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RE: Just got 1.41 to test

Posted: Mon Jan 03, 2005 8:09 pm
by Mr.Frag
I sent a "No leader name" save to the sympatico address on 12/11. The save was a "before". Were you able to replicate it, or do anything with it?

Nope, as with most of these, no such luck.

RE: Just got 1.41 to test

Posted: Mon Jan 03, 2005 9:05 pm
by Charbroiled
ORIGINAL: Mr.Frag
I sent a "No leader name" save to the sympatico address on 12/11. The save was a "before". Were you able to replicate it, or do anything with it?

Nope, as with most of these, no such luck.


A good screen shot of this is Thread 769291. Someone mentioned today on a thread that it appeared to happen after long term "continuous" play (I can't seem to find the thread, though). The save file I sent you was for 3/5/42. This file was created from my last save of 2/28/42. I ran one day turns from 2/28-3/5 to create the bug, without doing anything between turns. I reran 3/5 three different times and was able recreate the bug every time....however, I never rebooted my machine or reloaded the game. I think I still have a copy of the save file, I'll reload it and see if it will recreate the bug.

I suspect what will happen is that it won't recreate the bug, but if I run the game on one day turns for about a week of game time, then it will recreate. If this is the case, then I would guess that the reason the leader bug is so hard to duplicate is that it might need the long term continuous play the surface.


Just a though.

RE: Aircraft Upgrade have changed

Posted: Wed Jan 05, 2005 7:28 am
by pauk
greetings...


i hope that changing upgrade path wont be free. Do we need pay political points for changes?
ORIGINAL: Kid

[:D]

Image

RE: New Font Option

Posted: Wed Jan 05, 2005 7:54 am
by mlees
ORIGINAL: testarossa

Off we go.

Image
Off we go.


Damn. I need to watch more MTV...

RE: Aircraft Upgrade have changed

Posted: Wed Jan 05, 2005 7:55 am
by mlees
hope that changing upgrade path wont be free. Do we need pay political points for changes?

I respectfully second the motion.

RE: Aircraft Upgrade have changed

Posted: Wed Jan 05, 2005 12:31 pm
by siRkid
ORIGINAL: pauk

greetings...


i hope that changing upgrade path wont be free. Do we need pay political points for changes?
ORIGINAL: Kid

[:D]

Image

no

RE: Aircraft Upgrade have changed

Posted: Wed Jan 05, 2005 12:42 pm
by Apollo11
HI all,
ORIGINAL: Kid
ORIGINAL: pauk

i hope that changing upgrade path wont be free. Do we need pay political points for changes?

no

Good... [;)]


Leo "Apollo11"

RE: Just got 1.41 to test

Posted: Wed Jan 05, 2005 1:57 pm
by Ron Saueracker
ORIGINAL: Kid

Supply loss test. The bottom screen shows the loss of supplies and two rescued marine units #7 and 8.

Image

Can we go a little further with this? Like CVs, an amphib ship should not be able to unload it's cargo over 50% damaged. Troops should be able to debark but without equipment(like when they retreat).

And I'd really like the following to be looked into. I think ithas much to do with the current feature being tested and it might solve some problems with amphib ops.

Problem we found during development was the concept of an APs ability to land troops and equipment, it's brood of landing craft if it had any (difference between APs, AKs, and ships specially converted for amphib ops). How to model this? Instead of having individual craft foir each AP etc. (uuuugh) I believe the unload/load rate was settled upon.

Still, we have no way of destroying the landing craft with CD defences so the APs are being hit. This was rare as the APs stould well offshore so only the larger weapons were in range, but were usually silenced by pre and counter bombardment fire from naval escorts and aircraft. But the landing craft still got hit. Maybe if an AP/AK is hit by artillery, the only damage registered could be on the AP/AKs load/unload rate.

Hmmm, this could work for a number of reasons. We already have a problem where ships merchants having sufferred severe damage can still unload at full capacity. If a new hit location was added, the "service deck" or some such name, merchants could now suffer damage to their ability to conduct ops. This "service deck" hit could have any number of mounts depending on ship type, giving specialized ships the advantage they historically had but whivh is not presently modelled in WITP. As well, this load/unload rate could be made unservicable due to flooding, system and fire damage exceeding 50%.

RE: Aircraft Upgrade have changed

Posted: Wed Jan 05, 2005 3:21 pm
by pauk
ORIGINAL: Apollo11

HI all,
ORIGINAL: Kid
ORIGINAL: pauk

i hope that changing upgrade path wont be free. Do we need pay political points for changes?

no

Good... [;)]


Leo "Apollo11"

thanks kid for the answer, however i think japanese player should pay the price for changing upgrade path.

RE: Aircraft Upgrade have changed

Posted: Wed Jan 05, 2005 4:54 pm
by Spooky
ORIGINAL: pauk

thanks kid for the answer, however i think japanese player should pay the price for changing upgrade path.

Could you explain why [&:]

RE: Aircraft Upgrade have changed

Posted: Wed Jan 05, 2005 9:43 pm
by pauk
This game needs to be as historical as possible - sure, with choice to pick your strategy at your will. But, If we changing a history with "industry" there should be some limitations... (like for changing a HQ for xy division)...

RE: Aircraft Upgrade have changed

Posted: Thu Jan 06, 2005 10:21 am
by WhoCares
ORIGINAL: Kid
ORIGINAL: fbastos

Kid,

Is it possible to add a command line parameter like -repeatrandoms, to force the random events to repeat after you press "End Turn"? My suggestion would be "End Turn" to force some seed to the random number generator.
...

I'll ask Mike.

I am surprised, if this feature is not (yet) available - how do you ever dare to try to debug this beast if you can't reproduce results reliable via seeds?! [X(]
Of course, it requires that (almost?) every random number used in the code would have to be changed to a pseudo-random value derived from the seed. So, when you hit 'End Turn' the seed is set and you can see it somewhere after the turn resolution. If someone sends a turn with a bug he just has to add the seed number and the testers can exactly recreate the situation the player has seen.

RE: Just got 1.41 to test

Posted: Sun Jan 09, 2005 9:55 am
by JSBoomer
ETA for upgrade?

RE: Just got 1.41 to test

Posted: Sun Jan 09, 2005 10:05 am
by von Murrin
Just curious. Are the Allied air groups going to get a few more shots at repair with this one? I've got an AI Japanese game going as well as an Allied one and while I can recombine and split to keep a fair number of them going, I don't think the AI does the same and it's killing them.