Randomizer

Post bug reports and ask for game support here.
Post Reply
User avatar
rhinobones
Posts: 2138
Joined: Sun Feb 17, 2002 10:00 am

Randomizer

Post by rhinobones »

Need some professional event editor help for a scenario experiencing a malfunction.

The scenario starts with a pool of 16 formations, 2 of which will be randomly selected for the home armies of forces 1 and 2. For the remaining 14 formations the game engine randomly creates Theater Options which the players can activate to get allies. On my computer the randomization works as designed. Each new game begins with randomized starting formations and randomized selection of Theater Options for getting allies.

The problem reported to me is that after the first attempt to start a new game the randomizer freezes and all subsequent attempts offer the same formations and Theater Options. No randomization occurs after the first “New Game”. I can’t duplicate the problem on my machine, so I need help from outside.

Players do have a workaround. Delete the sce file and copy out a fresh sce from the zip file. Repeat as necessary. Not a satisfactory solution. Download Revisionist War 1937 v10
https://www.matrixgames.com/forums/view ... 0#p4987513


Any help is appreciated. Regards, RhinoBones
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
User avatar
Curtis Lemay
Posts: 14495
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Randomizer

Post by Curtis Lemay »

What do you have for this setting:
Attachments
PO Random Seed.jpg
PO Random Seed.jpg (130.14 KiB) Viewed 106 times
My TOAW web site:

Bob Cross's TOAW Site
User avatar
rhinobones
Posts: 2138
Joined: Sun Feb 17, 2002 10:00 am

Re: Randomizer

Post by rhinobones »

Curtis Lemay wrote: Wed May 07, 2025 6:12 pm What do you have for this setting:
0, Just like in the picture.

Regards
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
User avatar
Curtis Lemay
Posts: 14495
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Randomizer

Post by Curtis Lemay »

rhinobones wrote: Wed May 07, 2025 8:34 pm
Curtis Lemay wrote: Wed May 07, 2025 6:12 pm What do you have for this setting:
0, Just like in the picture.

Regards
What do the complainers have? There is a setting (I forget what at the moment) that doesn't allow random variation.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
rhinobones
Posts: 2138
Joined: Sun Feb 17, 2002 10:00 am

Re: Randomizer

Post by rhinobones »

Curtis Lemay wrote: Wed May 07, 2025 10:23 pm What do the complainers have? There is a setting (I forget what at the moment) that doesn't allow random variation.

Sounds like you're thinking about Scenario Variability, it's set to ON. It' seems to be a global problem, so I doubt that players are intentionally setting it to OFF prior to initiating a game.
I can't even guess the root cause. Someone who knows what goes on inside the engine will need to duplicate the failure and investigate.

Regards
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
User avatar
sPzAbt653
Posts: 10040
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

Re: Randomizer

Post by sPzAbt653 »

PO Random Seed: Random numbers in the computer aren’t truly random, they are generated from an algorithm. a seed of 103458 will always generate the same sequence of numbers. This means that if you make the same attacks and moves in the same order, you can get repeatable results which is great for bug reports. -1 means use the seed from the save file, 0 means generate a new one, any positive number means use that as the seed. See also 3.3.6.

3.3.6. Cheat Prevention
There is now a PORandomSeed parameter in the Opart4.ini file. If set to 0 (default) it will always use the next random number. If set to -1, it will always use the random number stored in the save file. If set to a number, it will use that number. PBEM games are always treated as -1. This means that unedited reloads of a .PBL PBEM or PBEM++ game will always produce the same results. This also means that Matrix will be able to reproduce bug reports.
Note that this guarantees that reloading can’t tamper with PBEM interturn calculation results via the reloading cheat. It will also make it more difficult to change PBEM combat results via the reloading cheat (but not render it impossible, of course).
A read-only PBEM End of Turn file is generated that allows their reviewing the state of your units.
User avatar
Curtis Lemay
Posts: 14495
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Randomizer

Post by Curtis Lemay »

sPzAbt653 wrote: Thu May 08, 2025 1:26 am PO Random Seed: Random numbers in the computer aren’t truly random, they are generated from an algorithm. a seed of 103458 will always generate the same sequence of numbers. This means that if you make the same attacks and moves in the same order, you can get repeatable results which is great for bug reports. -1 means use the seed from the save file, 0 means generate a new one, any positive number means use that as the seed. See also 3.3.6.

3.3.6. Cheat Prevention
There is now a PORandomSeed parameter in the Opart4.ini file. If set to 0 (default) it will always use the next random number. If set to -1, it will always use the random number stored in the save file. If set to a number, it will use that number. PBEM games are always treated as -1. This means that unedited reloads of a .PBL PBEM or PBEM++ game will always produce the same results. This also means that Matrix will be able to reproduce bug reports.
Note that this guarantees that reloading can’t tamper with PBEM interturn calculation results via the reloading cheat. It will also make it more difficult to change PBEM combat results via the reloading cheat (but not render it impossible, of course).
A read-only PBEM End of Turn file is generated that allows their reviewing the state of your units.
Thank you, Steve!
My TOAW web site:

Bob Cross's TOAW Site
User avatar
rhinobones
Posts: 2138
Joined: Sun Feb 17, 2002 10:00 am

Re: Randomizer

Post by rhinobones »

sPzAbt653 wrote: Thu May 08, 2025 1:26 am 3.3.6. Cheat Prevention
There is now a PORandomSeed parameter in the Opart4.ini file. If set to 0 (default) it will always use the next random number. If set to -1, it will always use the random number stored in the save file. If set to a number, it will use that number. PBEM games are always treated as -1. This means that unedited reloads of a .PBL PBEM or PBEM++ game will always produce the same results.

If I understand correctly, regardless of how I set the PO Random Seed a PBEM game will automatically set it to -1 thereby disabling randomization. In my case, this also applies to the SCE file and is manifested when a download player attempts to start a second (and subsequent) PBEM game.
Curiously this feature does not appear on my computer. I have started quite a few PBM games and never encountered a randomization freeze.

I have other scenarios which employ randomization of the starting forces, but all of those scenarios are intended as player vs PO games. There has been no reported problem with randomization problem in any of those scenarios; probably because PBEM is not involved. Looks like this will require some testing.
Fortunately, there is a workaround for the PBEM game.

Appreciate the enlightenment. Thank you all.

Best Regards, RhinoBones
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
Post Reply

Return to “Tech Support”