Base Flak Numbers All 0

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witpqs
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Base Flak Numbers All 0

Post by witpqs »

Michael,

I've noticed that it seems all the base flak numbers (values) are 0. I'm not sure if any particular thing triggered this. A save is attached.
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witpqs
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RE: Base Flak Numbers All 0

Post by witpqs »

And non-zero numbers are back next turn. I'll be on the lookout for whatever might trigger it.
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witpqs
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RE: Base Flak Numbers All 0

Post by witpqs »

...but then, sometime during the turn, all base flak numbers get set back to 0. I did not notice the cause. Will keep looking.
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Lokasenna
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RE: Base Flak Numbers All 0

Post by Lokasenna »

That behavior makes me wonder if maybe it's a display bug, especially if those values are "calculated" every time the base screen is opened. Typical error-checking behavior for things like memory leaks or other things that might cause a value to be too large or undefined in some manner (such as divide-by-zero errors) is to just set the value to 0, or perhaps -1. Not saying that's happening here, but that the value is there sometimes and sometimes not, and for all bases, makes me think there's something going on in the calculations that buggers it. Tracking down exactly what that is could be difficult bordering on impossible.
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BBfanboy
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RE: Base Flak Numbers All 0

Post by BBfanboy »

witpqs probably put more than 999 flak in a single hex ....[X(] [:D]
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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witpqs
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RE: Base Flak Numbers All 0

Post by witpqs »

ORIGINAL: BBfanboy

witpqs probably put more than 999 flak in a single hex ....[X(] [:D]
[:D] I would if I could! But, no.
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michaelm75au
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RE: Base Flak Numbers All 0

Post by michaelm75au »

Not sure where this is but could you post a screen shoot?
Michael
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witpqs
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RE: Base Flak Numbers All 0

Post by witpqs »

ORIGINAL: michaelm

Not sure where this is but could you post a screen shoot?
I will post one when I get the next turn (today/tonight I think).

It's the Flak number in the lower left corner of the base display. When I start the orders phase they are all displaying what I take to be correctly. But at some point during the orders phase (happened again last turn), they all display as "0" - every base I open.
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witpqs
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RE: Base Flak Numbers All 0

Post by witpqs »

This is what I am talking about, lower left hand corner. Of course in this pic the flak number is proper. I will post a pic from the next time they all start reading "0" when it happens.

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Lowpe
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RE: Base Flak Numbers All 0

Post by Lowpe »

I have noticed a wide and to me confusing set of numbers with regard to flak numbers in my games.

Bases with AA just overflowing have 0, while other bases with artillery have a number say 17. I can't make hide nor hair of it.

Have noticed this for quite a while, and now I simply don't look at that number -- which I am sure doesn't take into consideration the size of the gun anyhow.
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witpqs
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RE: Base Flak Numbers All 0

Post by witpqs »

Got it to happen again. I think it happened when changing aircraft settings at a base that is over stacked (group administration and aircraft stacking, plus short on air support) but so far I cannot reproduce the effect.

In case this helps, at the same time when the flak numbers went to zero, the red text indicating over stacking for number of groups and number of aircraft (engines really) on the group listing screen for the base reverted from red to white.
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Yaab
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RE: Base Flak Numbers All 0

Post by Yaab »

Yes, it can happen during each turn but I don't know what actually triggers it. It can also go back to the normal value when a retrigger is activated. Anyway, you always get the correct values at the start of the next turn.
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witpqs
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RE: Base Flak Numbers All 0

Post by witpqs »

ORIGINAL: witpqs

Got it to happen again. I think it happened when changing aircraft settings at a base that is over stacked (group administration and aircraft stacking, plus short on air support) but so far I cannot reproduce the effect.

In case this helps, at the same time when the flak numbers went to zero, the red text indicating over stacking for number of groups and number of aircraft (engines really) on the group listing screen for the base reverted from red to white.
Update: The reversion of the 'base administration' and 'aircraft stack value' text from red to white has happened separately this turn while the flak numbers are still valid.
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witpqs
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RE: Base Flak Numbers All 0

Post by witpqs »

ORIGINAL: Yaab

Yes, it can happen during each turn but I don't know what actually triggers it. It can also go back to the normal value when a retrigger is activated. Anyway, you always get the correct values at the start of the next turn.
I haven't seen it go back yet without reloading the turn but I'll look for that too in case I can stumble upon the trigger that way.
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