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Rising Sun
Posted: Sat Jun 16, 2007 7:48 am
by FrenchyUSMC
I'm a big fan of the Talonsoft's campaign series... especially Rising Sun.
I wanted to know :
1) If the new matrix version correct the old Talonsoft bug below :
"The game crachs when there is japanese cave movement played by IA"
2) Can we play Russian vs Japanese in the Pacific Theater or US forces vs Russian Forces (for instance to simulate Korean War !)
Thanks a lot for this new edition ... i'm eager to test the news units like ships for naval bombardment, etc...
RE: Rising Sun
Posted: Sat Jun 16, 2007 11:06 am
by CJMello63
1. That was one I found but they had trouble reproducing it and subsequently it went into production at TS. I am looking for my old notes to see exactly what I was doing before the crash. I have not tried it with the new Matrix version yet. IIRC it was AI cave movement mixed with an Arty strike but like I said I am looking for my old notes.
If you happen to see the old bug before I get to it post here.
Thanks.
RE: Rising Sun
Posted: Sat Jun 16, 2007 11:41 am
by CJMello63
OK, found my old file. Going to take it to the reading room to review.[;)]
RE: Rising Sun
Posted: Sat Jun 16, 2007 12:07 pm
by FrenchyUSMC
Hello CJMello...
If i'm not wrong, I remember your name in the talonsoft war room of somethin' like that...
I'm happpy to see some of the Talonsoft's "Old Guards" back again in this Matrix Project...
Thanks again to all at Matrix...
I remember the bug when i was playing with a personal scenario about Iwo Jima and Mount Suribachi... During US Off board artillery... the IA Japanese defensive cave movement (rules : hidden jap movement "caves within a range of 3 hex.") create the crash during the game ... So to solve this real problem in my scenario, the cave hexs were set up more than 3 hex of each others...
Hope this help...
RE: Rising Sun
Posted: Sat Jun 16, 2007 12:34 pm
by Geomitrak
Frenchy, your post has rung a bell. I had a downloaded Iwo Jima scenario, and it too crashed for some reason. I never worked out why; it never happened with any of the scenarios that came with the game. Not much help in solving the problem, I know, but it may help reassure others that they are not alone. [:)]
RE: Rising Sun
Posted: Sat Jun 16, 2007 1:20 pm
by CJMello63
Ya, my notes were sparse and it was an email between me and Doug Bevard. Playing the Allies Vs. Axis AI on a SCN with Caves I had a crash during an Arty stike. A hex was highlighted just before it froze. Checking that hex after reloading the SCN revealed it was a cave. It appeared that the concealment factor of the cave with the FOW lead to the freeze. It never got sorted out as I do not think others could reproduce it. I will check the Matrix version later.
Yes, that was me on the old TS Boards, part of the Beta Brigade.
I will check on the 3 hex solution you came up with too.
I originally found it on the Wakde Tutorial and the cave was eventually removed.
RE: Rising Sun
Posted: Sat Jun 16, 2007 1:27 pm
by CJMello63
Sasebo.scn was one I worked a lot on.
Campaign series "Beaches" and "Open" Hexes
Posted: Sat Jun 16, 2007 2:32 pm
by FrenchyUSMC
CJ,
Thanks for your works on "Rising Sun" and "Campaign series"... and to try to solve this problem if the Matrix edition failed in it ...
"Operation Ketsu-Go" (sasebo.scn) is a great hypothetical scenario (Nov, 10, 1945) designed by John Schettler ...
I didn't know you worked a lot on it.[:(]
I've got an idea or mod for the map editor ?! : In the huge Pacific theater, there are a lot of different beaches and sands ... For instances, Iwo Jima's and Cape Gloucester's (New Britain) beaches are black volcanic sands instead of Central Pacific Atolls (Tarawa, Eniwetok, Kwajalein, ...) whom sands are white/yellow...
I don't know yet if the Matrix edition allow to create such items...
In Rising Sun, the "Beach hex" in the map editor is always the same (white/yellow)... like the the "open hex" is always "green" ... Can we have others "open hexes" in the Tropical area ? like sand or volcanic ashes... So the maps could be more realistics in the 3D view... ! So, Iwo Jima will be black island instead of "green" ... I hope you understand my request !
Thanks Again ! [;)]

RE: Campaign series "Beaches" and "Open" Hexes
Posted: Sat Jun 16, 2007 2:42 pm
by CJMello63
I just tested it extensively, bug hunting the cave issue. I didn't do any SCN design. I didn't not work on Matrix's version either. I am just here as a fan.
RE: Rising Sun
Posted: Sat Jun 16, 2007 5:22 pm
by Gray_Lensman
ORIGINAL: FrenchyUSMC
Hello CJMello...
If i'm not wrong, I remember your name in the talonsoft war room of somethin' like that...
I'm happpy to see some of the Talonsoft's "Old Guards" back again in this Matrix Project...
Thanks again to all at Matrix...
I remember the bug when i was playing with a personal scenario about Iwo Jima and Mount Suribachi... During US Off board artillery... the IA Japanese defensive cave movement (rules : hidden jap movement "caves within a range of 3 hex.") create the crash during the game ... So to solve this real problem in my scenario, the cave hexs were set up more than 3 hex of each others...
Hope this help...
Just curious, would this bug occur in a Dynamic Campaign Game? (Random Scenario Generation)
Hidden Movement by Cave Bug - Rising Sun
Posted: Sat Jun 16, 2007 5:40 pm
by FrenchyUSMC
Hi Gray !
I never saw this bug on DCG campaign ... because may be the maps are randomly generated and not historically accurate... So cave hexes are not commonly used ...
I was really disappointed when i met this problem with talonsoft's game because hidden cave movement is really good defensive subject for Japanese player so the game could be more realistic and surprising...
Caves were the most used on Peleliu and Iwo Jima islands as real tough defensive japanese positions ...
Look at the file/photograph below to watch an example of cave/tunnels on Iwo Jima :

RE: Hidden Movement by Cave Bug - Rising Sun
Posted: Sat Jun 16, 2007 9:55 pm
by CJMello63
I saw it in the stock SCN's. The original Wakde, sasebo.scn and a few others.
RE: Hidden Movement by Cave Bug - Rising Sun
Posted: Sat Jun 16, 2007 10:32 pm
by Chris Wilson
I think that this bug had been fixed, from memory (I haven't kept any notes) it was something to do with indirect fire coming from a cave. The scenarios I did all had caves in and I remember Charlie sending out a little note about unit positioning in them in order to avoid the bug. Indeed I do remember making some changes on the back of this note and I do remember a couple of my scenarios not working because of the cave issue. But as I say I think that it was fixed for Imperial Strike ... I can't be sure though as I left whilst that was still in the pre-production phase.
RE: Hidden Movement by Cave Bug - Rising Sun
Posted: Sat Jun 16, 2007 11:40 pm
by CJMello63
I bolted right after RS shipped.
RE: Hidden Movement by Cave Bug - Rising Sun
Posted: Sat Jun 16, 2007 11:53 pm
by Chris Wilson
ORIGINAL: CJMello63
I bolted right after RS shipped.
Well yes didn't we all [;)]
Did you test for Charlie over at Breakaway games? I can't remember now, I know Dave Hickman did but I can't remember who else now.
RE: Hidden Movement by Cave Bug - Rising Sun
Posted: Sun Jun 17, 2007 12:14 am
by CJMello63
No, went with JT to HPS.
Rising Sun Scenario
Posted: Tue Jun 19, 2007 7:32 am
by FrenchyUSMC
Hello CJ and All ,
Can i post an historical scenario on this forum edited with the old Talonsoft's Rising Sun ?
There is no cave hexes in it and no bugs [;)] ... but you can test it with the new Matrix issue ?[&:]
Thanks ...
RE: Rising Sun Scenario
Posted: Thu Jun 21, 2007 11:39 pm
by CJMello63
I am trying to get through Sasebo right now. I keep getting interupted. So far no problems. I have taken the bottom two VPs and am moving North.
RE: Rising Sun Scenario
Posted: Mon Jul 02, 2007 10:37 pm
by TAIL GUNNER
Trying to play the Operation Olympic LCG....damn game keeps hanging and "not responding"....
Is the interim solution to not plot arty on Japanese cave hexes?[&:]
RE: Rising Sun Scenario
Posted: Tue Jul 03, 2007 2:56 am
by CJMello63
I got a hang while not plotting Arty.