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TF movement out of map bounds

 
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TF movement out of map bounds - 11/2/2016 2:06:09 AM   
cardas

 

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Joined: 4/8/2016
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It seems the automatically created "Escort" TF that are sometimes created for damaged ships can have an invalid movement path. The movement path given to the escort TF can bring it outside the valid map boundaries of the scenario - if no intervention is done and a turn processed the TF will proceed outside the map boundaries at which point it seems to get stuck outside the map.
This is a bug that you are probably unlikely to encounter in most real games as combat usually doesn't happen at map boundaries.

I've attached a zip file to show this error that includes;
A custom scenario, scenario number 198.
A save file (allied) just before an attack which creates a TF with an invalid movement path. Save number 101.
A save file (allied) after an escort TF with a invalid path has been created. Save number 103.

The game was played on the unofficial public beta 1126b patch, in head-to-head mode as I was testing stuff when I noticed it.

-

Not directly related but...
Note that the scenario is almost identical to the one I had used earlier to show the submarine torpedo bug ( http://www.matrixgames.com/forums/tm.asp?m=4070197 ). This bug is still present in the unofficial public beta 1126b patch. I did get an initial response from michaelm, but not after I added the test scenario which seem to prove that there is a bug (although slightly different from what I thought from the beginning). I'm unsure as to what kind of etiquette you have in terms of bumping threads - either way it's still an issue.

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RE: TF movement out of map bounds - 11/2/2016 1:59:44 PM   
RichardAckermann

 

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From what I noticed, Michael is engaged in taking care for several other games, too. While he is still taking good care for WITP AE, he probably just got his hands full. I am waiting for response from him myself.

(in reply to cardas)
Post #: 2
RE: TF movement out of map bounds - 11/2/2016 4:21:43 PM   
BBfanboy


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From: Winnipeg, MB
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I have seen what you describe in the Marianas Scenario, when my CV fleet caught the IJN main forces just coming on map. The huge Yamato TF retreated and could be seen stuck in one of the west side map border hexes (the border is just a couple of hexes west of Babeldaob/Pelelieu).

Now in that scenario ships returning to Japan for repairs go to the map border so I presume the same happens with a TF that is RTB after being turned aside from its scripted mission. That TF never returned on-map and remained stuck there for the balance of the game, which I took as a sign the script it had could not re-set to give it a mission. I did open the Japanese side to see if I could access it and send it back on-map, but although the ships were listed in the ALL SHIPs list, and their TF number was too, I could not access the TF to give it orders. It had an asterisk beside the TF number. So this situation appears to be script related.

I have had TFs disappear off-map too, but always because I tried to give them changes of orders when they were in one of the "holding boxes" for TFs moving off-map or on-map. This is a big no-no since the coding does not handle off-map moving in the same way as on-map movement so any change to destination or TF composition can mess things up. The good news is that eventually the messed up TF just pops back up somewhere - I have seen that happen anywhere from one week to three months of game time.
I think the manual does warn players not to change the TF particulars while it is moving off-map, so I blame myself for those issues I had.

< Message edited by BBfanboy -- 11/2/2016 4:23:27 PM >


_____________________________

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(in reply to cardas)
Post #: 3
RE: TF movement out of map bounds - 11/3/2016 12:50:53 AM   
cardas

 

Posts: 184
Joined: 4/8/2016
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quote:

ORIGINAL: BBfanboy

I have seen what you describe in the Marianas Scenario, when my CV fleet caught the IJN main forces just coming on map. The huge Yamato TF retreated and could be seen stuck in one of the west side map border hexes (the border is just a couple of hexes west of Babeldaob/Pelelieu).

Now in that scenario ships returning to Japan for repairs go to the map border so I presume the same happens with a TF that is RTB after being turned aside from its scripted mission. That TF never returned on-map and remained stuck there for the balance of the game, which I took as a sign the script it had could not re-set to give it a mission. I did open the Japanese side to see if I could access it and send it back on-map, but although the ships were listed in the ALL SHIPs list, and their TF number was too, I could not access the TF to give it orders. It had an asterisk beside the TF number. So this situation appears to be script related.

Yep, the behaviour is exactly as you say. The task force doesn't show up in the "List all task forces" window, but the ships do show up in the "list all active ships" window with an asterisk after the TF number. Also while they are stuck unmoving in the no-man's they are "active" in the sense that damage calculations are rolled (e.g. fires).
I doubt you'd encounter this bug in the grand campaign, but obviously you've run into it in a smaller scenario so fixing this isn't just a theoretical benefit.


quote:

ORIGINAL: RichardAckermann

From what I noticed, Michael is engaged in taking care for several other games, too. While he is still taking good care for WITP AE, he probably just got his hands full. I am waiting for response from him myself.

I'm sure he's quite busy and I'm not expecting any swift response at all. I just wanted to bring up the torpedo issue as that's a clear bug whose thread by now is some pages back.

(in reply to BBfanboy)
Post #: 4
RE: TF movement out of map bounds - 11/3/2016 10:00:24 AM   
RichardAckermann

 

Posts: 271
Joined: 12/4/2015
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quote:

ORIGINAL: cardas
I'm sure he's quite busy and I'm not expecting any swift response at all. I just wanted to bring up the torpedo issue as that's a clear bug whose thread by now is some pages back.


I will add both of your findings along with the suspected naval support bug at size X(0) port that has been reported to my own report of findings. Double-stitched is better.

(in reply to cardas)
Post #: 5
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