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RE: 1.04G2, testing thread, the last OG

Posted: Sat Jan 04, 2020 10:05 pm
by AlvaroSousa
Thanks. I will look into it.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 3:19 pm
by PanzerMike
I just invaded Crete with an Italian Inf Corps. This is the report:
Image
It seems part of the sentence of the report mentioning my invasion at 179,20 is missing.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 3:26 pm
by PanzerMike
And what's more: the Allied air unit on Crete simply stays there even when I invade the hex. There is no overrun. I waited a turn to see if it would happen later, but it simply stayed put.

This is the save:
https://www.dropbox.com/s/66n8va27bu1gp ... 3.sav?dl=0

This is all Beta 4g3.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 5:20 pm
by AlbertN
Manpower Bug:

Now I've the certainness that there is a manpower problem unless what is shown is faulty.

Since some turns I noted down the remaining manpower at the end of the turn.

The number I should get at the start of the next turn supposedly is given by this basic formula:

Previous Turn Manpower + Manpower Production - Manpower Spent in Unkeep

The math is simply not returning.

Example. Previous turn I had 682 manpower with Germany.
Germany gain is 46 at the present.
Germany unkeep was 34 for this turn.

Current manpower is 660 ???

Unless I confused the formula, it should have been 694.

I have a suspect I am missing something though as -no power- is ever at 100% manpower. So probably there is some glitch (or intended bit) that subtracts an amount at the end of the whole math.
Like Bulgaria is persistently 98% of its manpower cap. It never, ever reaches 100% even if I do not produce anything in a many turns.

I believe this affect all sides of the war though and not just a single nation so it's not exactly game breaking - nonetheless I hope it's a bug in the formula, if players cannot even rely on the numbers given for production and there are obscure details there too it's worrysome (at least for me).

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 5:27 pm
by Journier
That manpower bug I think affects all sides. I never did the math but Soviets are like that as well when you run outta manpower it's more noticeable. Never did the math but something said it's off in my head.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 5:54 pm
by Michael T
I noticed odd things with UK manpower as well. I will track it more closely.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 6:33 pm
by Michael T
I did a test on UK manpower. It's bugged.

Starting manpower is 364.

UK upkeep next turn was 25 (confirmed correct).

Gain 18.

So 364-25+18 should equal 351.

But remaining manpower was 332.

So if I double the upkeep the formula works.

364-50+18=332

So it looks like upkeep is being doubled for some reason in the calculations.

@Alvaro, please fix.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 6:38 pm
by AlbertN
That may explain why an amount of players felt that manpower is too low - myself included!
Probably this business was going on well before the Beta tbh - just math was rarely done or so in that department til someone begins to struggle with manpower.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 7:31 pm
by AlvaroSousa
ORIGINAL: PanzerMike

And what's more: the Allied air unit on Crete simply stays there even when I invade the hex. There is no overrun. I waited a turn to see if it would happen later, but it simply stayed put.

This is the save:
https://www.dropbox.com/s/66n8va27bu1gp ... 3.sav?dl=0

This is all Beta 4g3.

Shame you don't have the output log. Something odd happened here as the message should have say "italy invades UK at X, Y" but it seemed the owner of the unit was null. Which caused the cascading error that bled into the air unit not being overrun.

I will try and mimic this.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 7:43 pm
by AlvaroSousa
There was a doubling cost in manpower. When repairing I did it twice by accident. Once during repairs, once at the end of the method for the total to display. Fixed. But now probably I have to adjust manpower levels again in the scenarios lol.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 7:48 pm
by Michael T
Well I don't think you need to adjust UK levels. They have just been going down and down. Last PBEM I played new unit morale was down to 29% when game ended. That was in 1940.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 7:50 pm
by AlbertN
Why scenarios need adjusting manpower levels?

If things are going to be halved or lowered, it will just be even more trench war for the players - which slide the game into a sit and wait boring one.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 7:50 pm
by Michael T
@Alvaro, will the fix for manpower correct ongoing games or only new games starting under the next patch.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 7:55 pm
by AlbertN
I think the fix is just erasing the 2nd line that repeats the deduction - so part of the game code pratically - not something embedded into scenarios or the like.

Scenarios can have differing manpower pools and gains / losses I feel.

RE: 1.04G2, testing thread, the last OG

Posted: Sun Jan 05, 2020 8:23 pm
by Journier
We should collectively test manpower levels after this new fix gets pushed out guys to help playtest.