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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Fri Jul 29, 2011 12:35 pm
by michaelm75au
ORIGINAL: Itdepends
Looks like it is something like that- the second and third replay appear to be the same.
After 3 hours of replaying this turns again and again, I beleive I have found it.
There is one global variable that is not getting set for
sub attacks under some conditions - it starts out as 0 when game is first started.
As save is played the value gets updated.
But the next loaded save is using the last value stored in that global variable. That variable is then changing the order randoms are being used between the two runs.
I have set the global value when sub attack first starts so it will be set no matter where it is to be used in the function.
And this seems to make the turns play out the same.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Fri Jul 29, 2011 2:38 pm
by Sardaukar
"After 3 hours of replaying this turns again and again".....
[X(][X(][X(]
Words cannot comprehend....
[&o][&o][&o]
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Fri Jul 29, 2011 3:35 pm
by PaxMondo
ORIGINAL: michaelm
ORIGINAL: Itdepends
Looks like it is something like that- the second and third replay appear to be the same.
After 3 hours of replaying this turns again and again, I beleive I have found it.
There is one global variable that is not getting set for
sub attacks under some conditions - it starts out as 0 when game is first started.
As save is played the value gets updated.
But the next loaded save is using the last value stored in that global variable. That variable is then changing the order randoms are being used between the two runs.
I have set the global value when sub attack first starts so it will be set no matter where it is to be used in the function.
And this seems to make the turns play out the same.
Superlative support!!! THANK YOU!!
[&o][&o][&o]
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Fri Jul 29, 2011 3:36 pm
by PaxMondo
ORIGINAL: Sardaukar
"After 3 hours of replaying this turns again and again".....
[X(][X(][X(]
Words cannot comprehend....
[&o][&o][&o]
+1
[&o][&o][&o]
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Fri Jul 29, 2011 3:40 pm
by seydlitz_slith
I will get you one saturday.
Thanks for taking a look.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Fri Jul 29, 2011 8:17 pm
by Kitakami
3 hours... that is dedication... I should be like that in my job...
MANY, MANY THANKS!
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Fri Jul 29, 2011 10:44 pm
by Itdepends
Thanks Michael- even though it's a sub variable- does it also make the air attacks line up as well? (which were different between the two replays).
Cheers,
Daniel
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Fri Jul 29, 2011 10:58 pm
by michaelm75au
ORIGINAL: Itdepends
Thanks Michael- even though it's a sub variable- does it also make the air attacks line up as well? (which were different between the two replays).
Cheers,
Daniel
A replay needs to get the same order of random numbers as the original turn (, and subsequent replays of the replay). There was something like 200K randoms involved in that turn.
Because of the sub error, a random number was taken out of turn - the 86,189th one[:D]. This then put all subsequent random calls out of order, and thus affected everything after it.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sat Jul 30, 2011 2:24 am
by CV 2
ORIGINAL: michaelm
ORIGINAL: Itdepends
Looks like it is something like that- the second and third replay appear to be the same.
After 3 hours of replaying this turns again and again, I beleive I have found it.
There is one global variable that is not getting set for
sub attacks under some conditions - it starts out as 0 when game is first started.
As save is played the value gets updated.
But the next loaded save is using the last value stored in that global variable. That variable is then changing the order randoms are being used between the two runs.
I have set the global value when sub attack first starts so it will be set no matter where it is to be used in the function.
And this seems to make the turns play out the same.
So if I read this right, you have
probably just killed the "replay bug"? That would be the best 3 hours ever spent then (other than maybe the time when me and the wife were still in high school and we went to the drive inn and.... never mind). Hats off.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sat Jul 30, 2011 4:15 am
by inqistor
New land combat seems to work. Support is now rarely targetted. We will see how it influence land situation in long term...
Two small bugs:
1) When you "request veteran" for air unit, you can choose specific specialisation, but when I click one of them (like fighter) it seems everything is sorted right, but ALL of categories turn yellow, instead only the one clicked (upper picture).
2) Cost of bringing back destroyed LCU seems to increase everytime you just check this unit, for the ones costing more than, err... 30? Take a look at 2 lowest pictures below. I have checked 11th Indian Div, and then clicked exit on the screen. Initially this unit costed 70, but when I exit "Destroyed LCU" screen, and return to it, the unit I just checked seems to cost 10 points more. It happens everytime (in this case I have checked, exited, and returned to screen twice, and unit cost now 90 points)

RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sat Jul 30, 2011 4:28 am
by inqistor
Oh, one more thing.
Can we get back report about destroyed planes, when base with airgoups falls? Everytime I see only "no flights", and "No Allied losses", but planes, and its units are lost.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sat Jul 30, 2011 11:15 am
by michaelm75au
ORIGINAL: inqistor
New land combat seems to work. Support is now rarely targetted. We will see how it influence land situation in long term...
Two small bugs:
1) When you "request veteran" for air unit, you can choose specific specialisation, but when I click one of them (like fighter) it seems everything is sorted right, but ALL of categories turn yellow, instead only the one clicked (upper picture).
2) Cost of bringing back destroyed LCU seems to increase everytime you just check this unit, for the ones costing more than, err... 30? Take a look at 2 lowest pictures below. I have checked 11th Indian Div, and then clicked exit on the screen. Initially this unit costed 70, but when I exit "Destroyed LCU" screen, and return to it, the unit I just checked seems to cost 10 points more. It happens everytime (in this case I have checked, exited, and returned to screen twice, and unit cost now 90 points)
1. Fixed
2. Fixed
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sat Jul 30, 2011 11:18 am
by michaelm75au
ORIGINAL: inqistor
Oh, one more thing.
Can we get back report about destroyed planes, when base with airgoups falls? Everytime I see only "no flights", and "No Allied losses", but planes, and its units are lost.
I don't see where this was ever reported in combat report.
[edit]
But it can be done.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sat Jul 30, 2011 1:20 pm
by seydlitz_slith
Michael,
Here are some screenies illustrating that mines are not loading onto ships or subs.
Save game file in next post.

RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sat Jul 30, 2011 1:21 pm
by seydlitz_slith
Save game file. Extension changed to jpg to allow upload. File is really .pws for slot 11
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sat Jul 30, 2011 1:32 pm
by drw61
Michaelm,
On the LCU screen could you add the days till the TOE can be updated? As of right now it is This unit is composed of.* As an example change this to This unit is composed of.* (12) and This unit is composed of.* (Now) to show that I have 12 days till upgrade or can upgrade now. As of now I have to go into each unit click Show unit TOE and then view the upgrade TOE to see when to change it to rest/training.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sat Jul 30, 2011 9:33 pm
by michaelm75au
ORIGINAL: seydlitz
Save game file. Extension changed to jpg to allow upload. File is really .pws for slot 11
Could you save it as ZIP?
Explorer is trying to open it as a JPG file.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sun Jul 31, 2011 12:57 am
by michaelm75au
ORIGINAL: seydlitz
Michael,
Here are some screenies illustrating that mines are not loading onto ships or subs.
Save game file in next post.
I just noticed that you are stockpiling the mines. That probably means that it wont use any.
Try taking off the stockpile on the type 88 and it should use them.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sun Jul 31, 2011 12:58 am
by Itdepends
Can't you just rename it to have a .pws extension?
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Posted: Sun Jul 31, 2011 1:05 am
by michaelm75au
ORIGINAL: Itdepends
Can't you just rename it to have a .pws extension?
No. When I click on it, my explorer wants to load it as an image.
I once could save it as a link and it would download the file. That does not seem to be the case anymore.
ZIP is a valid extentsion for this forum though.