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Post by Fredrik W on Oct 29, 2013 13:08:18 GMT -6
One non-urgent requests for a future version is an end of Campaign summary. Currently you get a simple message saying you have satisfied the victory conditions and can then view both sides, but there is no summary table telling you how many ships you have lost how many you have sunk etc. Just a list. A table like the end of scenario one would be good. Thanks for the suggestion! I'll see what can be done.
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Post by jaycee on Oct 30, 2013 13:55:25 GMT -6
No I didn't edit it at all, it has happened twice. Just completed another go at it and all was fine until the cruiser Helgoland, under enemy AI, got itself trapped on an 'L' shaped coastline allowing me to use it as target practice. But my Pre-Dreadnought and two Light Cruisers were unable to finish it off when the time limit expired!!. Darn!.
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Post by jaycee on Oct 30, 2013 14:28:08 GMT -6
This is the Adriatic BG? Any chance that you can provide the setup parameters that you used? I can try to recreate the situation to see what's happening. Thanks. I used Pick Force, Year 1915, Balanced forces, Good weather - from memory. Here's a screenshot of another random battle. All ships running out of fuel and limited to 5kts max. This is how it started. Attachment Deleted
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Post by randomizer on Oct 30, 2013 21:57:57 GMT -6
This is the Adriatic BG? Any chance that you can provide the setup parameters that you used? I can try to recreate the situation to see what's happening. Thanks. I used Pick Force, Year 1915, Balanced forces, Good weather - from memory. Here's a screenshot of another random battle. All ships running out of fuel and limited to 5kts max. This is how it started. Disclaimer: For testing this I used a stock SAI 1.6 installation that is identical to the customer downloaded version without any add on files or scenarios. Having spent several hours on this and after running through seven generated battles I cannot recreate what you're experiencing. Three tries with the suggested set up and all ran to their 360-turn conclusion with no fuel shortage, premature termination or any other significant issues. Obviously you are having problems that are proving difficult to reproduce. This is no help but I'm at a total loss on where to go from here. The zero fuel error is typically a function of incorrectly adding ships using the editor not the battle generator and the timing out error has happened when the forces spawn too far away from each other for an action to occur. However, examining the stock Adriatic.qbf and plotting the start point for both sides indicates that the latter error should not be happening. So I cannot trouble shoot your problem or offer any suggestions for a fix, sorry.
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Post by lecrop on Oct 31, 2013 3:25:19 GMT -6
Testing scenario 19 August 1916 - Blind Man's BuffThen scenario loads, but no land present. SaI 1.60 updated, with no errors in others scens.
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Post by randomizer on Oct 31, 2013 6:40:31 GMT -6
Testing scenario 19 August 1916 - Blind Man's BuffThen scenario loads, but no land present. SaI 1.60 updated, with no errors in others scens. For custom scenarios you need to ensure that the World2.LYR and NEuropeShallow.LYR files are copied into the main Steam and Iron directory. They may be found in the ...\Scenarios folder. Sorry for the inconvenience and thanks for trying the scenario.
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Post by lecrop on Oct 31, 2013 10:06:21 GMT -6
All right now, thank you randomizer.
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Ulmo
New Member
Posts: 19
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Post by Ulmo on Oct 31, 2013 17:11:06 GMT -6
Experimenting with the behavior of ships found duplicated destroyer. After save/load can change the weather. Game save: Sca & Sac
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Post by randomizer on Nov 1, 2013 10:54:40 GMT -6
Thank you for the screenshot and the saved game; this duplicate ship error has been reported before. Finding the root cause is proving difficult and it is not an error that I have ever experienced during all the SAI testing that I have done.
Edit: Can you please try 1-week turns and see if the problem appears?
Thanks
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Ulmo
New Member
Posts: 19
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Post by Ulmo on Nov 1, 2013 17:06:20 GMT -6
Can you please try 1-week turns and see if the problem appears? In the current company?
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Post by randomizer on Nov 2, 2013 7:30:10 GMT -6
You may alter the turn length at any time after starting a campaign.
I ran your turn out and looked at the saved files for the next turn and the cloned ships did not appear in the German Order of Battle. Since it seems as if the duplicating ships error does not appear to carry over to the start of the next campaign turn, if you switch to one-week turns and the error does not re-occur, this may provide FW with new data as to possible cause.
I have just started trying two and four-week turns in an ongoing Baltic campaign but have not yet seen any duplicating ships appear so far.
Thanks
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Post by vonfriedman on Nov 17, 2013 3:22:33 GMT -6
I intend to create a scenario to simulate some naval operations in the Adriatic in the summer of 1915. The Italians occupied the small island of Pelagosa in July. They fortified it, repelling an attempted Austrian landing, but in August the garrison was withdrawn after undergoing a heavier naval bombardment. On some occasions a naval clash would be possible, but that did not happen. However, I noticed that the small island of Pelagosa (42 ° 22'49 "N 16 ° 20'23" E) does not appear on the map. Any suggestion will be appreciated.
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Post by Fredrik W on Nov 17, 2013 4:18:44 GMT -6
Not all small islands are included, as the number of land features affect performance. I suggest that you just add a bombardment target at the location in your scenario. The island will anyway be so small that its presence will not affect movement.
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Post by vonfriedman on Nov 18, 2013 8:39:35 GMT -6
Would it be possible to place a Land Target also there?
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Post by Fredrik W on Nov 18, 2013 12:48:34 GMT -6
Sure, land targets can be placed anywhere, even in the middle of the ocean. Compare for example the popular and now I guess immortalized Bogskär Lighthouse in the Baltic Campaign.
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