Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: ver1.25 bug thread

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War I] >> Guns of August 1914 - 1918 >> RE: ver1.25 bug thread Page: <<   < prev  1 2 [3]
Login
Message << Older Topic   Newer Topic >>
RE: ver1.25 bug thread - 11/10/2008 2:26:17 AM   
lordhoff


Posts: 288
Joined: 8/16/2007
Status: offline
quote:

FrankHunter
Matrix Legion of Merit




Posts: 1335
Joined: 3/26/2004
Status: offline 3% would do it, if I remember correctly the elimination point for an isolated HQ is 5%


Does elimination also apply for cavalry units in low supply? Had one disappear into the Iraqi dessert . Not isolated but in low supply. The infantry units generally don't lose strength right away (ie, going from readiness, say 2 to readiness 0 and it was readiness 4 as I recall) so I assume that the cavalry wouldn't too? The hex was, I believe, 2% so it was under the 5% threshold. Just a curiosity issue.

< Message edited by lordhoff -- 11/10/2008 2:27:06 AM >

(in reply to FrankHunter)
Post #: 61
RE: ver1.25 bug thread - 11/10/2008 1:12:43 PM   
hjaco

 

Posts: 872
Joined: 3/23/2007
Status: offline
1.25 is merciless to low supplied units. Don't expect many impulses to save them.....

(in reply to lordhoff)
Post #: 62
RE: ver1.25 bug thread - 11/11/2008 6:32:31 PM   
FrankHunter

 

Posts: 2111
Joined: 3/26/2004
Status: offline
Yes, cavalry units are also affected by low supply. Attrition in very low supply hexes will eventually lead to elimination.

(in reply to hjaco)
Post #: 63
RE: ver1.25 bug thread - 11/11/2008 8:33:29 PM   
hjaco

 

Posts: 872
Joined: 3/23/2007
Status: offline
Minor power resources apparently are not provided for use to the nearest aligned major power?

So the Bulgarian food is not counted anywhere in the CP production?

(in reply to FrankHunter)
Post #: 64
RE: ver1.25 bug thread - 11/12/2008 8:57:13 AM   
hjaco

 

Posts: 872
Joined: 3/23/2007
Status: offline
Same goes with conquered (and assimilated) countries. Start a 17' scenario where AH has the former Serb food resource as a part of AH home land. Their production screen only displays 6 controlled food resources all though the food resource at 29,26 counts as two?

(in reply to hjaco)
Post #: 65
RE: ver1.25 bug thread - 11/12/2008 7:06:43 PM   
FrankHunter

 

Posts: 2111
Joined: 3/26/2004
Status: offline
I'll look at these cases today hjaco

(in reply to hjaco)
Post #: 66
RE: ver1.25 bug thread - 11/12/2008 7:51:52 PM   
FrankHunter

 

Posts: 2111
Joined: 3/26/2004
Status: offline
Okay, looking at the 1917 scenario just as an example.

1. The food hex in 24,31 goes to Austria as part of its national supply.
2. The Raw Material hex at 25,32 is Bulgarian owned but goes to Germany as "trade".
3. The Romanian food hex at 28,30 goes to Germany as "captured"
4. The Bulgarian food at 31,33 goes to Germany as "trade".

(in reply to FrankHunter)
Post #: 67
RE: ver1.25 bug thread - 11/12/2008 8:45:21 PM   
hjaco

 

Posts: 872
Joined: 3/23/2007
Status: offline
Right - bad example then. Sorry

Please look at this screen from an ongoing game (pure 1.25) where I play the Entente. The Serb and Romanian controlled food and raw material is not calculated in any Entente powers production?




Attachment (1)

(in reply to FrankHunter)
Post #: 68
RE: ver1.25 bug thread - 11/12/2008 10:41:42 PM   
FrankHunter

 

Posts: 2111
Joined: 3/26/2004
Status: offline
I haven't checked, but I would have thought the Romanian food would have gone to the Russians.

Anyway, this stuff is part of the overhaul of transfers. I want all this stuff to use the same rules whether its a food in Bulgaria going to Germany or the shipping of raw materials from New York to Britain.

(in reply to hjaco)
Post #: 69
RE: ver1.25 bug thread - 11/13/2008 5:31:16 AM   
Harrybanana

 

Posts: 4097
Joined: 11/27/2004
From: Canada
Status: offline
I've found another bug and this is a big one. I am playing a pbem game as the CP. We started the game using 1.24 but then we both upgraded to 1.25. In my most recent strategic phase as the CP I received 505 trade resources and now have over 1000 stored resources. A pleasant surprise, but not a very fair turn of events for my erstwhile opponent. Perhaps this error was caused by the upgrade, I don't know. Has anyone else experienced this; or would you just rather not say ?

I'll send you the save Frank.

(in reply to lordhoff)
Post #: 70
RE: ver1.25 bug thread - 11/13/2008 5:38:51 AM   
FrankHunter

 

Posts: 2111
Joined: 3/26/2004
Status: offline
Harrybanana, save not required, that's due to the upgrade. In trying to keep the data footprint the same between 1.24 and 1.25 in spite of all the changes a bunch of bytes literally did one thing in 1.24 and something quite different in 1.25

I had hoped only a few minor hiccups would occur going from one to the other but there's a been a number of cases like yours. The results going the other way. from 1.25 back to 1.24 might be even worse.

The only thing I can say right now is not to switch from one version to the other in mid-game.


(in reply to Harrybanana)
Post #: 71
RE: ver1.25 bug thread - 11/13/2008 11:28:38 PM   
Harrybanana

 

Posts: 4097
Joined: 11/27/2004
From: Canada
Status: offline
I'm not sure if this is a bug only in 1.25 or not. I just started a recent pbem game as the TE. The CP player went with a France 1st strategy. I did not receive any messages (I later went back and double checked this) that he had DOWed anyone so I assumed that he had not done so. On my 1st impulse I moved the units which I had adjacent to the Luxembourg border south. I was then surprised when he moved German units into Luxembourg. On my 2nd impulse I wasted an HQ activation to move my units back to the border in the hopes of beating him into the hex. Unfortunately he moved first with the result that my units ended up attacking and got their asses whupped. I am pretty sure that had I not moved my units in the first place they would have been able to hold as the Germans would have been attacking across river. This wasn't my only setback in this game, but it was, IMHO, a decisive one.

Should I have received a message about his DOW on Luxembourg? Had I known that I would not receive a message I suppose I could have checked to see if he had done so by attempting to move a unit in on my 1st impulse. But I really don't think this should be necessary.

(in reply to Naskra)
Post #: 72
RE: ver1.25 bug thread - 11/18/2008 1:44:54 PM   
newmanovci

 

Posts: 74
Joined: 7/21/2006
Status: offline
New to the game, but really enjoying it! I'm guessing this is the right place to post these:

The symbol on British HQ units isn't displaying properly (should be a two-by-two chequerboard of black & white squares, as per other countries' HQs).
If you refit a ship on the Naval screen and then scroll down through your ships, the legend 'refitting' doesn't move in alignment with the ship name (i.e. it stays in the same place on the screen, as the list of ships scrolls past).

Many thanks for your continuing work on the game Frank!

(in reply to Harrybanana)
Post #: 73
Page:   <<   < prev  1 2 [3]
All Forums >> [Current Games From Matrix.] >> [World War I] >> Guns of August 1914 - 1918 >> RE: ver1.25 bug thread Page: <<   < prev  1 2 [3]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.398