Beta 1.040 bugs and potential enhancements
Posted: Sun Dec 20, 2009 3:05 am
I'll kick off this thread with a few of the problems I have observed.
"jessie reports Leningrad should be "fort,2", and there is a problem with the perma-fort in E France (canceled if E France is attacked)."
Brian, if you recall an old email I sent you I discovered a workaround for the perma-fort in Eastern France. In fact the way the engine works now to handle forts is ideal. I wouldn't change a thing. Turns out that the number you use in the fort rule becomes the number of times that fort can change hands before the fort is destroyed by combat. Example Fort,9 means it can change hands 9 times before getting destroyed. So in the data files I have inserted large numbers for forts such as Leningrad so that even if they change hands a few times they will remain a fortress. When a rule such as the formation of Vichy France forces the fort to disappear in Eastern France, bumping the fort value to 2 is a nice trick to keep the fortress in place for one more fight. Fort2 become Fort1 from Vichy forming and so a fort still remains. Albeit a very temporary one.
Rafael had brought up this problem a week ago. It appears that due to the addition of the new option to show unit nation flags, when this option is checked it is no longer possible to tell when Kamikazes are selected unless you turn this option off. Perhaps you could add a new flag that would appear over the Jap flag. The Jolly Roger! Just kidding. On second thought that would be kind of cool.
There is an air proximity cheat that is easy to exploit. Move air within range of New Zealand, score your points, then undo the move. If during the time you score the points it put you at a new high water mark you get to keep those points despite the fact you undid your move.
There is a scoring error at the end of game. I give precise details here http://www.matrixgames.com/forums/fb.asp?m=2287262
When 2 or more transports share the same sea zone and you transport stuff over them the first transport does not use up its entire capacity before burning capacity on another transport. In instances where each transport should have 30 capacity I'm seeing cases where only half is being use before it spills over to another transport thus locking both down. This is very annoying when you know you should be able to move that second transport because you did not burn more than 30 capacity. This problem of transports not using all their capacity up before spilling cargo over to the next one forces unnecessary micromanagement. For some reason I do not recall this being a problem in the past. Did this recently pop up? A new side effect perhaps?
Now that windowed mode is supported it's the only way I play on my 19". My setting is 1280x970. The 970 may sound weird but you have to subtract some pixel height due to the windows taskbar. Anyway what I find odd is that each time I load the game it prefers to align itself to the bottom of the screen instead of the top like almost every program out there does. Which forces me to drag it up to the top myself. Not that it's hard, but I think there must be a window setting somewhere within the program to tell it to align itself with the top of the screen.
"jessie reports Leningrad should be "fort,2", and there is a problem with the perma-fort in E France (canceled if E France is attacked)."
Brian, if you recall an old email I sent you I discovered a workaround for the perma-fort in Eastern France. In fact the way the engine works now to handle forts is ideal. I wouldn't change a thing. Turns out that the number you use in the fort rule becomes the number of times that fort can change hands before the fort is destroyed by combat. Example Fort,9 means it can change hands 9 times before getting destroyed. So in the data files I have inserted large numbers for forts such as Leningrad so that even if they change hands a few times they will remain a fortress. When a rule such as the formation of Vichy France forces the fort to disappear in Eastern France, bumping the fort value to 2 is a nice trick to keep the fortress in place for one more fight. Fort2 become Fort1 from Vichy forming and so a fort still remains. Albeit a very temporary one.
Rafael had brought up this problem a week ago. It appears that due to the addition of the new option to show unit nation flags, when this option is checked it is no longer possible to tell when Kamikazes are selected unless you turn this option off. Perhaps you could add a new flag that would appear over the Jap flag. The Jolly Roger! Just kidding. On second thought that would be kind of cool.
There is an air proximity cheat that is easy to exploit. Move air within range of New Zealand, score your points, then undo the move. If during the time you score the points it put you at a new high water mark you get to keep those points despite the fact you undid your move.
There is a scoring error at the end of game. I give precise details here http://www.matrixgames.com/forums/fb.asp?m=2287262
When 2 or more transports share the same sea zone and you transport stuff over them the first transport does not use up its entire capacity before burning capacity on another transport. In instances where each transport should have 30 capacity I'm seeing cases where only half is being use before it spills over to another transport thus locking both down. This is very annoying when you know you should be able to move that second transport because you did not burn more than 30 capacity. This problem of transports not using all their capacity up before spilling cargo over to the next one forces unnecessary micromanagement. For some reason I do not recall this being a problem in the past. Did this recently pop up? A new side effect perhaps?
Now that windowed mode is supported it's the only way I play on my 19". My setting is 1280x970. The 970 may sound weird but you have to subtract some pixel height due to the windows taskbar. Anyway what I find odd is that each time I load the game it prefers to align itself to the bottom of the screen instead of the top like almost every program out there does. Which forces me to drag it up to the top myself. Not that it's hard, but I think there must be a window setting somewhere within the program to tell it to align itself with the top of the screen.