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RE: Update v1.16.03
Posted: Tue Sep 10, 2019 4:16 pm
by witpaemail
I have no idea about what fired and what didnt or even what that means. The Africa corps appeared minus Rommel. I checked the builds and Rommel was there available for builds.
Come to think of it, the tac air unit may have been missing as well. Could it have been because Brit units were west of el Agheila? If so, then this is a bug that may have never cropped up before.
RE: Update v1.16.03
Posted: Wed Sep 11, 2019 10:34 am
by BillRunacre
We did add alternative deployment locations to the Afrika Korps scripts with the recent v1.16.00 patch, which should mean that if there isn't enough space at one location then they would deploy at another on the list, working downwards.
The alternative locations are as follows (although there might be slight variations as there are multiple different scripts for the Afrika Korps):
#DESTINATION_RESOURCE= 184,126
#DESTINATION_RESOURCE= 179,124
#DESTINATION_RESOURCE= 172,121
#DESTINATION_RESOURCE= 174,92
So hopefully the game was started with a version prior to that one, as I can understand this issue happening when there weren't any alternative deployment locations (these were introduced to stop this issue). Now, all of these locations would have to have been in Allied hands when the script fired to stop the whole force deploying, which hopefully wasn't the case.
RE: Update v1.16.03
Posted: Thu Sep 12, 2019 12:28 am
by witpaemail
I had Tripoli and the city east of it. About 6 Italian units in the area, 4 infantry in and near that eastern city a HQ in Trilopi and an air unit right next to it. It seemed like the Germans deployed around Tripoli and that other city up to 2 hexes out and when they filled them all, the rest were lost. The Brits had the hex adjacent to that other city on the coast.
Unfortunately the game is over and closed so I cant go back and look now. But it seems to me any excess units should deploy SOMEWHERE, be it Africa, Sicily, or even in Germany, but they should appear SOMEWHERE...
RE: Update v1.16.03
Posted: Thu Sep 12, 2019 3:49 pm
by BillRunacre
I totally agree, and that's why all the extra potential destinations were added with that patch, as if the engine cannot deploy them all at the first then it will move down the list.
RE: Update v1.16.03
Posted: Thu Sep 12, 2019 7:59 pm
by witpaemail
Im using the latest patch
RE: Update v1.16.03
Posted: Mon Sep 16, 2019 2:50 pm
by Hubert Cater
Thanks for the report and it looks to be a rare error when the next unit to arrive in the event, after the previous 6 arrived correctly, was an air unit.
This then threw off the routine that was supposed to handle this, as Bill had suggested, as it incorrectly thought it could place the air unit anywhere (even though in this case it couldn't) which then told the routine not to consider the other placement arrival areas, and in the end did not place the last 2 units which were the air unit and the HQ.
Your accurate description of the issue and pre-existing unit placements in the arrival areas really helped me to properly track this down.
Consider this fixed for the next update.
RE: Update v1.16.03
Posted: Thu Oct 03, 2019 11:31 am
by Cameraeye
It has happened to me now. I received the Africa Korp without my HQ. I had lost Benghazi and the next town west...but that's it. Still plenty of space.
RE: Update v1.16.03
Posted: Fri Oct 04, 2019 8:44 am
by Ktonos
Are there any changes to the mobilization scrips for USSR?
Opponent did an early invasion of France followed by a June 1940 Sea Lion. All low countries were DoWed. Denmark & Norway decision taken as normal. Allies did normal things as not banning the French communist party, rejecting the peace and friendship proposal, annexing the Baltic states and avoid sending the expedition to Finland
I noticed USSR mobilization being on 53% during the first phase of Sea Lion. From then on USSR gained 2-5% per turn, as if it was post June 22 1941. For the duration of winter 1940-41 mob was on about 84-88%, and then finally USSR entered the war on April.
RE: Update v1.16.03
Posted: Fri Oct 04, 2019 3:38 pm
by BillRunacre
I'd check with your opponent that they've got the right number of units in the east, as nothing has changed in this area.
They can open up the Strategy Guide from the top right of the screen while playing, and it contains the details needed on this.
RE: Update v1.16.03
Posted: Fri Oct 04, 2019 5:42 pm
by Fafnir
Will the axis get a message at the beginning of each turn if too less units are present on the Soviet border?
RE: Update v1.16.03
Posted: Fri Oct 04, 2019 8:08 pm
by Ktonos
There never was such a message in the past. It is 18 units cap within 10 hexes from Warsaw or USSR has a 50% to mobilize by +5 per turn
RE: Update v1.16.03
Posted: Sat Oct 05, 2019 5:27 am
by Fafnir
Was not there a message if you have too less units on the eastern border?
RE: Update v1.16.03
Posted: Sat Oct 05, 2019 10:56 am
by Ktonos
I have never seen such a message, but Bill can confirm this as I might be wrong. I know the unit limits from the manual.
As I remember it is:
a minimum of 2 units within 10 hexes from Warsaw until Jan 1941
a minimum of 4 units within 10 hexes from Warsaw post Jan 1941
A maximum of 18 units within 10 hexes from Warsaw at any time
Any of the above being violated leads to a mob boost for ussr
This is what makes the peace and friendship deal so good for the Axis; Latvia is outside the 10 hex range of Warsaw, meaning that axis player can amass units there and be ready without ticking the soviet mobilization
RE: Update v1.16.03
Posted: Sat Oct 05, 2019 6:38 pm
by Hubert Cater
There would be reports in game warning you if you have insufficient units along the border, but of course the in game Messages/Popups option would have to be enabled.
RE: Update v1.16.03
Posted: Sat Oct 05, 2019 8:00 pm
by El Condoro
ORIGINAL: Ktonos
This is what makes the peace and friendship deal so good for the Axis; Latvia is outside the 10 hex range of Warsaw, meaning that axis player can amass units there and be ready without ticking the soviet mobilization
Should another #CONDITION= be added to the script to account for this. They use OR logic, so it would make it easy to 'correct'. I think the Soviets would have spies in the Baltic States!

RE: Update v1.16.03
Posted: Sat Oct 05, 2019 8:37 pm
by Ktonos
Well, in fact, in real life the Soviets failed to acknowledge that the Germans amassed close to 4 million personnel along the borders. The units they spotted they regarded them as German defensive measures against possible attack by themselves.
Having said that, I agree that the cap ought to include the Baltic states.
RE: Update v1.16.03
Posted: Mon Oct 07, 2019 1:35 pm
by BillRunacre
ORIGINAL: El Condoro
ORIGINAL: Ktonos
This is what makes the peace and friendship deal so good for the Axis; Latvia is outside the 10 hex range of Warsaw, meaning that axis player can amass units there and be ready without ticking the soviet mobilization
Should another #CONDITION= be added to the script to account for this. They use OR logic, so it would make it easy to 'correct'. I think the Soviets would have spies in the Baltic States!
The trouble is that there could be lots of units in Latvia outside of the 10 hex range of Warsaw, and others within that range, making far more than the 18 but without the CONDITION= being able to pick that up properly.
This isn't an easy thing to script and make easy to explain/remember.
Also, how likely is it that the Axis can get Latvia before going to war with the USSR? That must either be invaded - triggering Soviet mobilization in return - or a lot of diplomacy has to be invested in it. Do players do this on a frequent basis?
RE: Update v1.16.03
Posted: Mon Oct 07, 2019 1:53 pm
by Ktonos
My bad. I meant Lithuania. Anything below the line Vilnius-Kaunas is within the Warsaw-10-hex range, everything above outside.
It isn't a big thing, at least not for me - plus you would need the Allied player to actually accept the proposition to take advantage of it, so everything is cool in my opinion.