1.00.9U1 Naval Ops Issue

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MorningDew
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1.00.9U1 Naval Ops Issue

Post by MorningDew »

I don' think the naval ops point being available when units enter the port is fully working yet. Here is a real quick example:

1. Start a new 1969 game
2. Select Brunsbuttel (German subs) and pick 1 sub. I picked U-8
3. Move it out a few hexes (only 1 ops point)
4. Move it back to Brunsbuttel
5. As expected, U-13 has the operation points to move 49 yexes, but just move her 6 hexes (i.e. only 1 Ops point)

She has now lost the other Ops point and can not move again. She should have 1 Ops point left and be able to move 24 hexes.
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AlvaroSousa
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RE: 1.00.9U1 Naval Ops Issue

Post by AlvaroSousa »

I did the same thing. The 2nd sun moved the full amount.

So a couple things.
#1 Couldn't find the 1969 scenario.
#2 fleets can't move 49 yexes, but can move 48 hexes.
#3 How did you only move it 6 hexes?
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malkarma
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RE: 1.00.9U1 Naval Ops Issue

Post by malkarma »

I have checkecd it and as MorningDew says, something is wrong.
After following his steps we face this situation after point 4:
5a) We move U-13 2 op points (48 hexes), all good.
5b) We move U-13 1 op point (24 hexes), the remainin op points is lost.
MorningDew
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RE: 1.00.9U1 Naval Ops Issue

Post by MorningDew »

#1 Sorry - it was the 1939 scenario

#2/#3 In both cases, I move the sub out 6 hexes for the first operation point, then for the second try to move them back into port.

When I moved the first sub out six hexes, it still has one operation point and I then move it back into the port.

When I then move the second sub out six hexes, it no longer has it's second operation point and cannot immediate move back into port (or move at all)

In each case, I am trying to move, separately, the subs from port out less than one full operation point.

I just took these screenshots as I did it. Top row is the first sub moved out and it can immediately move back into port (still has 1 operation point).

On the lower row, I can move the second sub out even though the other sub has come back into port (note the 2 white operation points) , but when it move out less than 1 operation point, it no longer has the second operation point to move back into port (like the first sub did).

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AlvaroSousa
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RE: 1.00.9U1 Naval Ops Issue

Post by AlvaroSousa »

So the 2nd sub only had 1 operation point is what you are saying after moving using 1 opts. He should have 1 left.
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MorningDew
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RE: 1.00.9U1 Naval Ops Issue

Post by MorningDew »

Correct.It shows 2 white dots, but after a 1 ops move, he has no ops remaining, should have 1.

That said, before the 1 ops move, it knew he had 2 because the range shown for the move was two ops worth of hexes (48).
malkarma
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RE: 1.00.9U1 Naval Ops Issue

Post by malkarma »

However the unit allows you to use the 2 operation points to move up to 48 hexes.
Maybe the issue is that the code thinks that you are using all the OP regardless how much hexes do you move.
MorningDew
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RE: 1.00.9U1 Naval Ops Issue

Post by MorningDew »

What is odd is that it does not do that on the first sub, just the second one, so it is related to that "white dots" (i.e. new feature)
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AlvaroSousa
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RE: 1.00.9U1 Naval Ops Issue

Post by AlvaroSousa »

Coding is always complex and you have to tell the computer to do things exactly right. Due to the code I had to get creative with allowing this to happen. If I can't get it working correctly it will be removed. It is my 1st game and due to the data structure somethings simply can't be changed easily or at all.

But all this is noted for WP2 so the same mistake won't be made.
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