Rail Hexes in Italy

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canuckgamer
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Rail Hexes in Italy

Post by canuckgamer »

I noticed that all the rail hexes in Italy only cost 1 OP to enter so they act like road hexes. Was that your intention?
Nirosi
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RE: Rail Hexes in Italy

Post by Nirosi »

I strongly believe that all rail hexes on the map act also like road hexes (and should).
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stjeand
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RE: Rail Hexes in Italy

Post by stjeand »

Strangely I have found some that do not...in Russia that is.
And I believed that it was true always cost one per move.
I was trying to move and blocked multiple times in a current game. I just let it go but I will have to revalidate and next time I see it take a screen shot.

I have been having movement issues which are strange but figured that was per design. I could check the editor to validate each land with a railroad is set to one.
Nirosi
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RE: Rail Hexes in Italy

Post by Nirosi »

Thinking about it it could make sense that in some semi-isolated sectors some rail are not also roads. However in Western Europe such as UK, France, Germany etc. They should all (or pretty close) be also roads.
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stjeand
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RE: Rail Hexes in Italy

Post by stjeand »

I think there are still some movement bugs.

For example...I check and can move past a unit and it has no ZOC. I move a different unit somewhere else and come back to this unit and suddenly it is blocked by a ZOC.

I need to take a few screen shots...but Al could not find a fix for the one I posted in Poland that I use every game.
Nirosi
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RE: Rail Hexes in Italy

Post by Nirosi »

Thanks for you time stjeand. Not everybody would have the patience.[&o]
canuckgamer
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RE: Rail Hexes in Italy

Post by canuckgamer »

ORIGINAL: stjeand

Strangely I have found some that do not...in Russia that is.
And I believed that it was true always cost one per move.
I was trying to move and blocked multiple times in a current game. I just let it go but I will have to revalidate and next time I see it take a screen shot.

I have been having movement issues which are strange but figured that was per design. I could check the editor to validate each land with a railroad is set to one.

stjeand, my friend and encountered some movement anomalies which I posted about. Alvaro replied asking for screenshots but I don't know how to do that. However I did post in detail the exact moves we did but he has not followed up on them. If you do the exact same moves as per below, can you tell me if you are getting the same movement anomalies? If yes can you post some screenshots so that Alvaro can see what I am talking about? Thanks.

The game you refer to is actually two turns of a 1941 Campaign hot seat to test what we were seeing in our PBEM game. We think we encountered two movement bugs. I save the test as "Game One" and see it in saved games. I clicked on your name but I don't see an option to attach a file.

Here are the moves I did step by step.

1. Opened up a 1941 Campaign Hot Seat
2. Ended the Axis turn without doing anything so as to advance the Allied turn.
3. In the Allied turn I moved a number of Russian units away from the front so that there would be no ZOC impacting the test.
4. I moved a 9-5 German infantry starting in hex 170,66 to hex 173,68 which is a full marsh hex and it cost 2 OPs to enter that hex. Shouldn't it be 1 OP?
5. I then did an undo of the last hex moved by the 9-5 infantry and moved a 5-5 German infantry starting in hex 171,67 to the same marsh hex 173,68. It also cost the 5-5 infantry 2 OPs.
6. I moved a 14-5 infantry starting in hex 175,60 adjacent to small urban hex 179,62 which converted that hex to Axis controlled.
7. I then moved the German tank starting in hex 176,60 in to the small urban hex and you will see that it cost 2 OPs even though the small urban hex is in clear terrain.

The anomaly we are seeing in the urban hex example is that if you do not convert the small urban hex to Axis control and move the German tank unit starting in hex 176,60 in to the urban hex it will only cost 1 OP. So converting that hex to Axis control before the tank enters adds 1 additional OP to the cost.
canuckgamer
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RE: Rail Hexes in Italy

Post by canuckgamer »

My mistake on the infantry moving in to the marsh hexes as it does cost 2. Please check out #6 and #7. Thanks.
canuckgamer
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RE: Rail Hexes in Italy

Post by canuckgamer »

ORIGINAL: stjeand

I think there are still some movement bugs.

For example...I check and can move past a unit and it has no ZOC. I move a different unit somewhere else and come back to this unit and suddenly it is blocked by a ZOC.

I need to take a few screen shots...but Al could not find a fix for the one I posted in Poland that I use every game.
My friend and I have encountered the bug with the ZOC multiple times.
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stjeand
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RE: Rail Hexes in Italy

Post by stjeand »

At least the bug is a minor thing.

Honestly I think on the first turn after a DOW, ZOCs should not exist, at least for the first move, since it is a surprise.
But overall...it is minor.

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AlvaroSousa
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RE: Rail Hexes in Italy

Post by AlvaroSousa »

For WP2 I am going to try a different approach to calculating ZoC. The Cav thing I can't see why it is doing it from my end.

WP1 is incredibly complex under the hood. Partially because I had not programmed in decades and learned as I went. Making any huge changes now would be difficult.

But if specifics are given to a bug I can figure out why.
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canuckgamer
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RE: Rail Hexes in Italy

Post by canuckgamer »

Alvaro, I also realize that you are a one man team so I try to be very specific about bugs. For the movement anomaly we encountered in WP I am wondering if you get the same result doing the following:

6. I moved a 14-5 infantry starting in hex 175,60 adjacent to small urban hex 179,62 which converted that hex to Axis controlled.
7. I then moved the German tank starting in hex 176,60 in to the small urban hex and you will see that it cost 2 OPs even though the small urban hex is in clear terrain.

The anomaly we are seeing in the urban hex example is that if you do not convert the small urban hex to Axis control and move the German tank unit starting in hex 176,60 in to the urban hex it will only cost 1 OP. So converting that hex to Axis control before the tank enters adds 1 additional OP to the cost.

I did this test after opening up a 1961 campaign hotseat. Thanks.
canuckgamer
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RE: Rail Hexes in Italy

Post by canuckgamer »

Sorry, typo, that is a 1941 hotseat.
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scout1
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RE: Rail Hexes in Italy

Post by scout1 »

ORIGINAL: AlvaroSousa

For WP2 I am going to try a different approach to calculating ZoC. The Cav thing I can't see why it is doing it from my end.

WP1 is incredibly complex under the hood. Partially because I had not programmed in decades and learned as I went. Making any huge changes now would be difficult.

But if specifics are given to a bug I can figure out why.

Can't help identify the bug ...
but a thought for WP2 .....
Rail hexes should be good for rail movement but not treated as a road hex for normal movement or supply .... a single or twin rail track isn't going to be much help to wheeled vehicle movement
Nirosi
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RE: Rail Hexes in Italy

Post by Nirosi »

I would not agree because in Western Europe at least, you have roads pretty much in almost every hex as well. They represent both rails and roads. Maybe two type of rails? One "rail only" in isolated places like Northern USSR and other places according to research and "dual rail/road" hexes?
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AlvaroSousa
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RE: Rail Hexes in Italy

Post by AlvaroSousa »

I repeated it. I am not sure why it is off. But I am looking into it for the next patch. Could be because it is considered rugged but the rail should remove that.
Creator Kraken Studios
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- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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