Page 1 of 1

Notional factor

Posted: Wed May 07, 2014 11:35 am
by WarHunter
Another Combat bug.

This time with the notional.
It is not being calculated as being affected by terrain. Example. Landing on a Mountain hex in Italy out of a ZOC results in the Program showing you the defense is 4. But when all the forces are committed. The notional becomes 2.

Has this been reported already?

RE: Notional factor

Posted: Wed May 07, 2014 11:59 am
by Centuur
Is the hex in supply? If not, than it's a bug. If it isn't in supply, the calculation is correct. 1 for the notional, +1 for the home country and -1 form being out of supply...
Is the hex Italian controlled? If not, than it isn't a bug either...

So could you put your saved game in here, so we can investigate?

RE: Notional factor

Posted: Wed May 07, 2014 7:43 pm
by WarHunter
Investigate away.

btw, Doesn't your beta test version allow you to create any situation in any phase with any weather and any options?


RE: Notional factor

Posted: Wed May 07, 2014 7:45 pm
by WarHunter
If every single possible combat result has not been tested in every kind of weather on all types of terrain with all possible combinations of options.
Then this illuminates 1 bug in the 1D10 CRT.



Image

RE: Notional factor

Posted: Thu May 08, 2014 4:12 pm
by Centuur
ORIGINAL: WarHunter

Investigate away.

btw, Doesn't your beta test version allow you to create any situation in any phase with any weather and any options?


On your question, the answer is that it is a hell of a lot of work to recreate particular situations using the debug tools. You need to influence die rolls, place units using the debug tool (which might cause unwanted effects, since the debug tool isn't totally bugfree too), change control of hexes and so on and on and on. Especially when supply issues are important, it is very difficult to recreate a situation, because you need to do so in the exact location with exact the same supply routing and the exact position of naval units of both sides in sea area (especially when LOS is used). It is far better to use saved games for checking on bugs for us. Notionals units need to be in supply, so we better use the saved game someone posts for checking the combat factor of the notional.
Now the DoW question which came up a little while ago is very easily reconstructed and could be tested very fast (and we didn't need the saved game for that particular question). However, such things tend to be exceptions.

RE: Notional factor

Posted: Thu May 08, 2014 4:26 pm
by Centuur
I got the right calculation in the 1.1.8.2 version of this attack:

Notional unit 1 factor, +1 for being in the home country, doubled for defense because it is in the mountains makes this 4.

Invading units: 6 for the MAR, 1/2 for the DIV and 8/2 for the MOT makes 10,5. This gives 11 SB factors to add, making it 21. That's correct.

Allied combat friction and the disorganised state of the notional units eliminate eachother. The odd ratio is 5-1 with fine weather. This is also resolved on the right table.

This bug was there in the past, but was fixed in the 1.1.8.0 public beta.

Image

RE: Notional factor

Posted: Fri May 09, 2014 12:29 am
by WarHunter
ORIGINAL: Centuur

ORIGINAL: WarHunter

Investigate away.

btw, Doesn't your beta test version allow you to create any situation in any phase with any weather and any options?


On your question, the answer is that it is a hell of a lot of work to recreate particular situations using the debug tools. You need to influence die rolls, place units using the debug tool (which might cause unwanted effects, since the debug tool isn't totally bugfree too), change control of hexes and so on and on and on. Especially when supply issues are important, it is very difficult to recreate a situation, because you need to do so in the exact location with exact the same supply routing and the exact position of naval units of both sides in sea area (especially when LOS is used). It is far better to use saved games for checking on bugs for us. Notionals units need to be in supply, so we better use the saved game someone posts for checking the combat factor of the notional.
Now the DoW question which came up a little while ago is very easily reconstructed and could be tested very fast (and we didn't need the saved game for that particular question). However, such things tend to be exceptions.

Thanks for the information. Sounds like dirty work but someone has to do it. [:'(]

RE: Notional factor

Posted: Fri May 09, 2014 3:54 pm
by Centuur
ORIGINAL: WarHunter

ORIGINAL: Centuur

ORIGINAL: WarHunter

Investigate away.

btw, Doesn't your beta test version allow you to create any situation in any phase with any weather and any options?


On your question, the answer is that it is a hell of a lot of work to recreate particular situations using the debug tools. You need to influence die rolls, place units using the debug tool (which might cause unwanted effects, since the debug tool isn't totally bugfree too), change control of hexes and so on and on and on. Especially when supply issues are important, it is very difficult to recreate a situation, because you need to do so in the exact location with exact the same supply routing and the exact position of naval units of both sides in sea area (especially when LOS is used). It is far better to use saved games for checking on bugs for us. Notionals units need to be in supply, so we better use the saved game someone posts for checking the combat factor of the notional.
Now the DoW question which came up a little while ago is very easily reconstructed and could be tested very fast (and we didn't need the saved game for that particular question). However, such things tend to be exceptions.

Thanks for the information. Sounds like dirty work but someone has to do it. [:'(]

I wouldn't call it dirty work. It's time consuming, but the rewards... Well let's just say I want to get this monster in good order, so I can start blowing other people off the map (well, I probably get trashed, but that's another story).