New version of Bombur mod is out

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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

Two Tribes, to fix the Sdkfz2501/1 bug, you must go to the SFT Sdkfz251 (SFT#552) and change its reinforcement number back to 552, it was set to 802 by mistake.
bobarossa, I´m absolutely unable to understand how the climate is implemented, I need help. I will contact ernie, he must be able to translate the ATG event code.
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ernieschwitz
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RE: New version of Bombur mod is out

Post by ernieschwitz »

So I was right :)
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RE: New version of Bombur mod is out

Post by Twotribes »

Why would an old sft have a new sfts number?
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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

Designer´s mistake
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RE: New version of Bombur mod is out

Post by bobarossa »

ORIGINAL: Bombur

Two Tribes, to fix the Sdkfz2501/1 bug, you must go to the SFT Sdkfz251 (SFT#552) and change its reinforcement number back to 552, it was set to 802 by mistake.
bobarossa, I´m absolutely unable to understand how the climate is implemented, I need help. I will contact ernie, he must be able to translate the ATG event code.
I have attempted to bring some of my dormant programming brain cells out of hibernation and looked at the weather code.

A quick glance tells me there appear to be two events (3 and 11) that relate to weather. They seem to point to 5 stringlists under the string section of the editor. Four of the strings (#9 thru #12) appear to be used to convert terrain graphics for the different weather zones according to the weather in effect. The events appear to look up these strings for each hex on the map.

There is only one string (#13) that appears to show the normal weather for each month of the year for each weather zone. I don't know how it decides if this should be used because the weather is not always the same. I noticed that this stringlist has only 12 entries, one for each month. I'm guessing that if we want to use 2 turns per month we need to either divide the turn number by 2 before looking it up or create a separate list for 24 turn years. I may give changing it a shot and see if ATG explodes.
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ernieschwitz
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RE: New version of Bombur mod is out

Post by ernieschwitz »

Sounds about right.

At least that is one way to do it :)
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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

It will help, but it still result in some incoordination because one year equals 25,33x15 days. We still have troubles in a long game.
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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

I think another modder has found a fix, who created Four seasons?
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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

It´s not so easy.....
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RE: New version of Bombur mod is out

Post by bobarossa »

Based on a 1.5 year test, it was way easier than it seemed. For some reason, the original designer (Vic?) set up the weather to run on a separate counter than the months. May have been so you could do rounds or months. Anyway, I just added a CheckMonth() call and used it to index the weather table instead of the GameSlot that was used previously. I think my weather is changing a half month off of intended, possibly the date gets updated after the weather update event occurs.

The lines I added are to event 11 and consist of 2 lines inserted after line 17.

18 SETVAR TempVar7 = checkMonth()
19 SETVAR TempVar7 - 1
I then modified the new line 20 to use TempVar7 instead of the GameSlot_Empty(#0). I did the subtraction in Line 19 because the weather table rows start at 0 instead of 1. You should also note that the original newdawn code sets the starting month to May but sets the weather index to 3 into the weather table (4th row; makes weather occur a month later than I would like to see). The only way to fix this is to do gyrations with the month or to rotate everything in the weather table down one row.

Test results: Mud went from Dec 30 to Jan14, snow from Jan 29 to March 15, mud on March 30
next year mud went from Dec 25 to Jan 9, snow from Jan 24 to March 10.

edit: and because I'm using GetMonth(), it shouldn't matter how many days we use in a turn.

Strange coding decision of the week: the randomness in the weather appears to be based on the number of regimes in the game (see line 1 of event 11)
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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

I reached the same conclusion, in the event#11 there is a line that adds one month each round. However, I was unable to find a fix. I will try yours.
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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

It worked well, I´m going to upload v1.31. Thank you a lot.
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RE: New version of Bombur mod is out

Post by bobarossa »

wow you test fast. It took me over an hour to play 1.5 years. Of course I couldn't resist the occasional attack against the approaching Confederates.

edit: and you're welcome. I was glad to be of assistance. Those summer snow storms were annoying.
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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

I didn´t play, I only hit the end turn key[:D] for one and half year.
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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

V131 ready for download in the community site
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Blond_Knight
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RE: New version of Bombur mod is out

Post by Blond_Knight »

When I try to load this scenario I get an error message about it being made with version 225 and Im on version 221s. But thats the latest patch on the Matrixgames ftp site. Is it a steam-only version?

Nevermind, I found it in the Members section.
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Twotribes
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RE: New version of Bombur mod is out

Post by Twotribes »

The T-28E does not appear in april 1940 the T-28 IS blocked but for some reason I do not have the T-28E for build options. I checked the entry it looks good both in Iem and SFT. Not sure why it does not appear.
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Bombur
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RE: New version of Bombur mod is out

Post by Bombur »

It´s the KV-1 m.1939, it blocks the T-28E. I fixed it in v1.32. Actually, there is no sense in building the T-28E, since the KV-1 is already being produced by 1940, the idea is to have it as a cheap upgrade for the T-28. Anyway, I made a mistake. Thank you again.
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Twotribes
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RE: New version of Bombur mod is out

Post by Twotribes »

No problem that's what I did I build KV1's )
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RE: New version of Bombur mod is out

Post by bobarossa »

Bombur, what was the rationale for not allowing airplanes to upgrade for the Germans (not sure about other countries)? Ok, I think the Bf 109E can upgrade but it requires the unit to be at 100XP.
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