1.795 Beta Problems

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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witpqs
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RE: 1.795 Beta Problems

Post by witpqs »

LCU Disappears

Mike, Erik,

I have had an LCU disappear during air transport with Beta v1.195. I do have both before and after saves. Let me know if you want them.

I conducted several LCU air transports and most were successful. This last one was SW Pac HQ, in CHS scen 154, flying from Cloncurry to Daly Waters. The display for Daly Waters was also messed up on the turn of the disappearance. When the Daly Waters hex was selected, the bottom of screen display failed to show the LCU line. The other lines - a/c, etc. - did show.
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RE: 1.795 Beta Problems

Post by bradfordkay »

Hooray! You found a way to get rid of Dugout Dougie!!!! Well Done!!
fair winds,
Brad
PaulWRoberts
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RE: 1.795 Beta Problems

Post by PaulWRoberts »

I'm confused, perhaps because I'm a relative newbie here. Is the missing leaders bug related to the missing pilots bug (which appears not to be a bug, if I read another thread correctly)?

Or is there another beta patch in the offing?
stateless
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RE: 1.795 Beta Problems

Post by stateless »

I started a game as Japan in 1.795 and most of my ship captains were eaten before I executed the first turn. I think this may have been mentioned, but the get pilot button gives free, very experienced, pilots without subtracting them from the pool. Which I actually think is a very nice feature.

Tom
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Dereck
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RE: 1.795 Beta Problems

Post by Dereck »

All the way from my original 1.21 thru 1.3 I NEVER had problems with the game crashing.

Now EVERY time I save the game it crashes with 1.795 ... very frustrating and almost getting to the point where I'm about to give up hoping I paid $80 for a piece of software that would just ... work.
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Tankerace
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RE: 1.795 Beta Problems

Post by Tankerace »

Dereck, do you save and wait about 10 seconds before hitting back or escape? Its been a known problem, just wait a few secodns and it wont crash. (been that way since 1.4-1.5ish)
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Ron Saueracker
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RE: 1.795 Beta Problems

Post by Ron Saueracker »

ORIGINAL: Tankerace

Dereck, do you save and wait about 10 seconds before hitting back or escape? Its been a known problem, just wait a few secodns and it wont crash. (been that way since 1.4-1.5ish)

Weird I know. Initially the save game process did not have the little hourglass thingy telling you the game is saving and if one clicked exit before the process was finished (how could you tell?) crash and burn. Perhaps all the tinkering has muffed this up some.
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Dereck
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RE: 1.795 Beta Problems

Post by Dereck »

ORIGINAL: Tankerace

Dereck, do you save and wait about 10 seconds before hitting back or escape? Its been a known problem, just wait a few secodns and it wont crash. (been that way since 1.4-1.5ish)

I do wait before hitting the okay/back button after saving. I don't count to 10 but I could save, go away and refill my Mountain Dew cup and come back and it crashes at times. It's been happening more and more often and now has happened just about every time I save the game.

Very frustrating since I save 4 or more times while doing my turn just in case my computer goes off on me.
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witpqs
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RE: 1.795 Beta Problems

Post by witpqs »

Part of the trick is to pause for several seconds BEFORE entering the save game screen. I know it's strange, but it was explained on the board a long time ago. When you decide to save, finish what you are doing then wait several seconds before you hit 'f' (or click) to enter the save screen.

This is in addition to needing to pause after the save game finishes.
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RE: 1.795 Beta Problems

Post by tsimmonds »

Experiencing a couple of new problems in 1.795 that I have never had before. PBEM, playing a mod of CHS as IJ.
  • I have a group of Vals that I divided and then loaded onto 3 AKs. Shipped them from Sasebo to Truk. Trying to unload them; they will not unload. The TF is not set to "do not unload". The home base is not Truk. The ships have not refueled or performed any other actions for several days. I have tried transferring the ships to a new TF, and I have tried creating a TF for each of the three AKs. Nothing makes any difference. I click unload troops; the next turn the TF status is "idle", still fully loaded.
  • My zero production is vanishing, together with pilots from the pool. It is 12/23/41. For several days there have been 0 zeroes in the replacement pool. The number of used a/c goes up by a number equal to what I expect the daily production to be; the pilot pool declines by a similar amount, except for the turn I first notices the problem, when it declined by 32 (which is suspiciously close to 27 + one day's production; is there a phantom unit in the replacement queue sucking up my a/c and pilots?). Each turn I set all zero groups to "do not accept replacements." All Claude groups are set to "do not upgrade". I have 4 days worth of saves if someone wants to have a look.
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michaelm75au
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RE: 1.795 Beta Problems

Post by michaelm75au »

Hi
send me the last couple of saves and I'll see if I can spot who is getting the Zeros.

Michael
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tsimmonds
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RE: 1.795 Beta Problems

Post by tsimmonds »

Files are on the way; thanks!
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RE: 1.795 Beta Problems

Post by gdpsnake »

Leader issues.
I have started a new game with 1.795 and have found that I am unable to change any HQ leaders. Every HQ has 1 leader assigned and when you click on his name, he is the only leader that appears on a list so you can't replace any leader.

Also, MacAurthur is the CMDR of both USAFEE and Southwest Pacific right at the start.


The Japanese surprise attack on Pearl was pathetic. I lost zero ships and the worst hit was a BB with 77% system and 10% flotation. Nobody else was even half damaged and some BB's took upwards of 7 bomb and 3 torpedo hits.
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Mr.Frag
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RE: 1.795 Beta Problems

Post by Mr.Frag »

Also, MacAurthur is the CMDR of both USAFEE and Southwest Pacific right at the start.

Thats by design ... USAFFE is supposed to die ... Mac walks on water and takes over SWPAC [;)]
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RE: 1.795 Beta Problems

Post by gdpsnake »

Then I submit the design is wrong. A player should have to spend the resources (pp's) to 'evacuate Mac by PT' to be able to reassign him IF the player so desires - just as President Roosevelt did in real life.
If it's a question of play balance, then add a few more pp's on the first turn or just start USAFFE with a different cmdr.
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Black Mamba 1942
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RE: 1.795 Beta Problems

Post by Black Mamba 1942 »

There are 2 Mac's.
One is already assigned to SWPAC HQ.[;)]

As far as swapping out leaders, do you have enough PP's?
It usually won't show available substitutions if you don't have the points to spend.
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Mike Solli
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RE: 1.795 Beta Problems

Post by Mike Solli »

ORIGINAL: gdpsnake

Then I submit the design is wrong. A player should have to spend the resources (pp's) to 'evacuate Mac by PT' to be able to reassign him IF the player so desires - just as President Roosevelt did in real life.
If it's a question of play balance, then add a few more pp's on the first turn or just start USAFFE with a different cmdr.

How many players would transfer Mac? I know that if I played the Allies (fat chance) there's no way I'd move him. I'd make sure he was a member of the Bataan Death March.
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witpqs
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RE: 1.795 Beta Problems

Post by witpqs »

Here's what I do: replace him as commander of SWPAC, leaving him to his fate at USAFFE.
gdpsnake
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RE: 1.795 Beta Problems

Post by gdpsnake »

LOL!
Leave Mac to eat sushi....

Unfortunately, the game doesn't model the political repercussions Roosevelt would have faced (maybe losing the next election!) if he hadn't gotten MacArthur home. The Mac's were a very wealthy and a very well connected political family - how do you think the egomaniac got where he was?

On the other issue, I had PP's left and oddly, the 'leader window' said every cost for any leader was zero!?

I will play a turn and see if anything changes.
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RE: 1.795 Beta Problems

Post by bradfordkay »

LOL, guys.

I used to say that I would leave Mac for sushi bait, but now that I'm playing the CHS which has him only in the USAFFE HQ, I am sending a sub to pull him out at the last minute. I know, I could just change him without any escape vessel, but I've already lost my PTs and need a realistic explanation of how he got out (explanation to make me happy with how I'm playing the game).
fair winds,
Brad
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