GUI not showing some completed battle result icons

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Beethoven1
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GUI not showing some completed battle result icons

Post by Beethoven1 »

From my server game with bobo

Image

You can see I have the F11 set to show land (and air) battles. However, it is not showing all the battles. In particular there should be battles on the red hexes.

For some reason it seems like it shows surrender result icons, but normally not regular battle icons. There is one exception in the south next to the mountaineers. That battle was a shatter result, so my guess is that is why it is showing in that case for some reason (just not showing icons for other battles I guess?).

The battles are occurring normally though and casualties etc are recorded in the loss screen. When it is running the battles it shows the results normally (with details depending on the message detail level setting) and then closes after the amount of time you set for it to remain open before it auto closes.

I think what is going on is that there is some sort of limit to the number of battle icons the game will display, which was exceeded by my powerful gazillion turn 1 bombing and recon missions. So I think it is a purely GUI issue.
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Wiedrock
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Re: GUI not showing some completed battle result icons

Post by Wiedrock »

Did you by any chance click the F11 Button during/milliseconds after the Battles? I've had such missing ligos when ckicking it too early.
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Beethoven1
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Re: GUI not showing some completed battle result icons

Post by Beethoven1 »

Wiedrock wrote: Fri Jan 19, 2024 7:28 am Did you by any chance click the F11 Button during/milliseconds after the Battles? I've had such missing ligos when ckicking it too early.
no, it is just battles in general (other than those special categories like shatters and surrenders apparently).

I think there is some sort of limit to the number of battles the UI will show at once or something, which is exceeded by the bombing and recon missions or something.
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Joel Billings
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Re: GUI not showing some completed battle result icons

Post by Joel Billings »

I checked out your save and my guess is you did hit the upper limit of the number of battle reports possible. You're at 2046 in the CR screen list, which is suspiciously close to 2048 (most limits are a multiple of 2). It looks like you ended up with over 2000 air phase battle reports. The number of planes destroyed on the ground is very high, so you are obviously onto something re how you set up your turn 1 missions. I will ask the programmers, but it may not be possible to increase the limit. I see your Bomb AF missions have between 1 and 7 bombers, leading to 1874 bombing missions. An easier way for us to fix this would probably be to limit the ability to fly micro missions, or for players to agree on a limit.

You must have deleted your GA air directives after the air phase as I can't see exactly what you did, but I assume you set the number of missions very high and the requested number of AC very low. We'd probably either have to reduce the number of total air phase missions allowed before the system shut down (not a great answer), or increase the Min AC and/or the Req AC for ADs so as to remove these micro missions from the game. I don't think removing the possibility of these missions would be unreasonable.
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Beethoven1
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Re: GUI not showing some completed battle result icons

Post by Beethoven1 »

Joel Billings wrote: Fri Jan 19, 2024 6:00 pm I checked out your save and my guess is you did hit the upper limit of the number of battle reports possible. You're at 2046 in the CR screen list, which is suspiciously close to 2048 (most limits are a multiple of 2). It looks like you ended up with over 2000 air phase battle reports. The number of planes destroyed on the ground is very high, so you are obviously onto something re how you set up your turn 1 missions. I will ask the programmers, but it may not be possible to increase the limit. I see your Bomb AF missions have between 1 and 7 bombers, leading to 1874 bombing missions. An easier way for us to fix this would probably be to limit the ability to fly micro missions, or for players to agree on a limit.

You must have deleted your GA air directives after the air phase as I can't see exactly what you did, but I assume you set the number of missions very high and the requested number of AC very low. We'd probably either have to reduce the number of total air phase missions allowed before the system shut down (not a great answer), or increase the Min AC and/or the Req AC for ADs so as to remove these micro missions from the game. I don't think removing the possibility of these missions would be unreasonable.
Yes, I was running small missions similar to what K62 did here - https://www.matrixgames.com/forums/view ... 7#p5119057

With how the air currently is, that is the only way to avoid losing hundreds of bombers on turn 1 from the Soviet fighters intercepting (unless you simply do not bomb anything out of immediate range of the German fighters anyway).

What I did and what seems to work is to bomb in order from the closest airbases with fighters to the furthest away ones, and make sure to wipe them out completely. Most interception seems to happen when you are flying past an airbase, not when bombing the airbase itself, so if you leave even 5-10 fighters or so at a forward airbase, they will then subsequently intercept bombers flying to the airbases further back. I think it is more effective to bomb with a larger number of smaller groups because it reduces the RNG.

If you have e.g. only 1 group of 30 planes bombing a base with 60 soviet fighters in a single mission, you will only get one roll for how many planes get destroyed. Maybe you will get lucky and destroy all 60 planes (and would have been able to destroy up to 80). Or maybe you will get unlucky and only destroy 40, leaving 40 extra to intercept your subsequent missions.

By the law of large numbers, you will end up with more "tail" distribution results in the case of one large bombing mission. Whereas if you instead have e.g. 10 bombing missions with 3 planes each (or 30 missions with 1 plane each), then you will get more rolls and it will average out. One of the Axis bombers may destroy 4 Soviet fighters and another one may destroy 0. But since you have a larger sample size of missions, it will tend to average out and you end up closer to the median expectation of how many planes you would expect to destroy while bombing.

So with small missions you can more reliably wipe out a single base, which is what you absolutely have to do given the supercharged interception.

As far as turn 1 goes, I agree it could be ok to disable smaller bombing missions, but ONLY if the turn 1 interception is changed to more or less where it was earlier prior to the interception change.

However, I think disabling small missions in general is a bad idea mainly because of its impact on recon missions. It might be relatively more ok if it only applied to ground attack, but not recon. Currently if you fly large recon missions, the recon planes will get intercepted en masse and massacred (unless they are escorted by a large number of your own fighters anyway). This makes it essentially impossible to do larger recon missions unless you want to suicide your recon planes and give the enemy fighters free kills (and counter-productively skill up the enemy fighter pilots) in anything like a blitzkrieg scenario (until your fighters have gotten caught up). But the main benefit of recon is with rapid advances.

AFAIK historically small recon missions of a single recon plane were commonly used, and these would not usually be intercepted because either a single plane would not be detected, or else it simply would not be worth sending fighters to go intercept just a single plane (if it were detected).

Also logically, it makes sense that you would sometimes want to fly smaller missions to avoid flak, to provide less concentrated targets for the flak.

Anyway, so I would not suggest changing anything regarding mission sizes unless there is an appropriate solution for the turn 1 bombing interception issue and for recon missions.
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Joel Billings
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Re: GUI not showing some completed battle result icons

Post by Joel Billings »

In 1.03.09 we changed the Soviet fighters so they are directly attached to ground support ADs at start. My understanding is this reduces the amount of GA intercepts they do. Based on numbers I've seen over the years, the kinds of losses both sides get from GA missions using normal sized flights is not far from historical, although I agree it's not worth bombing the further airfields that aren't protected by escorts. Plenty of those a/c will likely be destroyed flying ground support during the first German turn. Unless what I've read is wrong, getting 5500 a/c destroyed on the ground is about double what was done historically. Also, IIRC, the Germans took substantial losses. Of course you guys are welcome to prove me wrong.
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Beethoven1
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Re: GUI not showing some completed battle result icons

Post by Beethoven1 »

Joel Billings wrote: Sat Jan 20, 2024 6:42 pm In 1.03.09 we changed the Soviet fighters so they are directly attached to ground support ADs at start. My understanding is this reduces the amount of GA intercepts they do. Based on numbers I've seen over the years, the kinds of losses both sides get from GA missions using normal sized flights is not far from historical, although I agree it's not worth bombing the further airfields that aren't protected by escorts. Plenty of those a/c will likely be destroyed flying ground support during the first German turn. Unless what I've read is wrong, getting 5500 a/c destroyed on the ground is about double what was done historically. Also, IIRC, the Germans took substantial losses. Of course you guys are welcome to prove me wrong.
I think you are definitely right that the amount of planes destroyed from airfield bombing is higher than historical, but:

1) Other players in the past have also reached similarly high (or higher) overall totals. K62's game is the biggest that I know of - he ended up with 7k, although that is also including the land phase. I do not know how many I will end up with after the land phase, but my guess is a bit less, because with the attacks I have done in the ground phase so far Soviets seem to be running out of planes to join battles quite quickly. Also even if I were to end up with slightly more overall kills, I would probably actually be worse off due to killing fewer pilots. Those will come back eventually with more modern airframes. But my guess is I will probably be a bit lower because I did not customize all the settings that you can. And a lot lower in pilot kills.

2) If you really wanted to prevent Axis from doing better than historical on turn 1, then there are some other things which are a lot more important than air that should really be looked at first (especially in the south with the much farther than historical advances that are possible there).
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821Bobo
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Re: GUI not showing some completed battle result icons

Post by 821Bobo »

Beethoven1 wrote: Mon Jan 22, 2024 8:08 pm 2) If you really wanted to prevent Axis from doing better than historical on turn 1, then there are some other things which are a lot more important than air that should really be looked at first (especially in the south with the much farther than historical advances that are possible there).
This is "issue" since WitE1. Easiest way is using HR that Guderian's tanks will stay in AGC sector and won't be diverted to the south. You would still be able to advance farther than historically but without devastating impact on the Southwestern front.
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Wiedrock
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Re: GUI not showing some completed battle result icons

Post by Wiedrock »

You can also just mod specific MOT units to have less MP on game start. If that's what you are looking for.
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Beethoven1
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Re: GUI not showing some completed battle result icons

Post by Beethoven1 »

I will probably play some modified and/or house ruled games regarding the south in the future. I have some ideas of how things could be tweaked. This does include possibly reduced MP or tweaking the starting positions of some of the Axis mobile units.

For now though I want to try to play a game or 2 of pure vanilla and see how I hold up to the vanilla Axis life.

As far as sending Guderian south, ideally what I would like is for there not to be a particular incentive for the Axis player to do that, rather than merely ruling it out. Although I do think it can be interesting as a what if - I would like it to be a possible strategy for the Axis player to choose from, just not so clearly the best one.

The Rovno pocket is actually also doable (and seemingly unbreakable) if done in a certain way that Jango has done if you ONLY send Das Reich and nothing else extra south. However, doing it that way is riskier (but you can also send more if that is not enough).

For me, my turn 1 blueprint calls for sending Das Reich, Grossdeutschland, and 3 other divisions south (basically an extra corps worth). However, 2 of those are in the intermediate Kovel-swamp area, where they could still easily be subsequently sent into the center if I wanted. I could also do what I want to do with a bit less, but just with less surety that it will work or that it could be breakable with particularly unusual RNG.
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