RE: Needed NOW! (Full Version)

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Oleg Mastruko -> RE: Needed NOW! (4/13/2005 3:05:10 AM)

quote:

ORIGINAL: latosusi

I really feel bad! I was expecting to get a 'mega patch' any time soon. But now you need
more save game's from us! Do me a favour! What is your next plan? It looks like your testers
were sitting on their back sides all the time! For my money i should get little more than
that!


Guys here volunteer their free time, not to mention their nerves and mental sanity, for us to have a better, improved or more polished game - a game that in its unpatched version 1.0 was already most complex, most challenging, most detailed, and for most of guys that frequent this board best wargame ever.

So stop complaining!

O.




testarossa -> RE: Needed NOW! (4/13/2005 3:36:46 AM)

It's not really aircraft production issue. I have a save (i guess Tanaka's mod) where I have 0 A5M in the pool with 137 a/c returned to the pool and 0 losses. [&:]

Well, I remember you don't need moded saves.




Zeta16 -> RE: Needed NOW! (4/13/2005 5:07:38 AM)


quote:

ORIGINAL: Mr.Frag

Anyone else find a NON-SHIP based aircraft going into thin air that is actually putting enough materials into the factory so it runs?



My nates went bye bye, but at this point in the game 7/44 I can not produce them as the factory changes right away.




Mike Wood -> RE: Needed NOW! (4/13/2005 7:36:16 AM)

Hello...

No. No, it doesn't. Please let me makes things a bit clearer.

There is a routine called, "AddNewGroups", in which off map groups are brought on map. In this routine, there is a bit of code that looks for groups that have been captured or destroyed. If it finds one, it adds it into the queue and gives it some planes, if any are available. What was happening was that groups located on ships that had been sunk were being added into the queue and given some planes. As they were scheduled to arrive on the ship that has been sunk (their staring base), they were not showing up on the group reinforcement listing and as the ship they were on had a delay of 9999, the ship never got into the ship arrival queue.

I added a test to see if the group's starting base was a ship and if that ship had been sunk. If yes and yes, then the group was not added to the queue and drew no aircraft.

And, that fixed the vanishing aircraft from production bug.

Any groups starting on a ship that are still on the map (they were flown off the ship to a land base and operated from there) do still draw replacement aircraft (completely different routine), but if the base they are at is captured or they are crated or assigned to a different carrier or some thing and are captured or destroyed, they will not added to the queue or return in 180 days, because of the above test.

Hope this helps...

Michael Wood

quote:

ORIGINAL: doktorblood

Whoa! Does that mean orphaned airgroups can never recieve replacements?






33Vyper -> RE: Needed NOW! (4/13/2005 9:01:07 AM)

100% clear now Mike [&o][&o][&o]




Gen.Hoepner -> RE: Needed NOW! (4/13/2005 9:59:28 AM)

Yes, everything is clear Mike, thanks.

Now we have to understand if the vanishing bug hits land groups too. Is there a possibiliry that the so called "vanishing nates" are simply recyled and turned back to HI points when the plane is completely old and the pool is full of them? That could explain something maybe..




harrer -> RE: Needed NOW! (4/13/2005 10:49:16 AM)

So now everything is ok ? The patch will be ready *after* Mike finishes the code *then* Eric packages the code *then* we test the install *then* it gets posted for download ? Or is there something else ? Are you waiting saves ?

Thanks [&o]

Harrer [;)]




Djordje -> RE: Needed NOW! (4/13/2005 1:12:13 PM)


quote:

ORIGINAL: Mr.Frag

Anyone else find a NON-SHIP based aircraft going into thin air that is actually putting enough materials into the factory so it runs?


Like I said before, I am 200% certain that it had happened to my Ki-61 Tony production.
I know how lots of things work in the game, and I know to make a difference between a bug and my mistake. In the case that I talk about facts are the following:

- Factories were building planes (they were turned on and I had lots of HI points)
- The plane was not obsolete (Ki-61 Tony)
- First squadron to enter map as Ki-61 Tony was more than year away
- Squadrons on the map with Ki-27 Nate and Ki-43 Oscar were all set not to upgrade
- Only one squadron on whole map had Ki-61 Tony, 36 of them, full complement (when first 36 planes were built I manually upgraded that squadron, 68th or 78th fighter sentai)
- That squadron has never moved since it got Tonies, and had seen absolutely no combat, nor any operational losses, it was set to stand down all the time
- When I checked status of my pool I saw that used planes number was 43, next turn it was 45, turn after 48...

What I did with that squadron was to divide it in A/B/C components in order to repair faster. While dividing them one of the part got 14 planes and 18 pilots, other two got 11 planes and 10 pilots (that Sentai had 36 planes and 38 pilots). I've set one with 14 planes not to accept replacements, the other two were allowed to draw new replacements. During several turns I was doing the same, recombining and dividing it again, in order to spread out repaired and damaged planes equally between A/B/C parts, and turning replacements on and off, both for A/B/C parts and for the whole unit.
So there were several turns where main unit was set not to accept replacements, it was divided into components, some of those components were set to accept replacements, others were set no to do so, then in the same turn whole unit was recombined, then split up again...
While doing so I think that something went wrong.
After several turns of losing planes I've managed to stop it. One turn I've set whole group not to accept replacements, then next turn I've split it in A/B/C parts, and toggled replacement button several times from on to off, ending turn with all three parts set to off.
Then next turn I recombined it again, toggled replacements on and off several times and generated new turn with whole unit merged and replacements set to off.
When I checked the next turn pool was not losing planes any more.

I was afraid to turn on replacements for that unit again, and for most other units too, so now I am only disbanding squadrons one into another to replace losses. Many moths have passed since then so I am no longer sure which unit was it, but it surely was one of the squadrons that arrive in Manchuria after few months, under Southeast Fleet command, flying Ki-27 Nate (68th or 78th fighter sentai).

I tried to recreate the following situation in head to head game, but I failed.

On the other hand since I believe that problem was created while splitting and merging squadrons, and I did that in order to speed up repairs, with 1.5 patch we might already have a workaround. There will no longer be need to split squadrons to speed up repairs, and there will be more empty slots for squadrons to be split.

There, I've explained my situation, save has been sent, so I will bother you no more with it [:)]




medicff -> RE: Needed NOW! (4/14/2005 2:36:45 AM)

quote:

ORIGINAL: Oleg Mastruko

quote:

ORIGINAL: latosusi

I really feel bad! I was expecting to get a 'mega patch' any time soon. But now you need
more save game's from us! Do me a favour! What is your next plan? It looks like your testers
were sitting on their back sides all the time! For my money i should get little more than
that!


Guys here volunteer their free time, not to mention their nerves and mental sanity, for us to have a better, improved or more polished game - a game that in its unpatched version 1.0 was already most complex, most challenging, most detailed, and for most of guys that frequent this board best wargame ever.

So stop complaining!

O.


Here, Here

Work is being done, have some patience for their time and effort.[:-]




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