status of patch v1.011 - feedback requested

Gary Grigsby’s World at War is back with a whole new set of features. World at War: A World Divided still gives complete control over the production, research and military strategy for your side, but in this new updated version you’ll also be able to bring spies into the mix as well as neutral country diplomacy, variable political events and much more. Perhaps the largest item is the ability to play a special Soviet vs. Allies scenario that occurs after the end of World War II.

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WanderingHead
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status of patch v1.011 - feedback requested

Post by WanderingHead »

Hi guys

2by3 wants to grab this patch and ship it to Japan. But they also want to be sure that the patch looks good and clean.

I've had some bug reports, but ONLY related to modded scenarios. Nothing that should impact the stock scenarios.

In order to get some confidence that all is well, could you guys chime in and report how many games with this patch (v1.011) you have started, how many you've completed, and confirm that you haven't noticed any problems?

If you have noticed that your favorite bug has indeed been fixed, you could also pipe up to confirm it.

Thanks
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rjh1971
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RE: status of patch v1.011 - feedback requested

Post by rjh1971 »

Hi Brian,

Playing you GG scenario I think some damaged vessels were placed in the production line with only one turn to come back, this happened with light fleets I had a save and will send it to you when I get home, sorry I forgot to post this yesterday.
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WanderingHead
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RE: status of patch v1.011 - feedback requested

Post by WanderingHead »

ORIGINAL: rjh1971
Playing you GG scenario I think some damaged vessels were placed in the production line with only one turn to come back, this happened with light fleets I had a save and wil send it to you when I get home, sorry I forgot to post his yesterday.

But that's not a bug, right? If I recall the details of the rule correctly, damaged naval vessels go into production with a number of turns equal to a random number from 1 to full_build_cost/2.

It might happen sometimes, but in my own experience it is indeed random in v1.011, even in GG.
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rjh1971
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RE: status of patch v1.011 - feedback requested

Post by rjh1971 »

ORIGINAL: WanderingHead
ORIGINAL: rjh1971
Playing you GG scenario I think some damaged vessels were placed in the production line with only one turn to come back, this happened with light fleets I had a save and wil send it to you when I get home, sorry I forgot to post his yesterday.

But that's not a bug, right? If I recall the details of the rule correctly, damaged naval vessels go into production with a number of turns equal to a random number from 1 to full_build_cost/2.

It might happen sometimes, but in my own experience it is indeed random in v1.011, even in GG.

Oops you're right I was thinking about this:

Whenever a unit is damaged and has successfully made its way to a friendly Factory (this happens automatically if possible), it is placed on the Production Spiral as if it was 50% produced (i.e. a unit that requires 2 Production Points would be placed in the final box requiring just 1 Production Point; a unit that requires 3 Production Points would be placed in the second box requiring 2 Production Points to complete (see below), etc.)

But there's always the exception:

The exception to this is for Light, Heavy, and Carrier Fleets, which will have their repair time randomized between 1 and ½ their normal production cost (so most damaged Heavy Fleets will require 1 to 5 Production Points to complete). Also, when the damaged unit is placed on the Production Spiral, one Population Point is added to the Population Pool for the region (this represents that only ½ of the manpower in the unit was destroyed). Once the unit is on the Production Spiral, it is treated exactly as if it was like any other unit in production

Well great that I was wrong. [:)]
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kondor
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RE: status of patch v1.011 - feedback requested

Post by kondor »

Here is the mail I received from Forwarn45 earlier today. Could be a nasty bug... I haven´t seen the turn yet. Forwarn decided to stop his moves there untill we can figure it out what to do next.
He has mailed this to proper matrix address I guess, but I am posting it here to, so that other players will be aware of this.


Hi all,

I encountered a rather nasty bug while working on the last turn with kondor. I went ahead and saved it immediately after it occurred. As you can see from the replay, when my German forces attacked and seized Kharkov - the Russians elected to retreat to Odessa, which is isolated. Consequently, all of kondor's (dalibor's) damaged units are destroyed for lack of a retreat path to a factory. I have never seen this before in earlier versions - retreat was always in the right direction. Let me know if there is something I'm missing or this is indeed a bug. Also - let me know if you need the password and I'll email it separately - in this email I have cc'd my opponent.

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Joel Billings
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RE: status of patch v1.011 - feedback requested

Post by Joel Billings »

Thanks for the report. WanderingHead is away on vacation (I think until early June), so you may not hear back on this until then as he is the person that will need to look at the code to see what's up.
All understanding comes after the fact.
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JanSorensen
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RE: status of patch v1.011 - feedback requested

Post by JanSorensen »

I just took a look at the code and the retreat in question.

The issue here is with retreat priorities in code.

The first two retreat priorities both use strategic movement but with the rail gone from the area thats not an option.
The next retreat priority goes to the nearest area with number of supply breaking ties and area number breaking ties in supply. As no supply is present in any adjacent area and they all cost 1mp area number breaks the tie and Odessa "wins".

So, the Russian player (had he known about this) could have avoided the incident by placing a single supply in Rostov. For now I advice that everyone remembers to use supply to determine where their units will retreat.

I guess the reason we havent seen this before may simply be that damaging rail has not been used all that much and that in cases where it was supply drew the retreat in the correct direction.

I did manage to code a quick fix for the situation at hand but unfortunately I dont have the time to test and ensure that it does not have unwanted effects on other situation - the retreat code is rather complex - so until Brian (WH) or Keith has the time to look at it the fix probably wont make it into a patch. Not that I know when a patch is planned, mind.
JanSorensen
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RE: status of patch v1.011 - feedback requested

Post by JanSorensen »

To be clear.

If no rail is present in the combat area then retreating defending units will retreat to the adjacent area that costs the least movement points to reach (often several apply).

Between those the units will retreat to the area with the most supply present - so make sure to place more supply in the direction where you prefer your units to retreat.

In case of a tie in number of supply the units will retreat to the area with the lower area number.

Please keep this in mind when playing.
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kondor
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RE: status of patch v1.011 - feedback requested

Post by kondor »

I am aware of this "bug" now, and will try to leave supplies on wright positions...
Thanks to Joel and Jan for the speedy assistance[8D].
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