Carrier battle lock ups and v 2.0

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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Basement Command
Posts: 62
Joined: Thu Nov 01, 2001 10:00 am
Location: Boise, ID

Carrier battle lock ups and v 2.0

Post by Basement Command »

Just wondering, Has anyone who was experiencing the carrier battle lock-up phenomenon patched up to version 2.0 and if so, have you seen any difference in the bahavior of your system as regards these lock-ups?
The only skills I have the patience to learn are those that have no practical application in real life.
Basement Command
Posts: 62
Joined: Thu Nov 01, 2001 10:00 am
Location: Boise, ID

Post by Basement Command »

OK. I'll try to answer my own question. Yes, I think that Patching to version 2.0 from 1.4 may have fixed my carrier lock-ups. (A few of us have had to deal with these). I also noticed the patch seemed to change the logic of game turn resolution. I have two files that would reliably demonstrate the lock up under 1.4. In each file the Allies (me) were operating a carrier group south of Truck. It would react to an IJN carrier group coming south from Truck by moving north toward Truck. The Allied CTF and area LBA would pound the IJN TF, sinking all 4 Japanese carriers by the end of the first air combat phase resolution. Then an IJN air strike from Truck would hit my carriers. This sequence of events would be repeated every time these files were played. The game would then always lock when the air attacks began. Now I have played both files under 2.0, and they did not lock up. I also never saw the big Truck air strike, so I never saw what was apparently the trigger event for the lock-up. Other combinations of attacks and different combat results occurred when playing these files under 2.0. I also did not sink all the IJN carriers during the first air combat phase. So, with the new patch, I have not yet seen a lockup when running files I previously could count on locking-up. The IJN strike from Truck never occurs. So did I really even have a chance to see the lock up? Does this mean that 4.0 "Fixed" some carrier-combat-lock-up related code? Or does this mean that 4.0 simply caused the turn to resolve in such a way that the lock-up was inadvertently avoided? And is there any significance to the Japanese carriers surviving the first air combat phase? They do get off a fairly punishing strike against the Allied carriers before I do finally sink them. I even tried sending my carriers on a suicide mission to Truck to trigger a large air strike from there. I eventually saw strikes from Truck in both files, but it took several turns and the tactical situation had changed, so is this an apples and oranges comparison in the end? These Truck strikes may have been a bit smaller than the one I was used to seeing under 1.4. In any case, the game never hung. Sounds "fixed" to me, but it was curious that files played on version 1.4 were apples that reliably sank all the Jap carriers and then hung on a big Jap air strike, and those played on 2.0 were oranges that saw some Jap carriers get away, and no big strike from Truck. Maybe the game would still hang if I found myself facing a larger air strike than I now face under 2.0 with the apparently changed game mechanics? Maybe whatever aspect of code under 1.4 that gave my computer indigestion is gone now. I can’t tell. Well I guess all I can do is play on and see what happens.
The only skills I have the patience to learn are those that have no practical application in real life.
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Toro
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Post by Toro »

I was also seeing those lockups in 1.4, but now in 2.0 I'm seeing a new lockup: when I click on a TF (right click or left). Happens fairly often, and is a real pain.
Basement Command
Posts: 62
Joined: Thu Nov 01, 2001 10:00 am
Location: Boise, ID

Post by Basement Command »

Toro, Have your carrier lockups ended with 2.0? I have seen one CTD since loading 2.0. No carrier lock ups. That CDT was at about 4 hours total game time since patching, an hour game time after booting up for the day. I was definitely NOT clicking on task forces at the time. In fact, I was watching the AI without even touching the mouse. The CTD actually seems easier to live with than the lock-ups. I could play past the CDT after rebooting. My save files always hung at the exact same place with a carrier strike lock-up.
The only skills I have the patience to learn are those that have no practical application in real life.
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Toro
Posts: 577
Joined: Tue Apr 09, 2002 6:33 pm
Location: 16 miles southeast of Hell (Michigan, i.e.), US

Post by Toro »

Hi BC,

I haven't seen a lock-up during replay in v2.0. Saw them in v1.4, as you did, and always at the same point.

I've gone back to 1.4 for the time being to play against the AI. Not sure what to do with my PBEM games. Two are going okay, so far, but they're early in the game. I'm seeing the lock-ups during my orders phase after having selected several TFs already. Almost as if memory is leaking or something.
Basement Command
Posts: 62
Joined: Thu Nov 01, 2001 10:00 am
Location: Boise, ID

Post by Basement Command »

I've had numerous CDTs now that I am back playing regularly. (I just could not continue play under 1.4 knowing that any big decisive carrier battles could never be completed). I see no pattern to them. The CDTs seem to come at any time, sometimes when I click on something, sometimes when I am just watching the AI handle things. They can be as numerous as twice a turn and as infrequent as once every 3 or 4 turns, but that's still a lot. I have no lock-ups of any kind now, only CTDs. Nevertheless, the CDTs seem random and irreproducable, while the carrier battle lock-ups were permanent once they were encountered. I'm staying with 2.0 and CDTs that can be played past over 1.4 and the carrier battle lock-ups that always led to a dead-end in game play.
The only skills I have the patience to learn are those that have no practical application in real life.
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