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RE: Multi-turn load

Posted: Mon Jul 21, 2008 11:15 am
by Panther Bait
ORIGINAL: n01487477

BBF & VSWG,
just so that we can get a grip on what is happening, can you tell us a little more information.

I'm not seeing this in my game with Michael, but obviously it is something we can & should look at.

So ...
1. Is it after you have skipped loading turns ?
2. Is it after a base was captured/lost ? Obviously not Edmonton!
3. Has this database been migrated from the previous Tracker version?
4. Is this the same for all bases ?
5. Ummm ... any additional info or thoughts ... is it affecting the production details display for the base ?
etc

VSWG, I might add that you can somewhat compare the aircraft as a group in the aircraft screen, obviously not as nice, but you can use that for now.

As a follow-up since I am having the same problem.

1. It certainly seems to have started in my case when I skipped 3 turns in a row.
2. See No. 4 below
3. Yes, my database has been upgraded several times. I've had the same problem in at least 1.1.1 and 1.1.2.
4. Yes, in fact in my case, it happens in all of the multi-turn tracking type screens like bases, ship repair, etc.
5. It does not seem to affect the alerts or the victory points screens.

Thanks again for this awesome, time saving WitP tool.

Mike

LCU replacement

Posted: Mon Jul 21, 2008 11:17 am
by Micke II
I use the WITP tracker on a regular basis by loading every turn of my PBEM and its works fine.

By using the informations displayed by the different screens I am now able to monitor my industry and detect immediately when a problem arise (shortage of ressources, supply, oil ....)
It's also very easy to follow the production of shisp, aircrafts. It's really a fantastic tool.
It's is possible to see how the replacements in amement, vehicles and men are used and in which LCU they are going ?

RE: LCU replacement

Posted: Mon Jul 21, 2008 11:59 am
by n01487477
ORIGINAL: Micke II
I use the WITP tracker on a regular basis by loading every turn of my PBEM and its works fine.

By using the informations displayed by the different screens I am now able to monitor my industry and detect immediately when a problem arise (shortage of ressources, supply, oil ....)
It's also very easy to follow the production of shisp, aircrafts. It's really a fantastic tool.
It's is possible to see how the replacements in amement, vehicles and men are used and in which LCU they are going ?
Thanks Panther Bait & Micke II, always good to have positive reinforcement to keep us working[:'(]

That is something I have considered, as like you, I want to see flows of where things are going, but am unsure that users want to wade though numerous alerts of this type each turn ... anyway, Floyd and I will put it in the things to consider tab for later ... and maybe we can place it in the LCU production tab, when I finally do all the devices.

But as always fixes are our priority, then enhancements ...
Cheers and thanks
---Damian---

RE: Multi-turn load

Posted: Mon Jul 21, 2008 8:13 pm
by VSWG
ORIGINAL: floydg

3. In the "Base Basic History" screen, adding the percentages for Port/AF/Fort building would be the icing on the cake. Then you can easily estimate when the next level will be completed.

I'd like to do that, but the save file has something like "build points" in it, not percentages. If I could get the formula to convert, you'd get percentages.
Interesting. Does this help?
#7
When constructing Airbase and/or Port object (if their intended build values are below or equal to SPSs) the cost in time is as follows:

Size 0->1 = each ENG squad constructs 0.002500 (1/400) of object
Size 1->2 = each ENG squad constructs 0.001667 (1/600) of object
Size 2->3 = each ENG squad constructs 0.001250 (1/800) of object
Size 3->4 = each ENG squad constructs 0.001000 (1/1000) of object
Size 4->5 = each ENG squad constructs 0.000833 (1/1200) of object
Size 5->6 = each ENG squad constructs 0.000714 (1/1400) of object
Size 6->7 = each ENG squad constructs 0.000625 (1/1600) of object
Size 7->8 = each ENG squad constructs 0.000555 (1/1800) of object
Size 8->9 = each ENG squad constructs 0.000500 (1/2000) of object

NOTE: I am 100% sure in values above!
tm.asp?m=710121

If not, I'm quite confident that we could work out the formula for build points - building bases seems to be a rather linear process.

RE: Multi-turn load

Posted: Mon Jul 21, 2008 8:21 pm
by floydg
ORIGINAL: Panther Bait

ORIGINAL: VSWG

This tool is incredible, even for an Allied player! [&o]


One small problem, and a couple of suggestions:

1. Does anyone else have this problem?

Image

When I will load turn 117, the data for turn 116 will be set to 0, too. The same happens in "Ship Repairs\Ship View".

I do have that same problem. Like yours it seemed to happen when I skipped loading a turn (112 in your example). The information above the skipped turn (3 turns in my case) displays correctly, but everything except the most recent turn is all zeros. In my case, this is consistent over all the multi-turn tracking screens.

To figure this out, I'll need to see turn files. I can't seem to reproduce this using my save files.

Floyd

RE: Multi-turn load

Posted: Mon Jul 21, 2008 8:40 pm
by VSWG
ORIGINAL: n01487477

BBF & VSWG,
just so that we can get a grip on what is happening, can you tell us a little more information.

I'm not seeing this in my game with Michael, but obviously it is something we can & should look at.

So ...
1. Is it after you have skipped loading turns ?
This is indeed the problem. I reinstalled Tracker and loaded the same turns, without skipping turn 112 - now all numbers are correctly displayed. [:)]
2. Is it after a base was captured/lost ? Obviously not Edmonton!
No.
3. Has this database been migrated from the previous Tracker version?
No.
4. Is this the same for all bases ?
Yes.
5. Ummm ... any additional info or thoughts ... is it affecting the production details display for the base ?
etc
See above. Do you still need saves so that this problem doesn't appear when someone forgets to load a turn?

EDIT: Crosspost. Saves are on the way.

RE: Multi-turn load

Posted: Mon Jul 21, 2008 10:27 pm
by ny59giants
Damian and/or Floyd,

Have any further communications gone out to the AE team to see what can be done to ensure this great tool can be used with it??  It would be a shame for it not to be used there.

Michael

RE: Multi-turn load

Posted: Tue Jul 22, 2008 12:48 am
by floydg
ORIGINAL: VSWG
ORIGINAL: n01487477

BBF & VSWG,
just so that we can get a grip on what is happening, can you tell us a little more information.

I'm not seeing this in my game with Michael, but obviously it is something we can & should look at.

So ...
1. Is it after you have skipped loading turns ?
This is indeed the problem. I reinstalled Tracker and loaded the same turns, without skipping turn 112 - now all numbers are correctly displayed. [:)]

Glad it wasn't a problem with the (current) program. I usually skip turns and that should have no effect. See below (with your save files):

Image

Floyd

RE: Multi-turn load

Posted: Tue Jul 22, 2008 6:43 pm
by wild_Willie2
WOW!. I just tried the tracker and I must say that this is EXCELLENT!!! [&o][&o][&o][&o][&o]
 
Just seeing how much you are actually producing and which city's need oil/resources STAT is worth gold, let alone all the upgrade stuf.
 
by the way, I was SHOCKED to see just how much spoilage I am having each turn per city.....  I HOPE the figure under spoilage shows the loss of supply per month and NOT per day.......[X(][X(][X(][X(][X(]
  

RE: Multi-turn load

Posted: Fri Jul 25, 2008 7:14 pm
by F6frc
ORIGINAL: wild_Willie2

WOW!. I just tried the tracker and I must say that this is EXCELLENT!!! [&o][&o][&o][&o][&o]

Just seeing how much you are actually producing and which city's need oil/resources STAT is worth gold, let alone all the upgrade stuf.

by the way, I was SHOCKED to see just how much spoilage I am having each turn per city.....  I HOPE the figure under spoilage shows the loss of supply per month and NOT per day.......[X(][X(][X(][X(][X(]
 

Good stuff guys... Keep it up!

RE: Multi-turn load

Posted: Fri Jul 25, 2008 7:31 pm
by floydg
ORIGINAL: wild_Willie2

WOW!. I just tried the tracker and I must say that this is EXCELLENT!!! [&o][&o][&o][&o][&o]

Just seeing how much you are actually producing and which city's need oil/resources STAT is worth gold, let alone all the upgrade stuf.

by the way, I was SHOCKED to see just how much spoilage I am having each turn per city.....  I HOPE the figure under spoilage shows the loss of supply per month and NOT per day.......[X(][X(][X(][X(][X(]
 

I believe it's the amount that could be spoiled. I suppose there's some random amount of that spoiled per turn.

Help needed ...

Posted: Sun Jul 27, 2008 1:35 am
by n01487477
Guys,
is there anyone out there with a game going where they have made note of the turns when a ship was sunk and what ship that was?
I'm sure I've found the FOW delay point & sunk indicator, and this is the last thing to discover...

I think I have found the data point of what turn a ship was sunk ... but I want to do some detailed analysis before I pass it onto Floyd.(we don't want, for obvious reasons to get this wrong)
So what I would like from you is the game file and a sheet of information detailing the ship and the turn no it was sunk ...(just your side)

Then if I'm correct you can do away with that and tracker will do it all for you in a build coming to you soon [:)]

PM me and I'll send my email or send it to the trackeremail address and Floyd will pass it onto me ...

Thanks in advance ...

---Damian---

RE: Help needed ...

Posted: Mon Jul 28, 2008 12:13 pm
by n01487477
Want to thank Thesix & Roger for their responses ... lastly if anyone has a file laying around of a game in '43 or beyond, where ships have been sunk but maybe not reported... please Pm me. (I've never got so far, for one reason or another)... Anyway, I think I've narrowed it down, just last tests ...

Or I have to set the computer to run overnight and see how far it gets, pity though that the turns take so much longer when doing this.

Can be V AI, or PBEM ...

Thanks in advance.

---Damian---

RE: Help needed ...

Posted: Mon Jul 28, 2008 6:16 pm
by Roger Neilson II
I can certainly give you a game that is running in late '43. There have been the odd sinking in the last few turns.

Let me know if you want it. I have game saves from way back on this one.

Roger

RE: Help needed ...

Posted: Tue Jul 29, 2008 1:53 pm
by Roger Neilson II
Ok three turns on your way....

Roger

RE: Help needed ...

Posted: Wed Jul 30, 2008 1:28 am
by n01487477
ORIGINAL: Roger Neilson II
Ok three turns on your way....
Roger
Thanks Roger,
with those files I was able to confirm what I wanted ... I'll let Floyd know. Now onto fixing some bugs and seeing if I can add some user requests.
Cheers
--Damian--

Mines ...

Posted: Sat Aug 02, 2008 2:03 am
by n01487477
Hi fellow trackers ...

Looking into mines & would like to elicit some thoughts ...

So, I'm working out Mines and mine FOW, which I have pretty tight now, having moved on from Ship sunk FOW.

I can determine the number of total mines at a hex & break it up into Allied and Japanese side (if there are both at a hex).

Floyd and I obviously would not show all that information...
But the game never allows the player to see how many of their own mines are at a portbase, which is owned by the other side. Do you think that that information should be shown as well as mine numbers at their own bases? Or would this be breaking FOW? (I can't see how really, but am open to thoughts)


---Damian---

RE: Mines ...

Posted: Sun Aug 03, 2008 2:39 am
by ny59giants
I wish I knew how many mines I have at an enemy port. I don't see that it violates fog of war. In our game, I had to expand one of my bases to port 1 in order to know how many mines I have there. If the port is still a size 0, then you don't know. Will this version of Tracker allow me to know how many mines I have if the port is still size 0?? I don't want to build up a port just to see this (and not give you a working port).  

RE: Mines ...

Posted: Sun Aug 03, 2008 2:47 am
by n01487477
I wish I knew how many mines I have at an enemy port. I don't see that it violates fog of war. In our game, I had to expand one of my bases to port 1 in order to know how many mines I have there. If the port is still a size 0, then you don't know. Will this version of Tracker allow me to know how many mines I have if the port is still size 0?? I don't want to build up a port just to see this (and not give you a working port).

The data we can provide is not dependant on the port size, but ultimately it is up to forum users plus Floyd and myself to determine whether we provide this level of detail. Like you, I don't see a problem ... but I'm waiting for someone to say otherwise...

Thanks for the input ... anyone else ?

RE: Mines ...

Posted: Sun Aug 03, 2008 8:56 am
by Nomad
I don't think you should know how many mines you have at an enemy mined port. You are giving information on how effective the enemy is at sweeping your mines there. We already get way too much info on minesweeping as it is.