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WHY WHY WHY
Posted: Fri Jul 22, 2022 4:30 am
by RedAss
In a scenario I'm building, I have multiple formations that just -- POOF -- disappear for no particular reason upon test play.
Not withdrawn due to an event --they are just there one turn and gone the next.
They are from the NON-PO side, and are set to "Static" with an activation turn of 999 (so never). Not even TOUCHED by an event.
Anyone ever run across this?
Re: WHY WHY WHY
Posted: Fri Jul 22, 2022 4:46 am
by Curtis Lemay
"Withdraw Army" event?
Re: WHY WHY WHY
Posted: Fri Jul 22, 2022 5:58 am
by RedAss
Nope.
Re: WHY WHY WHY
Posted: Fri Jul 22, 2022 12:56 pm
by Curtis Lemay
Did you use anything other than the built-in editor? (76mm's thing, for example)
Re: WHY WHY WHY
Posted: Fri Jul 22, 2022 3:27 pm
by cathar1244
RedAss wrote: Fri Jul 22, 2022 4:30 am
In a scenario I'm building, I have multiple formations that just -- POOF -- disappear for no particular reason upon test play.
Not withdrawn due to an event --they are just there one turn and gone the next.
They are from the NON-PO side, and are set to "Static" with an activation turn of 999 (so never). Not even TOUCHED by an event.
Anyone ever run across this?
If you load the scenario into the editor and "save game (XML)", send me the XML file as well as example formations that exhibit this behavior. I'll see if the XML dump gives any clues as why that is happening.
Cheers
Re: WHY WHY WHY
Posted: Sat Jul 23, 2022 9:50 am
by RedAss
Curtis Lemay wrote: Fri Jul 22, 2022 12:56 pm
Did you use anything other than the built-in editor? (76mm's thing, for example)
Nope -- don't even know what that is.
Re: WHY WHY WHY
Posted: Sat Jul 23, 2022 9:51 am
by RedAss
cathar1244 wrote: Fri Jul 22, 2022 3:27 pm
RedAss wrote: Fri Jul 22, 2022 4:30 am
In a scenario I'm building, I have multiple formations that just -- POOF -- disappear for no particular reason upon test play.
Not withdrawn due to an event --they are just there one turn and gone the next.
They are from the NON-PO side, and are set to "Static" with an activation turn of 999 (so never). Not even TOUCHED by an event.
Anyone ever run across this?
If you load the scenario into the editor and "save game (XML)", send me the XML file as well as example formations that exhibit this behavior. I'll see if the XML dump gives any clues as why that is happening.
Cheers
Comes out as a .gam file, which the message editor says is invalid.
Re: WHY WHY WHY
Posted: Sat Jul 23, 2022 11:09 am
by Zovs
Maybe just post your scenario so those that want to help can view it, maybe they’ll spot the error?
Re: WHY WHY WHY
Posted: Sat Jul 23, 2022 1:38 pm
by cathar1244
RedAss wrote: Sat Jul 23, 2022 9:51 am
cathar1244 wrote: Fri Jul 22, 2022 3:27 pm
RedAss wrote: Fri Jul 22, 2022 4:30 am
In a scenario I'm building, I have multiple formations that just -- POOF -- disappear for no particular reason upon test play.
Not withdrawn due to an event --they are just there one turn and gone the next.
They are from the NON-PO side, and are set to "Static" with an activation turn of 999 (so never). Not even TOUCHED by an event.
Anyone ever run across this?
If you load the scenario into the editor and "save game (XML)", send me the XML file as well as example formations that exhibit this behavior. I'll see if the XML dump gives any clues as why that is happening.
Cheers
Comes out as a .gam file, which the message editor says is invalid.
Red, sent you a PM.
Cheers
Re: WHY WHY WHY
Posted: Wed Jul 27, 2022 7:42 am
by RedAss
And then, whilst our hero was once again poring over the EVIL ED document, he comes across this passage:
Withdraw Unit/Army
If you modify your OOB after Withdraw Unit events have already been defined, it could mess up the
events since they might not point to the same unit. You can get around this by re-defining the event
after making your OOB mods. (Ilkka)
WATCH OUT. Sometimes, Norm knows why, this is a big problem. It has been known to happen that once
an event has been changed in the above way from an incorrect target unit to the correct one for the
event editor to simply switch it back when it is closed. In this situation (with Withdraw Army) you have
to find or create another uniquely named unit to withdraw. (Ben)
Yup -- I committed the sin listed in paragraph one.
Now I'm paying the penance in paragraph two. The words there are a little ambiguous: does it mean I need to change the names of the units I originally wanted to withdraw?
Re: WHY WHY WHY
Posted: Sun Jul 31, 2022 3:03 pm
by golden delicious
RedAss wrote: Wed Jul 27, 2022 7:42 am
And then, whilst our hero was once again poring over the EVIL ED document, he comes across this passage:
Withdraw Unit/Army
If you modify your OOB after Withdraw Unit events have already been defined, it could mess up the
events since they might not point to the same unit. You can get around this by re-defining the event
after making your OOB mods. (Ilkka)
WATCH OUT. Sometimes, Norm knows why, this is a big problem. It has been known to happen that once
an event has been changed in the above way from an incorrect target unit to the correct one for the
event editor to simply switch it back when it is closed. In this situation (with Withdraw Army) you have
to find or create another uniquely named unit to withdraw. (Ben)
Yup -- I committed the sin listed in paragraph one.
Now I'm paying the penance in paragraph two. The words there are a little ambiguous: does it mean I need to change the names of the units I originally wanted to withdraw?
As (apparently) I wrote that second paragraph, I'll do my best to figure out what I meant, though it was twenty years ago.
If you're using a withdraw army event, then it is essentially immaterial which unit is targeted by the event as long as it has the right icon colours. So if you change the target to a different unit from the original one then it should get around the problem where the game fails to recognise the change in unit ID#. If there is no such unit, you could create a dummy unit which is never deployed specifically to be the target of the event; it just needs to have the same icon colours.
N.B. it's possible I was just seeing a ghost in the machine and the 2nd paragraph is nonsense. I wasn't necessarily a very careful designer back then.
Re: WHY WHY WHY
Posted: Thu Aug 04, 2022 5:17 am
by RedAss
No, I think that's going to be the ticket!