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RE: Four Seasons with Models

Posted: Mon Sep 11, 2017 6:17 pm
by LJBurstyn
NEW PROBLEM:::

Just popped up with my new aircraft models...NONE of them can FLY!?!?!?!?!?!?!?!?
They use rail and sea lift to move...other than that they cannot move.
WAIT: it's worse neither can the non-model aircraft???

Not sure if they could ever fly as I don't remember ever flying them.

EDIT:
Did some research. Original models and original (Type 1) planes could fly. Since I upgraded all aircraft to Upgraded Model II I don't know if the problem happens to them also. But none of the model II planes (and the corresponding Fighter II or Dive Bombers II) can fly. I will research the turn before I upgraded all my planes to Type II or Model II's...and only upgrade some of them. To see if it affects them as well as the upgraded models.

RE: Four Seasons with Models

Posted: Tue Sep 12, 2017 1:49 am
by Ormand
OK, that's strange.

I just uploaded v.1.1.23, which restores the compare capability for the models.
Also:
1. put woods terrain back into the list
2. took mortar iii out of the list.

As for not being able to fly. Could you send me your save file. I just did a test, and I see fighters I, II, and III all able to fly. Same for a dive bomber I, II. These were models.

One check is if you are using the storms, make sure that the base is not in a storm hex or that other places are not blocked by storms. What I checked was being able to move to another city. All these worked as intended. So, it must be something subtle.

But, send it to me and I'll try to see what might be happening. Unfortunately, I likely won't be able to figure it out until Thursday as I have to go to New Mexico tomorrow, and get back Wed night.

RE: Four Seasons with Models

Posted: Tue Sep 12, 2017 1:12 pm
by LJBurstyn
This game I decided to not use storms because I think too much of the map is covered by storms.

This morning I checked to see if supply was the problem, but some of the units I cannot move are fully supplied and are receiving all they request.

I went back to a saved game where I could fly and implemented the upgrades more slowly (not all at once like in the game where the planes cannot fly) and so far no problems with flying the upgraded or other planes...????

I'll send you a copy...still having problems uploading so it may be a while until it successfully uploads.


Just discovered something interesting.....
As soon as I reassign one air unit to ANY other HQ all air units lose their ability to fly????

EDIT:
Hmmm. This time I just clicked on the next turn button did not change anything in the build area or advance any tech levels or create new HQ. Still start of next turn no planes will fly.

I sent an email to your comcast email and I got a response saying UNdeliverable?

RE: Four Seasons with Models

Posted: Wed Sep 13, 2017 10:54 am
by Ormand
I am still on travel, and will be back late tonight.

One thing though is that without storms but still using climate, the game reverts back to standard ATG climate rules. Namely no air operations in mud turns, i.e., Fall and Spring.

RE: Four Seasons with Models

Posted: Wed Sep 13, 2017 8:07 pm
by LJBurstyn
NO air turns at all...I thought cities were exempt??? Well that explains it.

Is there some way to cut down the area covered in storms...on my maps it is over 50% of all the area is(are) having storms.

RE: Four Seasons with Models

Posted: Thu Sep 14, 2017 2:16 am
by Ormand
Most definitely. The probabilities are governed by Stringlist ID=141 (or #94 in the list). This gives a probability for storms in each season. The idea being that storms are more prominent in Fall and Spring. The way it works is that the overall probability for any given turn is Base + Random*CheckRandomPercent, where Base and Random are in the two columns, and CheckRandomPercent is an ATG function returning a number between 1-99. That is the rough chance for storms in the climate zone. For summer Base=0 and Random=30, so there shouldn't be too many. But, in Spring Base=20 and Random=50, and in the Fall, Base=30, and Random=70. So, the Fall is the stormiest. So, reducing either of these will lead to fewer. The idea was to let the Fall and Spring be naturally stormy and lead to the muddy terrains. There will be breaks in the storms, and you can do some operations. I'll have to play around with it to see what the best values are.

RE: Four Seasons with Models

Posted: Fri Sep 15, 2017 11:26 pm
by LJBurstyn
Some odds and ends.

The jet fighter carrier alternate version does not seem to have a place in the TOE list.

Let's see if I understand the storms.
Summer Base 0 + Random 30 == Chance of storms 0-30%?
Spring Base 20 + Random 50 == Chance of storms 20-70%?
Fall Base 30 + Random 70 == Chance of storms 30-100%?
Winter UNKNOWN since you did not say...and I don't remember the Stringlist amounts.

RE: Four Seasons with Models

Posted: Sat Sep 16, 2017 1:24 pm
by Ormand
Yes, I should make a reinforcement type for Jet Carrier Fighters.

As for storms, the winter probability is the same as spring, except that it is snow. The basic algorithm is that this is the probability of storm coverage in a weather zone. Each storm covers about 80 hexes, so the number of storms is the coverage/80. In general, actual storm coverage will be less since the centers of the storms are placed randomly in the zones (this means that they will also bleed out into other zones). Storms are placed randomly, and then radiate out 6 hexes, with the probability of the hex being a storm decreasing slightly along the radius.


Deserts also have a chance at storms, with a twist. The base chance is 40% less, the radius is 4 hexes, and there is a 60% chance that the storm is a haboob.

RE: Four Seasons with Models

Posted: Sat Sep 16, 2017 11:07 pm
by Ormand
ORIGINAL: LJBurstyn

The jet fighter carrier alternate version does not seem to have a place in the TOE list.

Also, the other fighter alterations were using the first model as the reinforcement type. I added "dummy" SFTypes to be the reinforcement type for all fighter alterations (and Dive Bomber as well).

v1.1.24 was uploaded at 19:07 PDT.EDIT: Sorry, I left out a step, uploaded new v1.1.24 at 9:46 PM PDT

RE: Four Seasons with Models

Posted: Wed Sep 20, 2017 10:57 am
by LJBurstyn
Artillery III still in list of TOE...if you upgrade your artillery to Artillery III, but don't upgrade your TOE it removes all the Artillery III from your units.

Researching another problem...my available RAW disappears quickly but I don't know why...I did not upgrade any resource area or build a factory or road or airfield..etc., did upgrade some SFT's to the latest but that should not decrease RAW...just supply...will watch it carefully to determine a cause.

EDIT: I think I found the problem. Upgrades are not the problem.
Strategic Bombers are listed as using NO fuel. They use RAW not oil.
Before 2 Strategic Bomber raid: OIL: 746621 RAW: 1283
After 2 Strategic Bomber raid: Oil: 746621 RAW: 1265
Or they used 18 RAW to conduct the raid. It was the only thing I did.

RE: Four Seasons with Models

Posted: Thu Sep 21, 2017 1:07 am
by Ormand
You are right! How that came to be is rather beyond me since I thought those were original SFTypes. Anyway, I have uploaded v1.1.26.There are a few other fixes and tweaks:

1. Fixed error for strategic bombers using raw for fuel.
2. Fixed Artillery III being a reinforcement type. Also, Artillery IV used Artillery III; all use Artillery I now.
3. Tweaks to Diplomatic block.
4. Tweaks to symbol weights for naval units.
5. Fixed issue with bicycles using fuel (huh?).
6. Fixed a misalignment for the events needed for the AI to build factories. This is a recurring issue that I forgot about. Basically, these events get messed up easily, for example importing an event to replace an existing one. If you move an event below these two, it will screw them up event if you delete an event or move another out. Basically, the AI couldn't build factories. Anyway, it is on my list of things to ALWAYS check.

RE: Four Seasons with Models

Posted: Sun Sep 24, 2017 11:36 am
by LJBurstyn
Minor report.

When I make jets the image on the SFT is not of a jet although the image in the TOE is. This seems to be true for all SFT jet models. Although I never built the Jet Tech Level I version.

In the build list (stuff you can build at a factory/city. I get some unusual options. IN cities/factories I can build an early version of Level Bombers as well as the tech IV version. I get others but I don't remember them right now.

I noticed in this game 1.26 that the AI builds factories...making it more of a fight.

Question: Is there a way to allow factories to build supplies/Political Points but at a lower level than cities?

RE: Four Seasons with Models

Posted: Sun Sep 24, 2017 12:01 pm
by ernieschwitz
Question: Is there a way to allow factories to build supplies/Political Points but at a lower level than cities?

Yes there is. :)

RE: Four Seasons with Models

Posted: Sun Sep 24, 2017 12:09 pm
by LJBurstyn
ORIGINAL: ernieschwitz
Question: Is there a way to allow factories to build supplies/Political Points but at a lower level than cities?

Yes there is. :)

Okay...funny. HOW? Without also affecting production of the main items of the factories.

RE: Four Seasons with Models

Posted: Sun Sep 24, 2017 12:27 pm
by ernieschwitz
Okay...funny. HOW? Without also affecting production of the main items of the factories.

If you still want the factories output to be completely unaffected, you could make an event that counted up the number of factories, and then gave the player a fixed number of supplies and PP. A small trouble with the supplies though. They are always dealt to a hex, and the nearest HQ gets them (if there is a tie, they go to the one highest in the echelon), so, it would be guesswork, to sometimes hit the right HQ, or require some fancy coding where you gradually go up the ladder of the command structure.. and hope the player hasn't made more than one top HQ. PPs are easier to deal, since they don't require a HQ to be anywhere...

If of course you want to have factories produce/build supplies and PP, instead of making this kind of event... you just make an item, that costs more, and has it's own itemcatgory that factories can produce, but cities cannot. Pretty straight forward.


RE: Four Seasons with Models

Posted: Sun Sep 24, 2017 8:28 pm
by LJBurstyn
Jet Carrier Fighter uses Raw instead of oil. (Says in SFT area it uses "Raw stock after prod"

I was wrong the two versions of aircraft that you can build is ASW Aircraft III AND ASW aircraft IV.

How do you add an item...to the item list mine shows no ability to do that (actually it's Ormand's but I've been modifying his so I can use his scenario starter to make scenarios) in designs (troop levels, number of troops, organizations, etc.,) that I like.

RE: Four Seasons with Models

Posted: Sun Sep 24, 2017 9:10 pm
by ernieschwitz
I think you need to disconnect the masterfile to do that. That is done by going into the Setng menu and then simply hitting the button called masterfile, and then say that you don't want any anyway, and presto the scenario no longer has a masterfile... This will allow for more editting options, all over the place.

RE: Four Seasons with Models

Posted: Mon Sep 25, 2017 12:32 am
by LJBurstyn
Discovered that.

Added two new items...Supply and Political Points that point to unused item category 3 (which I named NCF). I added NCF to all factories. After adding NCF to item list category in settings.

Started game. NCF does not appear as a production possibility. Still looking for what I did wrong.


EDIT: NEVER MIND

I overlooked that I have to set who owns to TRUE for everyone. Now to discover the right cost for the two items...
I don't want such a quick payback for the PP I spend to make a factory...getting 13 per turn mean payback is just a little over 6 turns. That's too quick--but what is the right payback time? Twice that?

RE: Four Seasons with Models

Posted: Mon Sep 25, 2017 12:58 am
by Ormand
Thanks for your forebearance. For the jet fighters, that is what I get for using the same set of events.

Anyway, I uploaded a new version v1.1.27.

Fixes:
1. Set proper picture for jet fighter models
2. Added figure for carrier jet fighter models (it was actually set to the standard ones).
3. Fixed fuel usage for jet fighters (it was using raw after production!)
4. Made ASW Aircraft IV block ASW Aircraft III.
5. Small tweak for rulevar 903 for diplomatic block.

RE: Four Seasons with Models

Posted: Mon Sep 25, 2017 1:05 am
by Ormand
For the items be sure to also look at two other things. For supply and political points, be sure to click the appropriate "IsSupply" or "IsPolPt" bixes, otherwise they won't show up proprerly. There is also UseProdMode. You need to set this correctly, as this controls whether they can be built in a captured factory/city. This is controlled by the "Owned by People Group modifies" matrix in the people window. Basically, ProdMod=1 cannot be built by other peoples. ProdMod = 2 at half the rate, and currently ProdMod=3 & 4 aren't really used.