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PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 12:20 am
by Szilard
A complicated one: in PO vs PO play, the Elmer does different things for P1 air units, than it does for P2. Specifically, ship (and airfield?) bombardments. P1-Elmer seems to act pretty much as it would in a Elmer vs human situation, making some bombardments; but P2-Elmer seems to bombard only very, very rarely.
(Doesn't seem to matter whether Air Assistant is on or off.)
Apart from anything else, makes it hard to do a good Elmer vs Elmer scenario test in some situations.
RE: PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 12:32 am
by JAMiAM
Which scenarios and circumstances are you seeing this problem? Do you have any saved games that we can look at?
RE: PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 4:55 am
by Szilard
[Edited with a more convenient test file.]
Check the attached scenarios. I've taken the old Normandy 44 scenario, added a German fleet unit as a target and upped theater recon for everybody to 100%. One file has the Allies as the first player, the other has the Germans.
In PO vs PO play, with Allies first, airpower sinks the fleet, as you'd expect. With the Germans going first, the fleet doesn't get attacked (based on a few runs of the first several turns).
In human vs Allied PO play, the fleet gets sunk, no matter whether Allies are first or second.
Also illustrates the variable initiative thing: presumably you'd expect initiative to switch to the Allies fairly quickly in this scenario, but in PO vs PO play (and, I think, human vs PO but haven't tested that as much), it seems to stay with the Germans if they are first player.
RE: PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 6:36 am
by JAMiAM
I ran through that scenario up until around turn 9, and I did not see the German air units do a damned thing, even as P1 in a POvPO game. They stayed at rest, and never moved from their airbases. I suspect that you have some problems with the orders you've given to them, when you have events bring them out of garrison mode. However, I don't really feel like searching through the 569 events in your event structure to try to find out where the problem lies.
Is there a reason that you have the theater recon set to 100% for both sides?
On a completely related side note, now I see why you were complaining about the urban ruin message in the other thread. You've got like 30-40% of the hexes in the active portion of the front being unnamed urban hexes. IMO, this is overdone. You should probably stick with cropland for the smaller farmland villages.
Another thing you might want to reconsider is the use of the Guerrilla icon for your UK Home Guard units. Guerrilla icons give special abilities. You should use the BDR icon, or the Irregular icon for those second string units.
Edit: Oops. My comments were in regard to the originally posted scenario.
RE: PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 6:41 am
by Szilard
ORIGINAL: JAMiAM
I ran through that scenario up until around turn 9, and I did not see the German air units do a damned thing, even as P1 in a POvPO game. They stayed at rest, and never moved from their airbases. I suspect that you have some problems with the orders you've given to them, when you have events bring them out of garrison mode. However, I don't really feel like searching through the 569 events in your event structure to try to find out where the problem lies.
Is there a reason that you have the theater recon set to 100% for both sides?
On a completely related side note, now I see why you were complaining about the urban ruin message in the other thread. You've got like 30-40% of the hexes in the active portion of the front being unnamed urban hexes. IMO, this is overdone. You should probably stick with cropland for the smaller farmland villages.
Another thing you might want to reconsider is the use of the Guerrilla icon for your UK Home Guard units. Guerrilla icons give special abilities. You should use the BDR icon, or the Irregular icon for those second string units.
Edit: Oops. My comments were in regard to the originally posted scenario.
I actually think you have to have the air assistant turned on, for the PO to do anything with air - at least under some circumstances; it all seems a bit flaky. The German air units are being released from garrison just fine, and if you turn on air assistant they work just fine under PO control (as P1).
Yep to the urban hexes - have to clear that up at some point.
The guerilla thing is deliberate, just testing an effect for the moment. Ditto for 00% recon - want to check whether it makes any difference for PO vs PO.
RE: PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 7:06 am
by JAMiAM
You sure know how to pick some annoying test scenarios, don't you?[;)] Normandy is a bfugly scenario, if there ever was one. Especially having to put up with some 500 air interdiction attacks in the German first turn!
The first time I started up your modified scenario, I did so in hotseat. Chose to end the turn for the Germans, suffered through the interdiction attacks, then switched the Allies over to computer control. They attacked and sunk the German naval unit on their first turn.
Then, I started the scenario again with POvPO, and in my first game of the Germans first test had the Allies taking the initiative on turn two, with a flip-flop. The Allies did not attack the German naval unit on either of their first, or second turns, and I soon tired of watching the endless interdiction attacks again.
I'll have to put together a more simplistic test scenario to check and see what might be going on, and have Ralph check the code, since the PO Allies did attack the ship when they started the turn under human control, but not if they started under PO control. Having a more simplistic test case will help in narrowing this down, by allowing faster and less variable testing.
RE: PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 7:11 am
by JAMiAM
ORIGINAL: Szilard
I actually think you have to have the air assistant turned on, for the PO to do anything with air - at least under some circumstances; it all seems a bit flaky. The German air units are being released from garrison just fine, and if you turn on air assistant they work just fine under PO control (as P1).
You may be on to something there. I'll ask Ralph to check the code, to see if that is making any difference.
ORIGINAL: Szilard
The guerilla thing is deliberate, just testing an effect for the moment. Ditto for 00% recon - want to check whether it makes any difference for PO vs PO.
Fair enough. I suspected that might have been the case with the 100% recon, but the guerrilla HG seemed like an oversight, since I've seen a few cases where people have mistakenly used the "G" icon thinking it meant Garrison.
RE: PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 7:37 am
by Szilard
ORIGINAL: JAMiAM
You may be on to something there. I'll ask Ralph to check the code, to see if that is making any difference.
Thanks, J. Strange that you get a flip-flop, and I don't. I tried deleting the toa.cfg file to see if that made any difference; nope. I don't get a flip-flop on any scenarios that I've tested, including Arracourt. Think of anything else I can try, before I do a reinstall?
RE: PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 8:03 am
by JAMiAM
ORIGINAL: Szilard
Thanks, J. Strange that you get a flip-flop, and I don't. I tried deleting the toa.cfg file to see if that made any difference; nope. I don't get a flip-flop on any scenarios that I've tested, including Arracourt. Think of anything else I can try, before I do a reinstall?
I can't think of anything else this time of night other than how good my bed is going to feel, in a few more minutes. Oh...wait! Did you remember to rub your lucky rabbit's foot over the computer while you were installing the first time?[:D]
Good luck with the reinstall, and good night. I'll check back tomorrow...today?[&:][>:]
RE: PO control of air - P1/P2 difference
Posted: Sun Jul 16, 2006 3:05 pm
by ralphtricky
Deleteing the toa.cfg should have cleared everything. You might check the entire disk for toa.cfg, in case it's putting it somewhere steange, and you're referencing the wrong one.