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RE: Updated Scen 1 and 2

 
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RE: Updated Scen 1 and 2 - 9/27/2019 12:26:35 PM   
Kull


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Hi Andy - Running Scen 1 "computer-v-computer" and have it to 1/20/42, but so far no activation. Will keep going and see what happens. Keeping save files every 5 turns in case you need then.

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RE: Updated Scen 1 and 2 - 9/27/2019 6:37:58 PM   
mind_messing

 

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Any chance of a changelog Andy?

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Post #: 32
RE: Updated Scen 1 and 2 - 9/27/2019 6:53:26 PM   
Kull


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I have to stop testing for a while, but here's the Japanese intel screen on 2-17-42






Attachment (1)

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Post #: 33
RE: Updated Scen 1 and 2 - 9/27/2019 9:07:29 PM   
Andy Mac

 

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Perfect thanks the scenes above are ok then that’s good

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Post #: 34
RE: Updated Scen 1 and 2 - 9/27/2019 9:08:07 PM   
Andy Mac

 

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The first post has much of a change log as I have

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Post #: 35
RE: Updated Scen 1 and 2 - 9/27/2019 11:16:34 PM   
Andy Mac

 

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Thanks Kull spotted a small error in scen 2 updated above these are ok please remember you need to delete the existing AI files the attached only have 1 AI variant at present and the existing alternate AI files are now INVALID so please delete from your scen fine i.e. aei002-XX.dat all of the files aei002.dat-01 to aei002.dat-14 should be deleted or moved for now I will get around to updating variants with new baseline later

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Post #: 36
RE: Updated Scen 1 and 2 - 9/27/2019 11:17:09 PM   
Andy Mac

 

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Scen 10 is in testing now and I should have that done this weekend

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Post #: 37
RE: Updated Scen 1 and 2 - 9/28/2019 8:26:51 AM   
Sardaukar


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Would these work for Scen 26 (DaBabes Lite)?

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Post #: 38
RE: Updated Scen 1 and 2 - 9/28/2019 11:33:43 AM   
Andy Mac

 

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Not sure haven't checked

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Post #: 39
RE: Updated Scen 1 and 2 - 9/28/2019 12:48:45 PM   
mind_messing

 

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quote:

ORIGINAL: Andy Mac

The first post has much of a change log as I have


I think having a proper one would help with:

1. identifying bugs.
2. promoting uptake.

I don't for a moment doubt your ability or knowledge of AE's code, but as someone with one game in progress, I'd like a little bit more information regarding changes to things like industry and aircraft stats before making the decision to switch over.

Can this update be applied to a game in progress?

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Post #: 40
RE: Updated Scen 1 and 2 - 9/28/2019 12:53:26 PM   
Alfred

 

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No.

Alfred

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Post #: 41
RE: Updated Scen 1 and 2 - 9/28/2019 1:12:04 PM   
Andy Mac

 

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I have no way of going back and recreating a full change log - sorry

I don't think the update can be applied to games in progress as I no longer have the ability to stamp the scenarios as official

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Post #: 42
RE: Updated Scen 1 and 2 - 9/28/2019 3:13:38 PM   
Kull


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quote:

ORIGINAL: Andy Mac

Thanks Kull spotted a small error in scen 2 updated above these are ok please remember you need to delete the existing AI files the attached only have 1 AI variant at present and the existing alternate AI files are now INVALID so please delete from your scen fine i.e. aei002-XX.dat all of the files aei002.dat-01 to aei002.dat-14 should be deleted or moved for now I will get around to updating variants with new baseline later


Hi Andy - a few comments and suggestions:

1) I realized there could be a conflict with the existing AI files, so I changed the files to work with "scen106" for my testing. Which is still ongoing - will post more on that later.

2) Anyone overwriting the existing scen1 & 2 with these downloads will also need to delete variants 15-20, since those were added in your 2012 AI update.

3) Lastly, since these are true replacement scenarios (not test version like the 100 series), I suggest you include files named aei002.dat-01 thru aei002.dat-20, even though they are nothing but copies of aei002.dat-00. Just knowing how "things work", a not insignificant portion of the user base will neglect to delete the older AI files, and this way you can "idiot proof" the installation process. Or, to use nicer phraseology, reduce the number of steps needed for a successful installation.

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Post #: 43
RE: Updated Scen 1 and 2 - 9/28/2019 4:26:55 PM   
Andy Mac

 

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It takes a lot of space on the forum to upload 20 AI files wont fit on a post. I will think about it

The key change is the extra bases with really helps the AI the main thing is to use the correct AI file with the bases

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Post #: 44
RE: Updated Scen 1 and 2 - 9/28/2019 5:06:08 PM   
PaxMondo


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THANKS Andy!!!!!!!




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Post #: 45
RE: Updated Scen 1 and 2 - 9/28/2019 10:56:58 PM   
JeffroK


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Gday Andy.
Soviet activation.

I have noticed a major movement of the Kwantung Army on Dec 8, 41 moving to Port Arthur.
Add this to Kull's post #33 showing the Kwantung Army to be below the garrison number could be the reason.

But, In hundreds of solo games I have never seen the AI use this as a trigger to wake the Red Army?

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Post #: 46
RE: Updated Scen 1 and 2 - 9/29/2019 11:31:42 AM   
Andy Mac

 

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its not that the AI ignores Kwantang Garrison requirements that's how I got away with raiding Manchuria in the first AI I ever did for WITP AE

In original WITP the Japanese had a massive number of duplicated LCU's to help the AI out as it was a moron that unbalanced PBEM and the Japanese campaign and made it very very ahistorical

In AE we removed a lot of the duplication and went down a level in granularity in terms of OOB research - all well and good but it made the Japanese AI totally innefectual it was not only a Moron but a Moron with only the hisotircal assets and japan was on the ragged edge in history - losing assets because the AI is a bit thick was too much.

So I got round this by raiding Manchuria totally unscrupulously for the 1st 3 years of the war then sending them all back for 45 - it gave me the assets to help the AI out without damaging PBEM or the Japanese v Allied AI campaign.

So that's why the AI ignores Manchurian Garrison requirements and why a lot of my 'sweeper' routines borrow from Manchuria.

In scen1/2 its probably not quite enough which is why the Ironman sequence was born to try and put back in the extra duplication the Ai needs to function effectively (then as always taking a good thing too far I just got sadistic :) which is where the Tier 3 Ironman came from)


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Post #: 47
RE: Updated Scen 1 and 2 - 9/29/2019 12:00:12 PM   
Moltrey


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So Andy; if I have started a new Scenario 1 with your new AI files as Allies, do you think there is anything bad enough in this Manchurian stuff to warrant me standing by for another version and restarting?
Thanks.

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Post #: 48
RE: Updated Scen 1 and 2 - 9/29/2019 12:51:57 PM   
Andy Mac

 

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I am 99% certain Scen 1 is ok
99% scen 2 is ok

Its the ones I am working on now that are causing me the sissues

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Post #: 49
RE: Updated Scen 1 and 2 - 9/29/2019 1:54:29 PM   
Yaab


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Andy, what about the Wirraway/Boomerang bug? The Pearl Harbor surplus ships? The Chinese Cavalry icons and bugged MG devices in China?

All my findings from scen 100 are here
https://www.matrixgames.com/forums/tm.asp?m=4037697&mpage=8&key=

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Post #: 50
RE: Updated Scen 1 and 2 - 9/29/2019 2:28:42 PM   
Kull


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quote:

ORIGINAL: Andy Mac

It takes a lot of space on the forum to upload 20 AI files wont fit on a post. I will think about it

The key change is the extra bases with really helps the AI the main thing is to use the correct AI file with the bases


Yep, you are right - that increases the file size to 2.8MB, so it won't even fit in the War Room (max of 2.0MB).

As for my test, I ran the game out to 3-2-1942 and still no activation, so I could not replicate the bug.

In addition to the issues noted in Yaab's above post, LCUs 5800 & 5851 should change device 984 (180mm static CD guns) to 1080 (Improv. AFV Lgt). In the original release, device 984 was some type of small Dutch armored vehicle that disappeared in subsequent releases, and the 984 slot was given to the large CD guns. As result, two should-be-mobile units are now locked in place.

A minor issue is that pilot 984 (Flatley J.H.) has an "Is Leader" code of 22177, which is a blank slot in the Leaders database. It should point to 22072

< Message edited by Kull -- 9/29/2019 2:30:11 PM >


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RE: Updated Scen 1 and 2 - 9/29/2019 2:36:08 PM   
Andy Mac

 

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Ok YAAB thanks I thought I had processed these clearly not will go back over

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Post #: 52
RE: Updated Scen 1 and 2 - 9/29/2019 3:43:49 PM   
Andy Mac

 

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Nice spot Yaab re applied the changes to scen 1 and 2

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Post #: 53
RE: Updated Scen 1 and 2 - 9/29/2019 5:55:17 PM   
Yaab


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Thanks! Wirraway finally vindicated! Can the Empire rebound?

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Post #: 54
RE: Updated Scen 1 and 2 - 9/29/2019 8:06:50 PM   
GetAssista

 

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Hi, Andy! Great you are still at it!

Couple things I see on the Japanese side that make me wonder:

New Scen2 has some very generous streamlining of R&D paths for Japan: final Oscar and Tony upgrading to Ki-94-II, final Tojo to Frank-a, final Zero to Sam. Can really help the R&D even without skipping over the models, since now one can concentrate all the factories on one fighter model each IJAF and IJNF and crank R&D points from the very start. It was not like that in a classical Scen2 AFAIR.

Also, Tojo is using the usual Ha-34 like in Scen1. I recall Ha-35-ed Tojo was Scen2 trademark since forever? :)

< Message edited by GetAssista -- 9/29/2019 8:10:04 PM >

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Post #: 55
RE: Updated Scen 1 and 2 - 9/29/2019 9:49:13 PM   
Andy Mac

 

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Ha 34 is correct as was streamlining to min changes must have missed factories

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Post #: 56
RE: Updated Scen 1 and 2 - 9/30/2019 10:01:59 AM   
Sardaukar


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Thanks Andy for your great work!

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Post #: 57
RE: Updated Scen 1 and 2 - 10/1/2019 2:36:07 PM   
Andy Mac

 

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I never really get to play the game....no one ever wrote an AI script !!!

When we developed the editor the hope was others would come forward to write scripts so I could play the game but no one did !!!!

Ah well means I can read what the AI is going to do !!!

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Post #: 58
RE: Updated Scen 1 and 2 - 10/1/2019 5:18:24 PM   
rustysi


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quote:

New Scen2 has some very generous streamlining of R&D paths for Japan


Not sure this is such a good idea.

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Post #: 59
RE: Updated Scen 1 and 2 - 10/1/2019 7:09:41 PM   
Andy Mac

 

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Nope it was a error and has been corrected

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Post #: 60
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