1.3 LCU wierdness in PNG

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SeaJunk
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1.3 LCU wierdness in PNG

Post by SeaJunk »

This is a bug from 1.21 that seems to have been carried to 1.3.

I and others first reported in the following thread as item #3: fb.asp?m=709316&key=

My input was further down the thread.

Scen #14, 10/9/42. Started from 1.2
Basically I have the 6th australian division in papua new guinea between Port Morseby and Buna and it refuses to go anywhere except port morseby. For example its current destination hex and objective is Buna but after the turn it is reset to PM by the AI. A US unit in the same hex keeps marching to Buna.

The second problem is that the 52nd base engineer unit wants to go to from Port Morseby to Gilli Gilli. Once again I can set the destination hex and target to PM but both get reset to GG by the AI each turn.

All units, bases and the zone concerned are under Human control.

I stopped playing witp 2 months ago because of this bug hoping it would get fixed in 1.3.

Is there anything I can do?

Thanks
SJ
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DoomedMantis
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RE: 1.3 LCU wierdness in PNG

Post by DoomedMantis »

Do you have a before save of this? If so send it to me and will have a look

paul.harrison@bigpond.com.au
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SeaJunk
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RE: 1.3 LCU wierdness in PNG

Post by SeaJunk »

Thanks,

Sent to paul.harrison50@bigpond.com.au

SJ
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Mr.Frag
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RE: 1.3 LCU wierdness in PNG

Post by Mr.Frag »

I assume this is a game you have already running from your post and not a brand new 1.30 game?
SeaJunk
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RE: 1.3 LCU wierdness in PNG

Post by SeaJunk »

Yes, originally started as scen #14 in version 1.2
Upgraded to 1.21 when that came out then 1.3 comprehensive yesterday. Continued the same game.

SJ
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Mr.Frag
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RE: 1.3 LCU wierdness in PNG

Post by Mr.Frag »

Ok, just wondering if it is a glitched unit ... is it possible for you to try the exact same thing with a fresh 1.30 game just to make sure it is fixed?

Since you know the particulars, it would be faster.

Alternatively, please write up a little history lesson on what you did to get it to the state it is in currently. As with all bugs, having the before it went wrong to compare against the it went wrong makes for some pretty quick fixing. Having no before picture while knowing that there is something wrong is really not that helpful.

For the developer to fix something, he generally has to watch it go wrong in a debugger. That is the point in time where the fix needs to be put in. Putting global types (that fix stuff after the fact) in can be done, but each time one of these is added, overall performance gets worse.
SeaJunk
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RE: 1.3 LCU wierdness in PNG

Post by SeaJunk »

I was afraid you were going to say that but I understand where you are comming from.

It took me a long time to get where I am in the campaign but for testing purposes I could start a new game and expediate the processes of getting the 6th australian to moresby from sydney then start moving it to buna and see what happens, which is basically what i did to that unit 2 months into the campaign. The 52nd already starts in moresby and started marching all by itself to gilii after a while.

See what you can get out of the saved file in the meantime.

Thanks
SJ
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tsimmonds
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RE: 1.3 LCU wierdness in PNG

Post by tsimmonds »

ORIGINAL: SeaJunk

It took me a long time to get where I am in the campaign but for testing purposes I could start a new game and expediate the processes of getting the 6th australian to moresby from sydney then start moving it to buna and see what happens, which is basically what i did to that unit 2 months into the campaign. The 52nd already starts in moresby and started marching all by itself to gilii after a while.

I've done some of this; a couple of tips:

Create your test game using hot seat. This will allow you to go in and stand down all units on both sides except for the ones you are interested in. Go into the lists of land- and- naval-based air units for both sides and click the button at the bottom that will stand them all down. Go through and disband all of the TFs for both sides. You will have to hit the execute button for both sides each turn, but the fact that nothing is happening will greatly speed things up. You can do a week's worth of turns in just a few minutes.
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DoomedMantis
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RE: 1.3 LCU wierdness in PNG

Post by DoomedMantis »

got the sabe, but Ill basically just be testing to see what Frag has said, whether its repeatable, if its not then the developers dont really want it
I shall make it a felony to drink small beer.

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SeaJunk
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RE: 1.3 LCU wierdness in PNG

Post by SeaJunk »

Thanks,

Using the save should be repeatable under 1.3

Ive also tried Frag's other suggestion of starting a new 1.3 game. Using Irrelevants great tip I setup a static scenario #14 and moved the 6th aust div to PM from Syd then directed it to Buna. All worked fine. Not exactly a real life test as nothing else was happening on the map but the unit behaved as expected.

I plan to restart the game in 1.3 anyway, so If I try the same plan as before I'll let you all know what happens in a few months time....

Thanks for all your quick responses. Its a great game.
Let us all know what you find with the save.

Cheers
SJ
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michaelm75au
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RE: 1.3 LCU wierdness in PNG

Post by michaelm75au »

I have experienced a similiar problem.
Started fresh game (scenario 14) under 1.3.
Playing Allied with ZOCs (sw,w,nw,ne,s) under computer control, the other two under my control.
Gave orders to 30th Aust Brigade (set objective to Buna). A few days later looked at the unit and found it had reset back to PM. Okay, set the objective back to Buna(0).
A few days later I noticed the 32nd US Div had begun to move from Townsville to Brisbane without orders! Mutiny[:@]. And guess what, the 30th had reset its objective back to PM.
Both of these units showed "Control:Human" on the Info screen.

Remembering about the strange column of hexes (50,90-50,148) running through the ZOC(SE), I decided to take ZOC(S) off computer control.

Since then, both of these units are obeying orders; 30th stays set for Buna, and 32nd stops trying to move to Brisbane.

My guess is that the rogue column of hexes through the middle of the ZOC(SE) is causing the AI to think that some of my units belong to it.
If I could work out where the ZOC attribute for a hex was, I tried playing with it to see if this solved the problem. (might be pwhex.dat file but it's structure alludes me)

If anyone is using the ZOCs under computer control, you might bear this in mind if you begin to experience problems with LCUs in the ZOC(SW).
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Andrew Brown
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RE: 1.3 LCU wierdness in PNG

Post by Andrew Brown »

ORIGINAL: michaelm
[cut]
My guess is that the rogue column of hexes through the middle of the ZOC(SE) is causing the AI to think that some of my units belong to it.
If I could work out where the ZOC attribute for a hex was, I tried playing with it to see if this solved the problem. (might be pwhex.dat file but it's structure alludes me)

Unfortunately it is not in pwhex.dat (unless I missed someting there).

I also spotted that strange column of hexes in the wrong control zone near Oz but I couldn't fix it. There are a few weather zone anomalies I spotted as well, but I have not yet plotted them and posted about them, as I expect that they are minor in game effect and the devs have enough to worry about already.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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