Uh oh, thought this one was squashed?

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joshuamnave
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Uh oh, thought this one was squashed?

Post by joshuamnave »

Can't place a minor reinforcement although clearly should be able to.

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joshuamnave
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RE: Uh oh, thought this one was squashed?

Post by joshuamnave »

Here's the save. Assign a pilot to the Hungarian fighter.
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AxelNL
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RE: Uh oh, thought this one was squashed?

Post by AxelNL »

Found it as well - but with a Rom air unit. Looks like it is narrowed to minor German allies and only their air units.
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RE: Uh oh, thought this one was squashed?

Post by Shannon V. OKeets »

Using Zartacla's saved game I was able to reproduce and fix this. You'll have the correction in 1.1.2, (hopefully available tomorrow/Friday). The problem was subtle:

Fixed a problem with reinforcements where an air unit was not being permitted to set up in a city if there were only 1 city available and a militia unit was also arriving in that city (e.g., a Hungarian air unit and the Budapest militia). That line of code was intended only for other land units, to prevent placing them in the only city available to the militia unit.
Steve

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RE: Uh oh, thought this one was squashed?

Post by joshuamnave »

ORIGINAL: Shannon V. OKeets

Using Zartacla's saved game I was able to reproduce and fix this. You'll have the correction in 1.1.2, (hopefully available tomorrow/Friday). The problem was subtle:

Fixed a problem with reinforcements where an air unit was not being permitted to set up in a city if there were only 1 city available and a militia unit was also arriving in that city (e.g., a Hungarian air unit and the Budapest militia). That line of code was intended only for other land units, to prevent placing them in the only city available to the militia unit.

It sounds like that might still create a problem under a circumstance where there is only 1 city available but the city is empty and there is a land unit and a militia unit arriving that turn. Won't the land unit still get incorrectly kicked under that rule?
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AxelNL
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RE: Uh oh, thought this one was squashed?

Post by AxelNL »

release is being processed - let's test it soon....
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AxelNL
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RE: Uh oh, thought this one was squashed?

Post by AxelNL »

ORIGINAL: Zartacla

ORIGINAL: Shannon V. OKeets

Using Zartacla's saved game I was able to reproduce and fix this. You'll have the correction in 1.1.2, (hopefully available tomorrow/Friday). The problem was subtle:

Fixed a problem with reinforcements where an air unit was not being permitted to set up in a city if there were only 1 city available and a militia unit was also arriving in that city (e.g., a Hungarian air unit and the Budapest militia). That line of code was intended only for other land units, to prevent placing them in the only city available to the militia unit.

It sounds like that might still create a problem under a circumstance where there is only 1 city available but the city is empty and there is a land unit and a militia unit arriving that turn. Won't the land unit still get incorrectly kicked under that rule?

I tested the placement of my Rumenian air unit, and it went fine in 1.1.2.1 (Beta version)
Regarding your comment about a land unit getting incorrectly kicked:

Edit: I was incorrectly answering the question in a previous attempt. I tried to test this circumstance, but the debug editor did not let me easily place land units on the production pool (it is not suitable for general distribution!).
We need a situation where there is one city available for the (minor) units to arrive, empty, to see if the land unit is kicked because the code might still contain a bug here. Resulting in only the placement of the MIL.
I will try to look at this in more traditional ways - but that takes time. In the past this has not happened, but as Steve split the code for checking placement, it could theoretical be a regression issue. I would be willing to bet it is no problem.
Shannon V. OKeets
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RE: Uh oh, thought this one was squashed?

Post by Shannon V. OKeets »

ORIGINAL: Zartacla

ORIGINAL: Shannon V. OKeets

Using Zartacla's saved game I was able to reproduce and fix this. You'll have the correction in 1.1.2, (hopefully available tomorrow/Friday). The problem was subtle:

Fixed a problem with reinforcements where an air unit was not being permitted to set up in a city if there were only 1 city available and a militia unit was also arriving in that city (e.g., a Hungarian air unit and the Budapest militia). That line of code was intended only for other land units, to prevent placing them in the only city available to the militia unit.

It sounds like that might still create a problem under a circumstance where there is only 1 city available but the city is empty and there is a land unit and a militia unit arriving that turn. Won't the land unit still get incorrectly kicked under that rule?
Only if stacking is a problem. If there is room, then both units can set up in the hex. Indeed, if you are using Off-City Reinforcements and there is room for only 1 unit, then the Militia would be placed in the city and the other land unit adjacent to the city.

The program gives preference to the Militia when stacking limits restrict the number of land units to just 1.
Steve

Perfection is an elusive goal.
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