Gibraltar

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PanzerMike
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Gibraltar

Post by PanzerMike »

It looks like Allied naval units can get passed despite me controlling Gibraltar:
Image
Is that a bug or was this always possible and I just noticed it?
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PanzerMike
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RE: Gibraltar

Post by PanzerMike »

Alvaro, is this moving past Gibraltar a bug or WAD? Don't see it in the changelog for the latest beta.
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AlvaroSousa
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RE: Gibraltar

Post by AlvaroSousa »

It's not supposed to. Let me look into it.
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AlvaroSousa
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RE: Gibraltar

Post by AlvaroSousa »

Ok on my end this is not happening. Is your opponent A.I. or human?
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PanzerMike
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RE: Gibraltar

Post by PanzerMike »

Opponent is AI.

I should also say the map is modded. Mind you, Gibraltar location has not been moved. I did make it a fortress and used a custom resource tile for that (sprite #119).

Could this be the cause? How did you implement the blocking of movement? Hard coded hex number? Or am I missing something that I accidentally broke while modding the map?

This is from my mod:
Image

As you can see the tile characteristics are unchanged. The resource I added for Gibraltar is new though. Could that be interfering?

Update:
The plot thickens. Look at this pic:
Image
What you are looking at here is the virgin 1939 stock scenario in the Editor. Untouched. Not even a png file in the 1939 directory. Nothing. Clicking in the editor on sprite #119 in the Resource tab results in a blank. I used resource sprite #119 for my custom Gibraltar fortification in my mod. Coincedence or is resource tile #119 bugged?

Also the editor freaked out on me many times now when I select tile #119. The editor refuses to close when I click quit. Only closing Warplan in the Windows Task Manager altogether will solve this. So there is definitely something wonky with tile #119 IMHO, and this was not the case before AFAIK.
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AlvaroSousa
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RE: Gibraltar

Post by AlvaroSousa »

Gib: Could be I forgot to do a sea area check for the A.I. on the Gibraltar thing.

Tile 119: It is giving an error because there is no name associated with that tile. I'll fix that in the next beta patch so it always reads that tile.


Put the attached file in.....\My Games\WarPlan\UserSavedData\
Data -> Load Resources Names

That should resolve the issue.

Attachments
resourceNames.txt
(1.19 KiB) Downloaded 10 times
Creator Kraken Studios
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AlvaroSousa
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RE: Gibraltar

Post by AlvaroSousa »

I'll update this file in the scenarios and the beta upload
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PanzerMike
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RE: Gibraltar

Post by PanzerMike »

Ok, that would explain the crash thingie with tile #119.

But how is movement blocked at Gibraltar for
1) A human player
2) The AI

If I wanted to make my own map and prevent naval movement across a hex (like Gibraltar) if one side owns the hex, how would I go about? And where does the "Gib" string in the adjacent hex come from on the vanilla map?
I would really like to know how all of this is handled.
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AlvaroSousa
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RE: Gibraltar

Post by AlvaroSousa »

The game checks connecting sea zones and creates an ID map. I think in the A.I. processes I might have not included that thus why the A.I. passed through. I tested on human vs human and it was blocked.
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PanzerMike
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RE: Gibraltar

Post by PanzerMike »

I see that you fixed the issue of the AI ignoring Gibraltar. Good.

Concerning the ID map, is that visible in the Editor somewhere?
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AlvaroSousa
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RE: Gibraltar

Post by AlvaroSousa »

No it's determined each turn internally. It isn't something you set.
Creator Kraken Studios
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