Enabling PO

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ralphtricky
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RE: Enabling PO

Post by ralphtricky »

Let me know how Elmer does now, and if you see anything he does badly
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Silvanski
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RE: Enabling PO

Post by Silvanski »

ORIGINAL: ralphtrick

Let me know how Elmer does now, and if you see anything he does badly


Will do, once I get the show on the road (see support forum)
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RE: Enabling PO

Post by Silvanski »

OK got TOAW running again, with the patch...

Hmm bio-ed [8D] 

Once I figured out how it works the Belgian airforce will get their Fairey Fox
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RE: Enabling PO

Post by Silvanski »

I succesfully used bio-ed to make the above mentioned equipment change [:)]
 
Now I'm gonna see how new Elmer is behaving.
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What has happened to Elmer?

Post by Silvanski »

ORIGINAL: Silvanski
Now I'm gonna see how new Elmer is behaving.

I am disappointed and frustrated... Elmer is going through his moves like a snail... and thencomes to a complete stop...

Ran a PO vs PO test with 'nodelay' 'noupdate' while I went to mow my lawn... when I got back about an hour later it was still on turn 2...

Has speed been sacrificed for more brains?

Before the patch everything was like clockwork and I was really satisfied with this latest version of the scenario and Elmer's handling of the Commies...

I sent the scenario to playtesters... Guys let me know how it's working for you!
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RE: What has happened to Elmer?

Post by Silvanski »

edited: I thought it was my pc, but it is Elmer.

OK I'm sure this will get resolved. Till then I'm gonna mess around a bit with the equipment editor to add some spice to the Luftwaffe
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Trotsky's War v3 - latest development

Post by Silvanski »

The equipment editor is a great tool. While on the road for my job -the car as think tank- I came up with something to put in the scenario.
 
Using bio-ed I am able to distinguish the B-29 between a conventional and a nuclear bomber. The same with the hypothetical German Me-264.
I'm wanna put events in place which may make it possible for the USA and Germany to deliver a nuclear strike late in the war, by these percentages.
 
USA: chance of developing a nuclear bomb by 1945 75% ---> actual being able/willing to use it 50%
 
Germany: chance of developing nukes 50% (maybe less) ---> willing to use it 75%
 
The German events will be cancelled if they surrender.
 
The "willing to use" events then will enter an appropriate air unit for the relevant nation.
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Trotsky's War v3 - latest development

Post by Silvanski »

Work on v3 continues. Here's a rundown of the most significant changes:
 
*Used Bio-Ed to give the Luftwaffe the long distance Me-264 Ural Bomber, differentiate the USAF's B-29 between a conventional and A-Bomber variant and give the Belgian airforce their Fairey Fox.
*Added the possibility of Allied (US and German) nuclear capability.
*Communist attacks on Germany, Norway/Sweden, Romania, Hungary, Turkey, Iraq, Portugal and the South of France are triggered by a series of events and will occur on variable turns.
*Lifting of exclusion zones set on variable turn range triggered by events.
*Adjusted activation and reinforcements. Some German, French and British formations start in garrison status and are released subject to variable turn range triggered by preceding events rather than activation on a fixed turn.
*Minor Allied formations are only activated when attacked. Italian formations activate on turn 90 or when attacked.
*The Polish airforce is the only Allied airforce which starts on the map on turn 1. Other Allies' initial turn-1 airforce and naval units will gradually come in with certain events. This to prevent the Soviet airforce from wasting too many aircraft attacking distant units of countries not officially or de facto at war.
*In addition to prevent early burn up of Soviet air units they will gradually appear as well, on fixed turns.
*Re-examined all equipment, proficiency and supply values.
*Reworked Polish deployment.
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RE: Enabling PO

Post by a white rabbit »

ORIGINAL: ralphtrick
ORIGINAL: Silvanski

Encountered a weird thing... an Italian fighter unit scheduled to appear due to a certain event does appear, but at the wrong place... Instead of on its designated airfield in Northern Italy (hex is clear, not overstacked, in supply and other Italian air units did appear correctly) but... on a British aircraft carrier (which lost its airplanes due to a Soviet aerial attack two turns before)near the coast of Palestine... Itsy-bitsy bug?

I checked the event and the unit's deployment status in the editor, all seems correct...[/align]
Neat!

Can you reproduce it? If you can, can you post in the support section and send me a save file, please?

I can see where there may be a problem with land units landing on carriers, and I've seen one report of someone managing to overstack a carrier, so the combination may have caused that interesting occurrence..

..really ??

..ok, park a carrier-flagged unit on an airbase and you get the benefit of both, but overstack one, not in my experience..
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
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RE: Enabling PO

Post by ColinWright »

ORIGINAL: Silvanski

Encountered a weird thing... an Italian fighter unit scheduled to appear due to a certain event does appear, but at the wrong place... Instead of on its designated airfield in Northern Italy (hex is clear, not overstacked, in supply and other Italian air units did appear correctly) but... on a British aircraft carrier (which lost its airplanes due to a Soviet aerial attack two turns before)near the coast of Palestine... Itsy-bitsy bug?

I checked the event and the unit's deployment status in the editor, all seems correct...[/align]

This sort of thing occurs in ACOW as well -- so it's something old. In Seelowe German fighters modified to be able to use carriers occasionally spontaneously relocate themselves to empty British carriers. This isn't vs the P.O. -- it's in PBEM play -- and it's not a matter of the units appearing as replacements. They just take it upon themselves to hop onto the enemy carriers at some point between the German turn and the British turn.

It's not a big deal: the British carrier can sail away, and the next turn the German fighter can 'fly' off of its watery airfield to a more conventional one. Really, given my opponent's surprise and outrage, more funny than anything else.

I suppose there's some bit of programming that (a) doesn't distinguish between enemy and friendly carriers, (b) assumes the preferred location for naval aircraft is on carriers, and (c) thinks it is its job to enforce such a distribution.
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Silvanski
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RE: Enabling PO

Post by Silvanski »

Trotsky's War v3 is almost ready.
Among other stuff, the latest upgrade has mainly been done in the department of "climate control" ... more variable seasons
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RE: Enabling PO

Post by Silvanski »

Trotsky's War v3 is available for download
 
http://www.gamesquad.com/forums/downloads.php?do=file&id=1318
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