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RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 01, 2019 5:53 pm
by Mayhemizer_slith
I edited German div away from Crete.

I think CW built twice 4x CP, is there another 4 coming too?

If there is nothing else wrong, it’s easy to sink those extra CPs.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 01, 2019 5:58 pm
by Orm
Yes, those 4 CPs arrive in May/Jun (the turn before).

Let us indeed hope that there are nothing else wrong.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 01, 2019 6:00 pm
by Orm
Are we going to guess that the edit made this error? Or that something else is the cause? I am kind of suspicious of the edit since you found something before when you tried to edit the oil as well.

Maybe we should avoid edits from now on and try to solve things some other way?

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 01, 2019 6:06 pm
by Mayhemizer_slith
I checked autosave files during turn end, that bug is there already.

I did again CW production. First CPs did not show at all (right after CW production) but after few phases there was 4 CPs.

I used saves and auto saves during turn end, can that cause problems?

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 01, 2019 6:08 pm
by Mayhemizer_slith
Editing German div and Syria oil at one go first vanished div and second time oils. So oils are yet to be fixed.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 01, 2019 6:17 pm
by Orm
ORIGINAL: Mayhemizer_slith

I used saves and auto saves during turn end, can that cause problems?
It used to cause errors. But I thought that they were fixed long ago (at least some versions back). I was loath for a long time to use saves made during the end of turn because of the risk of bugs. But playing with you guys made me think that the time for such caution had passed.

Maybe we should minimize the use of saves during the end of turn from now on?

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 01, 2019 6:41 pm
by Orm
Jan/Feb '41
Impulse #5 (Axis)

Rail Movement:

Germany:
MIL (La Spezia) -> 53,46 (Poland)

Italy:
INF Div (Venice) -> La Spezia

Japan:
PARA Div (Canton) -> 75,134 (next to Tianshui)
MTN Div (Tientsin) -> Tianshui

Land Movement:

Italy:
TERR (110,75) -> 112,74

Japan:
HQI (91,133) -> 90,134
INF (89,136) -> Kweiyang (No US reaction, 10 rolled)
INF (89,137) -> 88,136
MIL (90,136) -> 89,135
ART (91,132) -> 92,133
MAR Div (76,133) -> Tianshui
Warlord (68,141) -> 66,141
GARR (84,147) -> 84,148

Over to Germany for the second part of our impulse.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 01, 2019 7:18 pm
by Shannon V. OKeets
ORIGINAL: Mayhemizer_slith

I checked autosave files during turn end, that bug is there already.

I did again CW production. First CPs did not show at all (right after CW production) but after few phases there was 4 CPs.

I used saves and auto saves during turn end, can that cause problems?
Yes.

The program stores special information when a player builds convoys, pilots, forts, and other units that have generic counters. Basically, it records what was built by each major power and then creates those units out of thin air and puts them into Production. But it doesn't perform the second step until after all the players have completed production.

The reason the code is a little complicated is that it requires only 1 computer to perform the task of creating the generic units. For NetPlay games, that is performed in by the Allied computer and then the information is sent to the Axis computer. This 2 step process makes sure that the unit numbers assigned to the generic units are the same on both the Allied and Axis computer. If you see a German pilot unit in Moscow, where a Soviet saved oil point should be, then the assigned numbers for the generic units have gotten messed up.

---

So, let one person perform all the builds for both sides. After the Production phase has been completed, then sending saved games back and forth should 'usually' work. No guarantees though - I'm sorry.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 01, 2019 8:35 pm
by brian brian
A Channel Dash? With only the HMS Warspite on station and sensibly avoiding a lopsided fight as the Kriegsmarine runs away from the Atlantic... probably wouldn’t look good in the newspapers for the First Sea Lord though.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Mon Dec 02, 2019 2:43 am
by peskpesk
Land Movement:

Germany:
A few units move around in the mud on the Eastern front.

Debark:

Italy:
HQI -> La Spezia

Japan:
CAV -> 71,154 (resource hex in Korea)

Air Rebase:

Japan:
ATR3 (Sasebo) -> 76,133
FTR2 (Shanghai) -> Pyongyang

Italy:
NAV2 (Genoa) -> Memel
FTR2 (75,40) -> La Spezia
LND3 (69,43) -> 47,46

Germany
FTR3 Trieste -> 53,48
FTR2 La Spezia -> 75,40
LND2 Salonica -> Ancona
FTR2 48,38 -> 46,46
FTR2 51,32 -> 48,38

No reorganization.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Tue Dec 03, 2019 3:35 pm
by Orm
ORIGINAL: Shannon V. OKeets

ORIGINAL: Mayhemizer_slith

I checked autosave files during turn end, that bug is there already.

I did again CW production. First CPs did not show at all (right after CW production) but after few phases there was 4 CPs.

I used saves and auto saves during turn end, can that cause problems?
Yes.

The program stores special information when a player builds convoys, pilots, forts, and other units that have generic counters. Basically, it records what was built by each major power and then creates those units out of thin air and puts them into Production. But it doesn't perform the second step until after all the players have completed production.

The reason the code is a little complicated is that it requires only 1 computer to perform the task of creating the generic units. For NetPlay games, that is performed in by the Allied computer and then the information is sent to the Axis computer. This 2 step process makes sure that the unit numbers assigned to the generic units are the same on both the Allied and Axis computer. If you see a German pilot unit in Moscow, where a Soviet saved oil point should be, then the assigned numbers for the generic units have gotten messed up.

---

So, let one person perform all the builds for both sides. After the Production phase has been completed, then sending saved games back and forth should 'usually' work. No guarantees though - I'm sorry.
Thank you, Steve, for the explanation.

Although we do let one person do all the builds for both sides. We do not send end of turn saves around to let each power do their stuff. This all happened on one computer. As far as I know anyway. Therefore I think that some autosave, or save, may have been made in a place of the sequence when this bug may occur on the same computer. Hence, the ability to save in that spot should be removed (if it isn't already).

Conclusion. The ability to save during the end of turn should be limited to steps where this bug can not occur.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 08, 2019 4:39 pm
by Mayhemizer_slith
China after Axis impulse.

I realized my mistake one minute after rolling weather. Kweiyang was empty and now all Chinese units are OOS. Looks god for Japs...

Image

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 08, 2019 4:53 pm
by Mayhemizer_slith
J/F 41 Allied 7

No DoW

USSR land to put units on right places in Manchuria.
China land, CW combined.


Naval air
FTR2 to East Med box 1.

Naval
TRS from Canada loaded with MIL to CSV box 0.
TRS with HQ from BoB to Saint Helena.

CW initiates combat in East Med and sends FTR3 to box 1 also.

Do Axis want to send more planes?

Image

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 08, 2019 5:02 pm
by Orm
No, thank you.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 08, 2019 5:04 pm
by Mayhemizer_slith
Subs were not included.

Rolls 4 and 10 gives no combat.

No other naval combat is coming.

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 08, 2019 5:06 pm
by Mayhemizer_slith
CW bombs Prague with no effect.

Image

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 08, 2019 5:09 pm
by Mayhemizer_slith
Italian HQ is hit in Egypt!

Image

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 08, 2019 5:29 pm
by Mayhemizer_slith
Rail move
CW
INF from Liverpool to Plymouth.

USSR
ENG -> Changchun
Zhukov -> 47,58 (few hexes SW of Moscow)


Land move

USSR
GAR Murmansk -> 1 hex west
INF Pskov -> 41,50
CAV near Baku 5 hex NW
MECH 44,59 -> 45,57

ComChi
INF to Sining

NatChi
Slow retreat continues

CW
MIL and INF moves west in Egypt


Debark
MIL to Gib


Air rebase

USSR
TB-3's rebase -> 55,145 and 55,146


Turn continues in bad weather.

EDIT: Rail moves were not included at first.

Image

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 08, 2019 6:42 pm
by Orm
No declarations of war.

Land: Japan
Combined: Germany, Italy
Naval:

No port strikes.

Germany fly one FTR2 to the East Med 2-box.

Naval Moves:

Germany:
CP (Lemnos) -> East Med

Italy:
2 x CA (La Spezia) -> East Med 4-box


Three sea areas available for naval combat.

Image
Picture from Jan/Feb '41 Impulse #9 (Axis) - Naval Combat

RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

Posted: Sun Dec 08, 2019 6:48 pm
by Orm
Axis decline to search in the Med.

However, Graf Spee re-initiate the hunt for HMS Warspite.

Axis decline to reinforce the North Sea with any additional aircrafts.

CW has 4 air units available. Will any planes fly to the North Sea?

Image
Picture from Jan/Feb '41 Impulse #9 (Axis) - Naval Combat