Allied Rabaul Problem

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Paul Goodman
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Joined: Wed Jul 05, 2000 8:00 am
Location: Portsmouth, VA, USA

Allied Rabaul Problem

Post by Paul Goodman »

In this version of Yamamoto'a Prophesy, the A/I threw most of the troops into New Guinea. In September, 1943, I took Rabaul, which I had never done before. It seems that the program can't deal with this. I have observed the following.

Transport squadrons in Rabaul have transported two marine airborne bn. to Lae, where they were summarily destroyed by the IJA.

Task forces are formed by the A/I which make no sense at all. It obviously thinks they are Japanese.

Twice task forces have been formed in Rabaul with APD's and destroyers. Both the APD's and the destroyers have been loaded with 250 supply! The second time, I sent the whole business to Gili Gili, where they unloaded normally. Again, the A/I obviously thinks this stuff is Japanese.

This is a fabulous game, but there really is a ton of stuff that needs to be fixed.

Paul
dgaad
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Post by dgaad »

This issue has been identified by Matrix staff already. Should be a high priority fix. Surprising this wasn't detected during development / beta.
Last time I checked, the forums were messed up. ;)
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Erik Rutins
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Well...

Post by Erik Rutins »

I did take Shortlands and Rabaul in a game vs. AI during testing and this did not occur. I'm not sure if I was just lucky or if it was a bug introduced after that particular test campaign or what. However, just to point out that testing isn't always as simple as it seems, particularly for a game with a 600+ turn campaign. :)

Regards,

- Erik
Erik Rutins
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Ron Saueracker
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Bugs and stuff

Post by Ron Saueracker »

Considering the sheer scope, you guys are going to be busy for awile fixing things. I believe it's called a labour of love.:)
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dgaad
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Re: Well...

Post by dgaad »

Originally posted by Erik Rutins
I did take Shortlands and Rabaul in a game vs. AI during testing and this did not occur. I'm not sure if I was just lucky or if it was a bug introduced after that particular test campaign or what. However, just to point out that testing isn't always as simple as it seems, particularly for a game with a 600+ turn campaign. :)

Regards,

- Erik
I well understand the difficulty of testing with the length of time it takes to play. EU I and II had this problem also, particularly with the event engine.

It may well be that this problem does not exist in all scenarios.
Last time I checked, the forums were messed up. ;)
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