Page 1 of 1
"Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sat Sep 04, 2004 8:07 am
by Apollo11
Hi all,
"Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
In your experiments I think I remember you saying that you found out the threshold...
Leo "Apollo11"
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Mon Sep 06, 2004 12:48 pm
by Arkady
I don't know
When I put 20 LCUs on each side and then test game for around 30 round before stoped it there was no freeze
I didn't further testing with hope that this will be fixed in next patch and creating small scenario would be possible
Arkady
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Mon Sep 06, 2004 3:35 pm
by Apollo11
Hi all,
ORIGINAL: Arkady
I don't know
When I put 20 LCUs on each side and then test game for around 30 round before stoped it there was no freeze
I didn't further testing with hope that this will be fixed in next patch and creating small scenario would be possible
Arkady
Ahhh... so more is needed... I put 10+ on each side and my small TEST scenario with just 3 islands froze after 7 turns... [:(]
Leo "Apollo11"
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sat Sep 11, 2004 12:32 pm
by Apollo11
Hi all,
Darn... I put 25 units on both sides and my small scenario (just 3 islands on map) froze after 16th turn... even if I save game (on let's say 16th turn) and then close and restart WitP the game freezes after 17th turn... every weekend I want to finally finish my ENG units test but I have no luck... [:(]
Leo "Apollo11"
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sat Sep 11, 2004 12:54 pm
by tanjman
Leo,
Did you include at least 1 command HQ for each side? Maybe thats a problem since reinforcements, replacements & supply are tied in to them.
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sat Sep 11, 2004 4:54 pm
by Apollo11
Hi all,
ORIGINAL: tanjman
Did you include at least 1 command HQ for each side? Maybe thats a problem since reinforcements, replacements & supply are tied in to them.
I have 6 HQs on each side (I wanted to cover all HQ levels) and all are properly linked in hierarchy...
Leo "Apollo11"
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sat Sep 11, 2004 6:59 pm
by Tankerace
Yeah, that is what is holding me up on the WPO mod. Tried to do some prelim Alpha tests, but its this damned LCU thing.
Question, what if you put the entire LCU OOB in the game, just not on the map? Or would it still die?
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sun Sep 12, 2004 7:02 am
by Apollo11
Hi all,
ORIGINAL: Tankerace
Yeah, that is what is holding me up on the WPO mod. Tried to do some prelim Alpha tests, but its this damned LCU thing.
Both "Arkady" and me reported this and supplied our savegame and scenario files to BETAs and developers.
Let's hope that Matrix/2By3 fixes this soon!
Question, what if you put the entire LCU OOB in the game, just not on the map? Or would it still die?
I never tried this but in Scenario #01 - template only units on limited map were there (i.e. there are no OFF map units) so I guess that there should not be such units...
Leo "Apollo11"
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sun Sep 12, 2004 8:01 pm
by Tankerace
So, has anyone determined the minimum number of LCU that must be present? Or does anyone really know? I'd hate to release this mod, and id die on turn 100 because of this bug (issue, whatever).
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sun Sep 12, 2004 10:07 pm
by Mr.Frag
You guys pinned this to *type* of units instead of just generic number of units?
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sun Sep 12, 2004 10:26 pm
by Tankerace
? Ok then, what could it be, if not too small a number of LCUs?
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sun Sep 12, 2004 10:41 pm
by Mr.Frag
? Ok then, what could it be, if not too small a number of LCUs?
[:D]
Thats what makes bugs fun ... sorting out the cause, not the effect [;)]
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sun Sep 12, 2004 10:44 pm
by Tankerace
arrrgggg...... [:D]
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Sun Sep 12, 2004 10:57 pm
by Tankerace
Hey Apollo, I just had a thought as to why our scenarios crap out. ou said you used a blank template, right? What about those devices that "MUST" be kept in one spot, you know, the Atomic bomb, certain radars, carrier ordinance, that sort of stuff. Or did you leave that in. Just a thought.
BTW, I took it out without realizing it, that could be why mine craps out. Ill stick it back in and see what happens.
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Mon Sep 13, 2004 7:19 am
by Arkady
I've used Scenario#1 and manually (!) set all japanese LCUs to delay 9999 (N/A in scenarion). Only some HQs and around 10 regular LCUs remain untouched. That was all changes made and game freeze after six or seven turns... [:(]
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Mon Sep 13, 2004 7:24 am
by Tankerace
At least you guys got your scenarios to load....
RE: "Arkady" what is the MIN number of LCUs to avoid WitP freezing we discovered?
Posted: Mon Sep 13, 2004 10:46 am
by Apollo11
Hi all,
As you might have guessed I finally managed to get my small (just 3 islands) scenario running!
I put _LOTS_ od LCUs of all kinds and suddenly it staerted to work (and not freeze WitP aftzer x turns)!
What exactly is needed here is very hard to know - but I think developer can run our scenario (borth "Arkady" and I have submitted the scenarios that freeze after several turns) in debuger and can discover what is wrong...
Leo "Apollo11"