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TF problem with new map area bug
Posted: Tue Apr 05, 2005 2:36 am
by jcjordan
CHS with ver3B map loaded - Formed a sub TF with Bonita & Barracuda first turn (Dec8th) at Panama City with Brisbane as destination, after a few days went to TF to see how far into journey it was & found it stuck in hex 138,108. I tried resetting it's home port to several other ports & also back to PC & even trying to have it move 1 hex in any direction all to no effect. There is plenty of fuel on board but the fuel required for the destination (any destination I put in) is in red with 9999 as the second # (ie 145/9999).
RE: TF problem with new map area bug
Posted: Tue Apr 05, 2005 4:29 am
by Andrew Brown
ORIGINAL: jcjordan
CHS with ver3B map loaded - Formed a sub TF with Bonita & Barracuda first turn (Dec8th) at Panama City with Brisbane as destination, after a few days went to TF to see how far into journey it was & found it stuck in hex 138,108. I tried resetting it's home port to several other ports & also back to PC & even trying to have it move 1 hex in any direction all to no effect. There is plenty of fuel on board but the fuel required for the destination (any destination I put in) is in red with 9999 as the second # (ie 145/9999).
That sounds like a map bug. I'll check it out.
RE: TF problem with new map area bug
Posted: Tue Apr 05, 2005 12:57 pm
by Andrew Brown
ORIGINAL: jcjordan
CHS with ver3B map loaded - Formed a sub TF with Bonita & Barracuda first turn (Dec8th) at Panama City with Brisbane as destination, after a few days went to TF to see how far into journey it was & found it stuck in hex 138,108. I tried resetting it's home port to several other ports & also back to PC & even trying to have it move 1 hex in any direction all to no effect. There is plenty of fuel on board but the fuel required for the destination (any destination I put in) is in red with 9999 as the second # (ie 145/9999).
I have checked the map and this should not be possible. In my game I cannot send any TFs to hex 138,108 as it is in the middle of a "prohibited" area (all hexes have all hexsides set to "prohibited"). If you have a TF in that hex, and you are using my special CHS map, then the only way I can think it could have happened is if you were somehow using another map data file for a turn or two, allowing the TF to get to the hex. If you then saved the game and loaded it with the special CHS map, then the TF would be stuck. This is also the only way to "free" the TF: Load my "standard" map, load the saved game, move the TF to a hex that is not "prohibited" on my special map, then save the game again, switch back to the special map and load the game again. The only problem with this method of "rescuing" the TF is that during the turns that you use the "standard" map you will not be able to load/unload troops at any of the bases in the Middle East or Panama.
Did you use the map switcher utility to switch the maps at any time? If not, then you can send me the "pwhex.dat" file that you are using, but I don't see how it could be different from my own one.
Has anyone else seen anything like this when using the special CHS map?
RE: TF problem with new map area bug
Posted: Tue Apr 05, 2005 1:14 pm
by Ron Saueracker
Formed a sub TF with Bonita & Barracuda first turn (Dec8th) at Panama City with Brisbane as destination
What did I tell ya would happen if we put these old coffins in? Off to the front lines they go![:)]
RE: TF problem with new map area bug
Posted: Tue Apr 05, 2005 9:43 pm
by jcjordan
Andrew, I loaded ver3 then the special version of it using your utility then started a new CHS game. I patched to the special3b version over the weekend but I think the TF was already where it's at now before I patched to that version. I'm fairly sure I followed your instructions on how to use your utility correctly. I have my turn 1 (DEC 8th, I'm mid DEC now) so I can go back & watch it to see what it shows & I can send both saves to you to see what you might be able to see if need be, just let me know if I need to do that.
Hey Ron I'll use anything at my fingertips as they're all expendable assets, after all they're not real people in them, just bits & bytes in a virtual world [:D]
RE: TF problem with new map area bug
Posted: Wed Apr 06, 2005 7:01 am
by Andrew Brown
ORIGINAL: jcjordan
Andrew, I loaded ver3 then the special version of it using your utility then started a new CHS game. I patched to the special3b version over the weekend but I think the TF was already where it's at now before I patched to that version. I'm fairly sure I followed your instructions on how to use your utility correctly. I have my turn 1 (DEC 8th, I'm mid DEC now) so I can go back & watch it to see what it shows & I can send both saves to you to see what you might be able to see if need be, just let me know if I need to do that.
Yes, if you do have saves, please send them to me and I will have a look.
RE: TF problem with new map area bug
Posted: Wed Apr 06, 2005 9:34 pm
by jcjordan
Ok will do Andrew. I also discovered another possible map error at Darwin. In my games I have the 2 Independent Coy's moving from Darwin to Wyndam & Derby but they have stayed in the Darwin hex & are 255 miles into moving [&:] so look at that as well. I don't have my laptop with me tonight at work but will take a good look at other sites as well. I'll zip the savegames up & get them out soon.