TCP detail combat problems/questions/suggestions

Post ALL Public Beta feedback here!

Moderators: Gil R., ericbabe

Post Reply
User avatar
Texas D
Posts: 121
Joined: Sat Oct 21, 2006 7:41 pm
Location: Republic of Texas

TCP detail combat problems/questions/suggestions

Post by Texas D »

Would it be possible to add a save function during a battle being played in detail? Battles that are 75k + can take hours, and if you or your opponent happens to have a connection problem everything is lost. Not to mention if you have multiple battles per turns. Would it also be possible to block the information that shows which brigade your opponent is currently moving and which general is attached? I don't think it should be visible unless their units are close enough to be identified. Sorta on the same line when the battle first starts up, on the mini map it basically points out where your opponent is starting at, is their a way to remove that? Also we are still getting some of those C++ errors after playing several battles, but they don't happpen as frequently as they used to.

Thanks for any comments,
Duane
Image
User avatar
Drex
Posts: 2512
Joined: Wed Sep 13, 2000 8:00 am
Location: Chico,california

RE: TCP detail combat problems/questions/suggestions

Post by Drex »

I don't know if this is what you mean, but there is a botton on the left labelled "game" that you ccan hit and it brings up various options, including "save game". You can save as often as you like.
Col Saito: "Don't speak to me of rules! This is war! It is not a game of cricket!"
User avatar
Texas D
Posts: 121
Joined: Sat Oct 21, 2006 7:41 pm
Location: Republic of Texas

RE: TCP detail combat problems/questions/suggestions

Post by Texas D »

I know you can save while on the strategic map, but there is no option to save while in a detail battle.
Image
User avatar
ericbabe
Posts: 11848
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: TCP detail combat problems/questions/suggestions

Post by ericbabe »

It's something we'd like to do, but it's going to take some work to implement it -- need to analyze the problem further before I can give a better assesment of its feasibility.
Image
User avatar
ETF
Posts: 1767
Joined: Thu Sep 16, 2004 12:26 pm
Location: Vancouver, Canada

RE: TCP detail combat problems/questions/suggestions

Post by ETF »

Are you having not having any problems with online games at the moment? Besides the detail combat area?
My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade

Twitter
https://twitter.com/TacticWargamer
User avatar
ericbabe
Posts: 11848
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: TCP detail combat problems/questions/suggestions

Post by ericbabe »

When you ask whether we are having problems with online games, I assume you mean on our network or in our internet tests?  As far as we've tested, there are no serious problems in our tests -- though those show a few loose ends that we'd like to clean up.  Some players who were doing testing for us did report a crash in detailed combat that seemed to happen when General Sherman was killed, but they haven't reported being able to duplicate it, and we have successfully killed generals in our multiplayer testing...so their issue may or may not be related to the dying general.
Image
sgtmorgue
Posts: 12
Joined: Thu Mar 16, 2006 12:44 pm

RE: TCP detail combat problems/questions/suggestions

Post by sgtmorgue »

I agree with Texas D , a TCP/IP detailed battle save is badly needed. The detailed battle part of a turn can be hours long so one needs to be able to save during this phase for the game to be playable.

This is just a suggestion but if some info is on the host machine and other info on the visitor machine maybe a two part save could fix this with each player saving at the same point, then the game resume requiring the combining of the two saves.

Just my 2 cents worth. [;)]

For those who fought for it Freedom has a flavor the protected will never know.
For those who fought for it , Freedom has a flavor the protected will never know.
User avatar
Texas D
Posts: 121
Joined: Sat Oct 21, 2006 7:41 pm
Location: Republic of Texas

RE: TCP detail combat problems/questions/suggestions

Post by Texas D »

Another question, When is the cav supposed to retreat if you manualy hit the retreat button. My opponent and I have cav units that wont withdraw, unless they are routed. Would it be possible to have an option for an orderly withdrawl? Say if you are a certain distance from the enemy you could disengage from combat and withdraw without dropping weapons. Or at least an option to withdraw a single unit and not the entire army?
Image
User avatar
ericbabe
Posts: 11848
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: TCP detail combat problems/questions/suggestions

Post by ericbabe »

To withdraw a single unit, just move that unit to the edge of the map.  Units still have a chance of losing their weapons however.
Image
User avatar
Texas D
Posts: 121
Joined: Sat Oct 21, 2006 7:41 pm
Location: Republic of Texas

RE: TCP detail combat problems/questions/suggestions

Post by Texas D »

DO you have to hit any buttons, or is it automatic?
Image
User avatar
Texas D
Posts: 121
Joined: Sat Oct 21, 2006 7:41 pm
Location: Republic of Texas

RE: TCP detail combat problems/questions/suggestions

Post by Texas D »

Also we are still getting alot of C++ errors, sometimes I can just hit ignore and still continue, but without being able to see the event and battle pages. Other times it just crashes to desk top. I sent copy of save files to your box.

Duane
Image
User avatar
ericbabe
Posts: 11848
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: TCP detail combat problems/questions/suggestions

Post by ericbabe »

Withdrawal is automatic; a unit that begins its turn at the edge of the map disappears at the start of its next turn.

Haven't been able to duplicate any of the TCP/IP errors in some of the save files people have sent me (haven't had a chance to run the ones you just sent me yet though) -- so my guess is that these are problems specific to certain network configurations, located in the libraries we use to talk to the transport layer, and may be hard for us to work out.
Image
User avatar
christof139
Posts: 980
Joined: Thu Dec 07, 2006 1:43 am

RE: TCP detail combat problems/questions/suggestions

Post by christof139 »

A problem I had with the game in general is that I didn't have my printer physically attached to my compooter, although all the software was loaded, and this caused some rela bogging/lagging and other problems that affected darn near everything on my compooter and did cause some crashes. Idmproperly operating and/or setup harware and software can cause oodles and boodles of problems.
 
Another one was that I could not get my new USB 2 PCI card to work on my old USB-1 compooter unitl I turned off the USB-1 Controller in the BIOS. This also affected games and other programs, besides my poor little mind. [X(][8|][:@][:o][:(][&:]
 
Chris [>:][>:][>:]
 
'What is more amazing, is that amongst all those approaching enemies there is not one named Gisgo.' Hannibal Barcid (or Barca) to Gisgo, a Greek staff officer, Cannae.
That's the CSS North Carolina BB-55
Boris Badanov, looking for Natasha Goodenov
User avatar
Texas D
Posts: 121
Joined: Sat Oct 21, 2006 7:41 pm
Location: Republic of Texas

RE: TCP detail combat problems/questions/suggestions

Post by Texas D »

I'm pretty sure its not my pc settings, I can play single player and PBeM with no problems at all now, from start to finish. My opponent and I take turn hosting and only the other person connecting to the server seems to get the errors. It starts off good, then after awhile visiter looses event report, little latter he cant see the battle report on the tab, then it crashes. We have a save file where there is about 10 c++ errors you have to click through before you can play every turn.
Image
Post Reply

Return to “Public Beta Feedback”