2019 4:37:10 PM)

quote:

ORIGINAL: shermanwar

Newbie Question here!

In reference to fixing this in the Steam version and adding your idea of making counties more specialized (Finland in forests/Switzerland in mountains etc) is a lower or higher number better?

If we did Finland :

LandCombatDefenderModifiers]
Plain = 1
Forest = 1.5 <—————- should this go up or down to make them better in this condition?
Rough = 1.7
Swamp = 2.0
Hills = 1.4
Mountain = 2
Desert = 1
City = 2
Fort = 0.1
NearbyDefendersValue = 0.05


Thank you for your help with all of these questions!
Sherman


This is the defender terrain combat modifier and is a multiplier where 1.0 is neutral (no additional effect), so for Finland to be better at defending in forests, change forest to 2.0 (modifier x2), or 2.5. Place the modded data in the consts_Finland.ini file, creating one if it doesn't already exist in any scenario. Adjust until you get the effects you want.

Modifier 0.5 reduces any terrain effect to 50% and you can set up a combat in the game and look at the combat odds which are being applied, to help adjust your modified settings. If you mouse over the combat odds (Att and Def) information panel in the game, you will get a 'fly-out' showing what modifiers are being applied to calculate the combat odds.

To overcome the terrain modifier bug, every nation in play needs its own country consts.ini file (created if necessary) in each scenario folder, with the complete terrain modifier data included, modded as necessary for any additional national attributes - e.g. Soviet Union in Swamps, Switzerland in Mountains, etc..

Once you have each nation with its national consts.ini file you can adjust other features, such as command effectiveness data, etc..

Some of the modded data doesn't stick after a game save, like 'NearbyDefendersValue = 0.05', which will disappear, but the main terrain data holds. Any nation which doesn't have its own consts.ini file and data will default to the data in the scenario main 'consts.ini' file.




shermanwar -> RE: Bug Fix Solutions (8/22/2019 1:45:17 AM)

Thanks very much! I will build those files for the countries and tweak their special skills. Perfect!!




AlbertN -> RE: Bug Fix Solutions (9/5/2020 7:20:41 PM)

How to fix the Income issue / Unkeep issue?




akos01 -> RE: Bug Fix Solutions (9/7/2020 12:14:50 PM)


quote:

ORIGINAL: Cohen_slith

How to fix the Income issue / Unkeep issue?


First post in the thread, but it's worth reading all comments.




AlbertN -> RE: Bug Fix Solutions (9/7/2020 10:42:00 PM)

I've read it all - the first post - there is nothing bout maintenance.
Only the terrain and armour modifiers.

Edit: I've found few answers later the supposed fix to the unkeep bug... but it seems to not work, each single turn that string is nuked away. It serves nothing to save and edit it before the end of the previous turn, cash still goes negative no matter what.

I feel to have wasted cash (not a big amount as I bought it at some discount on Steam but still...)




akos01 -> RE: Bug Fix Solutions (9/8/2020 12:41:01 PM)


quote:

ORIGINAL: Cohen_slith

I've read it all - the first post - there is nothing bout maintenance.
Only the terrain and armour modifiers.

Edit: I've found few answers later the supposed fix to the unkeep bug... but it seems to not work, each single turn that string is nuked away. It serves nothing to save and edit it before the end of the previous turn, cash still goes negative no matter what.

I feel to have wasted cash (not a big amount as I bought it at some discount on Steam but still...)


In v.1.06 you have to make modify with the terrain values all of the the 16 individual nation's const.ini file and save them separately somewhere (I saved them in the 'Save' folder). If you create const.ini file for other nations, the same applies.

In addition to the terrain/combat modifiers you have to add to your separate Germany, Great Britain, Italy, USA, USSR const.ini files the "[UpkeepCost] MaximumSupportedSizeOfArmy" line with the original values from the Germany, Great Britain, Italy, USA, USSR const.ini from the original scenario folder.

Now you have 16 (or more) separately seaved const.ini files with the terrain modifiers, and 5 of these 16 had an "[UpkeepCost] MaximumSupportedSizeOfArmy" line with the relating values.

Until you save a game in your scenario there's no problem with the terrain and the size limit (maintenance cost) modifiers. But AFTER you save a game and BEFORE ending your turn (giving the AI back the game) you have to copy these separate 16 const.ini files and paste them into your game's SAVE folder to replace the const.ini files there. If you do this, when you get back the game again from the AI every terrain/combat and maintenance value will be all right. Until you save the game again, when you have to do this copy-paste trick again, and so on every time you save.

Annoying but very short procedure. It's worth not giving up on the game due to this bug, because it's very interesting game with good conception.

By the way, in v1.05 there's no maintenance value problem, you download the package from the net can switch back.






AlbertN -> RE: Bug Fix Solutions (9/8/2020 3:10:07 PM)

Missed out the part it happens on -every- save. So I assume I need to disable the autosave ... that may do the trick ... still ... does not seem a good way to play a game, even the less if one plays PBEM.




akos01 -> RE: Bug Fix Solutions (9/8/2020 3:55:19 PM)


quote:

ORIGINAL: Cohen_slith

Missed out the part it happens on -every- save. So I assume I need to disable the autosave ... that may do the trick ... still ... does not seem a good way to play a game, even the less if one plays PBEM.


Yes, it's a bug and will never be fix by the developers, so one must find a workaround. The F12 (or shift+F12) is an alternative way to set your PP to the level where it supposed to be by the right math.

If you post a screenshot about the production and upkeep reports, respectively, maybe I can figure out something.




AlbertN -> RE: Bug Fix Solutions (9/8/2020 6:36:00 PM)

It will never be fixed because they have abandoned the game by now ... I admit I am gobsmacked that there are such blatant issues at the 1.06 patch (as if that was like 1.00 release... and still it would be a massive bug to go undetected in any testing.)

I've toyed a bit with the strings in the national files but alas as soon as a save hits definitely something goes awry. Not even the default file for all nations of the scenario - by being altered - changes the business.

EDIT: That trick does not work. No way to disable autosaves, thus back to square 0. Income goes negative regularly - and I do not think I should do that type of math each damn turn in a game in 2020 (or even 2014 or whenever this came out).
Do you know ways to prevent the game to take autosaves? Or it will simply 'save' anyhow of its own accord even if I do not save anything.
The game - no matter if I save or not - goes bogus with the Upkeep.
I am not sure if it is the autosave that counts as a save, or else. But all what is suggested above does not work unless I want to use the cheat code. And the cheat code is not viable because I assume the AI-Nations (ie UK, USA, URSS) will suffer of the same bug and will not be able to build up their own forces too as they should.

Terrain business worked and remained in the txt files.




Rasputitsa -> RE: Bug Fix Solutions (9/9/2020 10:48:39 AM)

quote:

ORIGINAL: Cohen_slith

It will never be fixed because they have abandoned the game by now ... I admit I am gobsmacked that there are such blatant issues at the 1.06 patch (as if that was like 1.00 release... and still it would be a massive bug to go undetected in any testing.)

I've toyed a bit with the strings in the national files but alas as soon as a save hits definitely something goes awry. Not even the default file for all nations of the scenario - by being altered - changes the business.

EDIT: That trick does not work. No way to disable autosaves, thus back to square 0. Income goes negative regularly - and I do not think I should do that type of math each damn turn in a game in 2020 (or even 2014 or whenever this came out).
Do you know ways to prevent the game to take autosaves? Or it will simply 'save' anyhow of its own accord even if I do not save anything.
The game - no matter if I save or not - goes bogus with the Upkeep.
I am not sure if it is the autosave that counts as a save, or else. But all what is suggested above does not work unless I want to use the cheat code. And the cheat code is not viable because I assume the AI-Nations (ie UK, USA, URSS) will suffer of the same bug and will not be able to build up their own forces too as they should.

Terrain business worked and remained in the txt files.



The upkeep/income problem could be adjusted in the consts.ini text files, but who knows what the correct figures should be. I don't think that the developers were experts on WW2 national economies and who is, so where is the information to set meaningful upkeep/income levels ?

The simplest way to deal with it, is to take an average of each significant countries scenario PP level and, if game events, or upkeep settings, cause a major change in a nation's PP level, I would correct that using F12 (v1.05).

In F12 you can access all nations, in game, including AI controlled counties, and change national PP levels to keep them at a sensible level.

v1.06 uses F12 for something else, which looks like a supply overlay, but the access to PP adjustment is now <CTRL-F12), I think. I am not running v1.06, so I can't check, but I think that it is 'CTRL' and one of the 'F' keys.

Not ideal, but it can save a scenario where the PPs levels have gone mad. The reality being that most countries maintained an average overall level of production, either steady, usually rising, despite heavy bombing, until some major event occurred, like enemy tanks arriving outside, or an A-bomb.

So I think F12 is a useful and legitimate tool to control the vagaries of the game.

Edit : I see that this has been discussed before, in another thread, and the PP control is in <Shift-F12> for v1.06.







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