Indirect fire by map

Campaign Series: Vietnam is a new turn-based, tactical/operational war game that focuses on the Indochina War, Vietnam Civil War and the first years of US involvement in Vietnam with over 100 historical scenarios.

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carll11
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Indirect fire by map

Post by carll11 »

I have seen this for a while, but in the scn. I am playing, one I created, the nva have an especially supernatural ability to plot fire by map.

Jason you might recognize the area, its a central area of the Hill 1338 map,hex reference of 96 44, the yellow hex outline is a round from a 120 MM mortar, shot from more than 20 hexes away, visibility, is 6,the battalion you see is a Mar. battalion beating the bush, they didn't chopper in, they started approx 15 hexes east, there is absolutely no way, no how they were spotted or that the 'game' should know they are even there...they have been mortared repeatedly and pretty darn accurately too....this makes on sense whatsoever, unless the game has given the opponent a 'look' at my dispositions etc....
sighted Moving thru jngle.jpg
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Re: Indirect fire by map

Post by Jason Petho »

Did you set up a lua file for the scenario?
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berto
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Re: Indirect fire by map

Post by berto »

Please post here a ZIP file including the save game file, also the .scn, .org, .map files etc.
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Re: Indirect fire by map

Post by carll11 »

Jason Petho wrote: Sat Oct 08, 2022 12:57 am Did you set up a lua file for the scenario?
nope...
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carll11
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Re: Indirect fire by map

Post by carll11 »

berto wrote: Sat Oct 08, 2022 2:37 am Please post here a ZIP file including the save game file, also the .scn, .org, .map files etc.
will do, gotta go buy a zip utility....
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Re: Indirect fire by map

Post by carll11 »

Hello Gents....so, I thought it it might be more reflective/revealing of a 'system' vs. individual issue if we check out systems first via a simple test;

I used the;
loc ninh map ( unmodded)
the Hill 1338 oob ( unmodded)
I created no lua


I added some paratroopers from that oob, a 105 battery and used some NVA from the nva div. provided, took me 10 minutes.

See the image, that is turn 2, nva phase, the hex outline is a NVA mortar strike, right on target. Its impossible for them to know I am there, see me etc., I did not fire my arty bn. btw, so they are not counter battery firing.......

Loc Ninh Mod test.jpg
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carll11
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Re: Indirect fire by map

Post by carll11 »

heres the .btl file for that turn...........
Loc Ninh Mod Tn 2.zip
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Re: Indirect fire by map

Post by Jason Petho »

Need to include your scenario files too, please.
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carll11
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Re: Indirect fire by map

Post by carll11 »

oops, this is the scn file, the org. file is VN_ 671104 hill 1338 and map loc ninh as created by you.
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berto
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Re: Indirect fire by map

Post by berto »

It seems that both of your posted file attachments, in the preceding post and the post three above, are identical. It appears that you have still only posted: Loc Ninh Mod Tn 2.btl. It doesn't help (and is maybe a clue?) that both of your posted files have identical names, 'Loc Ninh Mod Tn 2.zip'. Same file sizes too, 2.08 KiB. See the attached.

In order to debug this efficiently, we need all of:
  • .btl save file
  • .scn file
  • Logs/engine.log [although I imagine you have overwritten this with a new version by now]
IndirectFireByMapCarll11BugReport1.JPG
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Re: Indirect fire by map

Post by carll11 »

I apologize, yes that is the same file, my bad.....this should be the scn. file...
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Re: Indirect fire by map

Post by carll11 »

berto wrote: Sun Oct 30, 2022 11:58 am It seems that both of your posted file attachments, in the preceding post and the post three above, are identical. It appears that you have still only posted: Loc Ninh Mod Tn 2.btl. It doesn't help (and is maybe a clue?) that both of your posted files have identical names, 'Loc Ninh Mod Tn 2.zip'. Same file sizes too, 2.08 KiB. See the attached.

In order to debug this efficiently, we need all of:
  • .btl save file
  • .scn file
  • Logs/engine.log [although I imagine you have overwritten this with a new version by now]

IndirectFireByMapCarll11BugReport1.JPG
Re; the engine log yes you're right of course, theres nothing earlier than what I am playing this moment ( oct 30th last turns)
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Re: Indirect fire by map

Post by berto »

carll11 wrote: Mon Oct 31, 2022 10:37 pm I apologize, yes that is the same file, my bad.....this should be the scn. file...Loc Ninh Mod.zip
No problem. Thanks, we will look into it.
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Re: Indirect fire by map

Post by berto »

You are right. The issue is real. Working on a fix, but we risk Fix One Thing Break Another (unintended consequences). Given that risk, any fix will require extensive in-house playtesting, so don't anticipate a public bug-fix release any time soon.
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Re: Indirect fire by map

Post by berto »

After looking at the code, I think this only impacts unscripted, not SAI'ed, scenarios. Since all of the stock scenarios are SAI'ed, this issue should not affect most players. No, this issue should only affect modders creating their own (as yet) unscripted scenarios, as you have done here. (Hence Jason's earlier question, is this scenario scripted?)

After discussing the issue with Jason, we think this is a long-standing legacy game EAI flaw. I have been working at the CS code for over nine years by now, but always, always, no matter how hard or for how long you work at it, There Will Be Bugs.

We are working on a fix, but we must be careful not to make things worse. Everybody's patience is requested.
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Re: Indirect fire by map

Post by berto »

In the meantime, you might create a simple scenario Lua file, where for each AI arty unit you specify any of
  • fire_indirect_area(..., true)
  • fire_indirect_nearest(...)
  • fire_indirect_nearest_to_hex(..., true)
  • fire_indirect_nearest_from(...)
where the 'true' are for verified_only (while for the other functions, they default to verified_only true).

Such CSEE/SAI orders will override the EAI with its legacy know-too-much AI arty fire flaw.

Jason will soon be posting a SAI Getting Started how-to video, I believe. He might describe in greater detail how to do the above.
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Re: Indirect fire by map

Post by berto »

Testing of the code changes is showing promising results. Truly blind fire, and much less of it too.
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Re: Indirect fire by map

Post by carll11 »

thank you Berto...I understand the nuances involved and will be patient.
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