Canada blocking USA ports

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rmelvin
Posts: 207
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Canada blocking USA ports

Post by rmelvin »

Why is the Canada keep developing in the USA. Short of an invasion what scenario would the Canadians go to the USA. Also, appear only on port that USA troop departures from. The Canadian are blocking the ports.
This is my game Kaser vs Europa. I am most finish but also AI Axis players does not finish off Portugal.
Does not take the southwest port.
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rmelvin
Posts: 207
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Canada blocking USA ports

Post by rmelvin »

I also had the problem in Africa. UK minor Egypt place units in port with French Transport scripts blocking the French from sailing. Only ports with script not the other French ports. Same with the Canada situation only port with transport scripts.
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Hubert Cater
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Re: Canada blocking USA ports

Post by Hubert Cater »

If you can send me a saved turn, to support@furysoftware.com, where I can see what might be going on in terms of the AI thinking of this specific turn/screenshot, then I can have a better idea overall of what might be happening here.
rmelvin
Posts: 207
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Canada blocking USA ports

Post by rmelvin »

I did not save the file. I also wrote a script to address this problem. But I will Flag=0 the script. Also, I will watch for Africa also. I am in testing right now.
Are you going to address the screen jump?
I play all countries AI but one Allied country. The AI Allied screen jump to like a ship in rain. So, when the Axis turn comes. Can not watch what is going on. The screen jump is a real impediment to development. Or have a screen freeze function.

Here another problem. This Transport has been at this port for three prior turns. Was block from landing do to two France unit hammed in by Axis units. Idea, if Transport is at full Action points and cannot land. Go to full cancel mode, or sail to a port which not only docks but lands. :idea:

Also make it so one can turn off F3 or make it a cheating factor.
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rmelvin
Posts: 207
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Canada blocking USA ports

Post by rmelvin »

That transport thing. I think it should be after all other units have moved and is still at full Action Points. :idea:
El_Condoro
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Re: Canada blocking USA ports

Post by El_Condoro »

That transport looks like it's in trouble. It won't be moved as part of a transport plan because it has <5 strength and the automatic AI procedure will be hindered by the supply of closest port being <5.

F3 is for single-player games and coupled with FoW turned OFF is very useful. It can't be used in MP games.
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rmelvin
Posts: 207
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Canada blocking USA ports

Post by rmelvin »

The prior turn the Transport was at 10, it is at 4 after the fall of the town and being attacked.
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Hubert Cater
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Re: Canada blocking USA ports

Post by Hubert Cater »

Hi Robert,

I see that after looking at your turns, this is from a customized campaign... unfortunately, I can only speak for what the default campaigns should do and how they should behave as there are just so many variables at play when things are customized, it would be difficult for me to suggest what the issue may be.

e.g. it could be how things are scripted for the expectations of the default versions of the campaigns not working with whatever customizations you've made and so on.

Too difficult to tell without doing a deep dive, and just not something I can quickly or easily work out from my end,
Hubert
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