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Gibraltar
Posted: Tue Mar 03, 2020 11:03 am
by PanzerMike
It looks like Allied naval units can get passed despite me controlling Gibraltar:

Is that a bug or was this always possible and I just noticed it?
RE: Gibraltar
Posted: Wed Mar 04, 2020 5:08 pm
by PanzerMike
Alvaro, is this moving past Gibraltar a bug or WAD? Don't see it in the changelog for the latest beta.
RE: Gibraltar
Posted: Wed Mar 04, 2020 6:01 pm
by AlvaroSousa
It's not supposed to. Let me look into it.
RE: Gibraltar
Posted: Wed Mar 04, 2020 7:01 pm
by AlvaroSousa
Ok on my end this is not happening. Is your opponent A.I. or human?
RE: Gibraltar
Posted: Thu Mar 05, 2020 3:34 am
by PanzerMike
Opponent is AI.
I should also say the map is modded. Mind you, Gibraltar location has
not been moved. I did make it a fortress and used a custom resource tile for that (sprite #119).
Could this be the cause? How did you implement the blocking of movement? Hard coded hex number? Or am I missing something that I accidentally broke while modding the map?
This is from my mod:
As you can see the tile characteristics are unchanged. The resource I added for Gibraltar is new though. Could that be interfering?
Update:
The plot thickens. Look at this pic:

What you are looking at here is the
virgin 1939 stock scenario in the Editor. Untouched. Not even a png file in the 1939 directory. Nothing. Clicking in the editor on sprite #119 in the Resource tab results in a blank. I used resource sprite #119 for my custom Gibraltar fortification in my mod. Coincedence or is resource tile #119 bugged?
Also the editor freaked out on me many times now when I select tile #119. The editor refuses to close when I click quit. Only closing Warplan in the Windows Task Manager altogether will solve this. So there is definitely something wonky with tile #119 IMHO, and this was not the case before AFAIK.
RE: Gibraltar
Posted: Thu Mar 05, 2020 1:19 pm
by AlvaroSousa
Gib: Could be I forgot to do a sea area check for the A.I. on the Gibraltar thing.
Tile 119: It is giving an error because there is no name associated with that tile. I'll fix that in the next beta patch so it always reads that tile.
Put the attached file in.....\My Games\WarPlan\UserSavedData\
Data -> Load Resources Names
That should resolve the issue.
RE: Gibraltar
Posted: Thu Mar 05, 2020 1:20 pm
by AlvaroSousa
I'll update this file in the scenarios and the beta upload
RE: Gibraltar
Posted: Thu Mar 05, 2020 2:30 pm
by PanzerMike
Ok, that would explain the crash thingie with tile #119.
But how is movement blocked at Gibraltar for
1) A human player
2) The AI
If I wanted to make my own map and prevent naval movement across a hex (like Gibraltar) if one side owns the hex, how would I go about? And where does the "Gib" string in the adjacent hex come from on the vanilla map?
I would really like to know how all of this is handled.
RE: Gibraltar
Posted: Thu Mar 05, 2020 4:37 pm
by AlvaroSousa
The game checks connecting sea zones and creates an ID map. I think in the A.I. processes I might have not included that thus why the A.I. passed through. I tested on human vs human and it was blocked.
RE: Gibraltar
Posted: Fri Mar 06, 2020 10:32 pm
by PanzerMike
I see that you fixed the issue of the AI ignoring Gibraltar. Good.
Concerning the ID map, is that visible in the Editor somewhere?
RE: Gibraltar
Posted: Sat Mar 07, 2020 12:25 am
by AlvaroSousa
No it's determined each turn internally. It isn't something you set.