Patch #4 Public Beta Feedback
Moderators: Panther Paul, Arjuna
RE: Patch #4 Public Beta Feedback Task End Default change?
Just took a quick look. The easiest thing to do without major surgery to the code is to allow for a fixed number of autosave files at a fixed time period. Currently the time period is every 20 minutes of real time. I propose storing 10 saves. That way you get saves for the last three hours of play. I propose resetting the count each time you load a save or start a new scenario. When it goes to do the autosave it will increment the count till it reached 10 and then start back at 1 again. It will append the count to the file name - eg "Autosave #1". Any existing save of the same name will be automatically overwritten.
How does that sound.
How does that sound.
RE: Patch #4 Public Beta Feedback Task End Default change?
If it's going to take you away from other matters I'd rather you left it alone, really it was an idea (well when I mentioned something similar a few days ago in the Beta Attack bug thread)to help you in testing for bugs..I'm not sure the autosave every twenty mins and saving the last ten will help with that regard. Rfizz I think is mentioning it for the reason so I presume would say the same thing, if it wont help in testing then turn your attention to other bugs and the other games.
RE: Patch #4 Public Beta Feedback Task End Default change?
I think having ten past saves will help. I have already implemented it and am testing it as I type. So the real question is at what frequency. I just tried adding a text box on the options tab to set the frequency interval but I have run into an issue with the UI focus and will need Paulk's help to resolve that. But I can easily change the hard coded interval, currently set to 20 minutes.
RE: Patch #4 Public Beta Feedback Task End Default change?
If it's for more testing purposes maybe every 5 mins playing time..that gives 50 mins of saves. That shorter the time the more likely it will catch something..Plus for the player it's unlikely they will need anything longer than 50 mins playing time worth of saves.
RE: Patch #4 Public Beta Feedback Task End Default change?
If we keep 20 saves then I might agree but depending on how fast the game is running 50 minutes of real time may only go back a day in game time and that might not be enough to catch some decision points. What about a compromise of 10 minutes. On the other hand everyone has big hard drives now so perhaps we could have an interval of 5 and maintain twenty saves. What do others think?
BTW my test just finished and it works fine. So we just need to settle on the values for interval and number of saves to keep.
BTW my test just finished and it works fine. So we just need to settle on the values for interval and number of saves to keep.
RE: Patch #4 Public Beta Feedback Task End Default change?
Save files here aren't really big so I don't see why they should be limited at all.
RE: Patch #4 Public Beta Feedback Task End Default change?
If we don't limit them at all then you will get someone who will complain about running out of disk space.
RE: Patch #4 Public Beta Feedback Task End Default change?
yeah 20 saves..sounds good to me..
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Phoenix100
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RE: Patch #4 Public Beta Feedback Task End Default change?
20 at 5 is fine.
RE: Patch #4 Public Beta Feedback Task End Default change?
Even when the save size reaches 1MB per save and we would save every 5 minutes with an unlimited amount of saves it wouldn't be enough to cause problems, who runs so low on disk space that he can't spare 4+ GB at the worst estimate.
RE: Patch #4 Public Beta Feedback Task End Default change?
If possible the solution to the question is to add a preference setting for number of saves / disk space max to use for saves. (Or making a relevant entry in a text file which gets read by the game at startup). Of course if this is going to take valuable dev time then I think setting it at 20 saves is OK. Given the number of times saves are requested for bug-hunting it's a great addition to the game to have multiple auto-saves.
RE: Patch #4 Public Beta Feedback Task End Default change?
OK I have opted to go for a 5 minute interval and have 20 saves. Done and dusted. [:)]
RE: Patch #4 Public Beta Feedback Task End Default change?
The patch 4.4.256 doesn't change the two problems reported in my email dated 13/1/2013 and in Post #37 of this thread.
RE: Patch #4 Public Beta Feedback Task End Default change?
Renato if you have a save send it to Dave.
- RockinHarry
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RE: Patch #4 Public Beta Feedback Task End Default change?
Public Beta v4.4.256
Still have concerns on how routing units is handled in the game. While routing distance wasn´t a problem for me so far, it´s still the oftentimes routing of units towards enemies, or into enemy territory. In my last test play today, I had a friendly unit routing, literally ping ponging between the frontlines and enemy units, as it hasn´t had the slightest idea about frindly and enemy lines.
IMHO, when it comes to routing paths, cover terrain and enemy AperFP should really come secondary. The main hook should be the friendly superior HQ (in organic COC), or the Base unit maybe. THEN a covered path THERE TO should be next consideration.
As a further side effect of routing units far into enemy terrirory, is that it gives a "free" advance guard, once this unit recovers. This unit then is capable to interfere with supply lines and also provide a nice FO for bombarding rear area units, that would be otherwise out of sight and safe.
Still have concerns on how routing units is handled in the game. While routing distance wasn´t a problem for me so far, it´s still the oftentimes routing of units towards enemies, or into enemy territory. In my last test play today, I had a friendly unit routing, literally ping ponging between the frontlines and enemy units, as it hasn´t had the slightest idea about frindly and enemy lines.
IMHO, when it comes to routing paths, cover terrain and enemy AperFP should really come secondary. The main hook should be the friendly superior HQ (in organic COC), or the Base unit maybe. THEN a covered path THERE TO should be next consideration.
As a further side effect of routing units far into enemy terrirory, is that it gives a "free" advance guard, once this unit recovers. This unit then is capable to interfere with supply lines and also provide a nice FO for bombarding rear area units, that would be otherwise out of sight and safe.
RE: Patch #4 Public Beta Feedback Task End Default change?
RH,
I need a save where this occurs if I am to get to the bottom of it.
I need a save where this occurs if I am to get to the bottom of it.
- RockinHarry
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- Joined: Thu Jan 18, 2001 10:00 am
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RE: Patch #4 Public Beta Feedback Task End Default change?
ORIGINAL: Arjuna
RH,
I need a save where this occurs if I am to get to the bottom of it.
Save files sent.
Here´s the situation showing german infantry coy 2.752 routing, with possible move to lacations marked by yellow arrows. I´ve rerun my save from before the route several times, so got my results from there repeatable.

- Attachments
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- Route.jpg (71.91 KiB) Viewed 398 times
RE: Patch #4 Public Beta Feedback Task End Default change?
ORIGINAL: wodin
Renato if you have a save send it to Dave.
Hi wodin.
Done, but I'm afraid Arjuna has more meat than what he likes. [:)]



