nbell
New Member
Posts: 5
|
Post by nbell on May 29, 2014 22:14:10 GMT -6
Wow, thank you very much! Wasn't expecting a fix for the file. I'll have to do a file compare to see what you did in case it occurs again. Hope Fredrik can nail it - perhaps something odd I did as it apparently is something not previously reported. Great support - as always!
|
|
|
Post by randomizer on May 29, 2014 23:14:20 GMT -6
You're welcome.
Once I determined that the boats were present in turn-69 it just became a matter of copying the entry for each boat from 69.sca to a copy of 70.sca named 70_fixed.sca after determining which Flanders flotilla the boats would call home.
The entry for any ship in a save file looks like this example, which is for A11 in turn-69:
Ship7Name=A11 Ship7Classname=A1 Ship7LL=31530E 512454N Ship7CrewQuality=0 Ship7TrainingLevel=-2 Ship7TimeToRefit=60 Ship7InPlay=1 Ship7Active=0 Ship7Deployed=0 Ship7Used=0 Ship7Training=0 Ship7Reinforcement=5682 Ship7RepairTime=2 Ship7Probability=0 Ship7Fate=XXX Ship7Side=0 Ship7Course=0 Ship7Mines=0 Ship7Mine capacity=6 Ship7PictureName=A1 Ship7UpgradeClassName= Ship7LogCount=1 Ship7LogEntry0=05 August 1915 Sent to dockyard for refit
When you paste the entry into the later *.sca file you need to ensure that the ship number is sequential and unique within its selected division. As I recall A11 became Ship8 so every line needed to be amended accordingly. Errors in punctuation, syntax and or numerical sequences can have unexpected and unpleasant side-effects. Note too that the boats were in the II Flandern Halbflottille II but in turn-70 they were allocated to II Flandern Halbflottille since the former division seems to have been deleted by the game taking the three boats under repair with it.
Anyway, it appears that your campaign is going well so Good Luck and Good Shooting!
|
|
|
Post by fredsanford on Jun 15, 2014 14:30:10 GMT -6
I have some basing weirdness going on...
I started a new German Stronger 1916 campaign as the British, and did some fleet re-org. On turn 1, I assigned 5th BS to the Harwich Force and relocated it to Sheerness. 1/10th DD Div was moved to Sheerness as well in order to provide dedicated escorts to the BB's. To make room for these ships, I moved the Minelayers to Grimsby.
On Turn 3 (playing 2 week turns), 1/10 DD Div relocated itself back to Harwich without orders, but I didn't notice at the time. Did a minelaying mission with Grimsby-based ML Princess Irene, which returned to Grimsby at the completion of the mission. At the scenario end, I got the relocation message popup, saying "ML division is in Grimsby, do you want to relocate it to original port of Sheerness?" It would not clear on clicking 'no', but did clear on 'no to all'. But it shouldn't have come up in the first place.
On Turn 5, ALL of Harwich Force, except the AV's, where located in a now horribly over-capacity Grimsby.
Save file has campaign saves for turns 1, 3, & 5, and the end-of-scenario autosave from turn 3.
Attachment Deleted
|
|
|
Post by randomizer on Jun 16, 2014 11:20:19 GMT -6
Thanks for the saves. Have had something similar happen on very rare occasions (only once actually) using 1-week turns but it failed to repeat when the previous turn was replayed. Alternately, editing the save with the error to restore the correct deployment fixed the issue but does nothing to identify the cause. Sorry for the problem. I could not get the autosave to run but cannot determine why as yet but running Turn-3 did not recreate the problem. Here's your turn fixed to place 5BS and 1/10 DD in Sheerness and the Harwich Force back in Harwich. Attachment Deleted
|
|
|
Post by fredsanford on Jun 16, 2014 12:08:17 GMT -6
Thanks! Time to crush some Germans with my Uber-Harwich Force.
|
|
|
Post by randomizer on Jun 16, 2014 12:17:16 GMT -6
|
|
|
Post by fredsanford on Jun 16, 2014 13:49:29 GMT -6
Well, shoot. Turn 7 and Harwich Force teleported to Grimsby again. Save attached if it's any help in troubleshooting. Attachment Deleted
|
|
|
Post by randomizer on Jun 16, 2014 14:39:56 GMT -6
Wow. Have no idea why this is happening but have sent an email to FW with comments so hopefully he can hunt the problem down and squash it. Here's Turn-7 fixed but I moved the minelayers out of Grimsby in case having those units there at all might be associated with whatever's triggering this mass teleportation of the Channel forces. Attachment DeletedSorry for the problem.
|
|
|
Post by fredsanford on Jun 17, 2014 10:18:40 GMT -6
Thanks. I did pretty much the same thing you did in the fix- went back a turn and moved the Minelayers out of Grimsby to Hartlepool. For good measure, I also transferred them to the BC Fleet. Been ok since. Grimsby's haunted.
Uber-Harwich Force has already crushed 1 SG. Sank 4 BC, 7 CL, 8 DD.
|
|
|
Post by randomizer on Jun 17, 2014 10:21:23 GMT -6
|
|
jsv
New Member
Posts: 1
|
Post by jsv on Jun 20, 2014 0:33:38 GMT -6
Here is another strange situation ... Minelaying Division home base is Reval. I sent division to mission and returned back to Reval. When turn ends game asked me, If I want return Minelaying Division to Helsingfors (why when I started at Reval?). I choiced Not to all ... And here is a result: game created all other groups like xxx II ... Why? I've had a similar issue recently: lone Rurik is doing some merchant-hunting, no other ships are at sea. When Rurik returns to its base at Reval, the game asks me *4 times*, if I want to return it to Helsingfors. I answer No 4 times. Next turn, I get message that Reval base capacity is exceeded. And indeed it is, because the entire 2nd Battleship Brigade is suddenly relocated there. If you want to have a look at it, I have .sca with the battleships at Reval. Unfortunately, I haven't kept the autosave from that turn.
Edit: Ok, it's actually reproducible from an earlier save. Load the attached save file, activate Rurik, start turn. Send Rurik to Reval. After she enters the port, agree to end the scenario. At least on my machine that never fails to end in the behavior described above. Strangely enough, in the attached save Rurik is based at Helsingfors, although I remember rebasing her along with some destroyers to Reval. Probably I've done that after the save was made.
|
|
|
Post by randomizer on Jun 20, 2014 7:54:03 GMT -6
Thanks for the save. FW is looking into this issue but in the meantime I would place the Port of Revel out of bounds since this appears related to whatever might be the teleportation trigger.
Sorry for the problem.
|
|
|
Post by fredsanford on Jun 20, 2014 10:43:53 GMT -6
From what I've seen, the teleportation issue seems to occur when you have a force in multiple ports, and the game attempts to consolidate the entire force into one port.
|
|
|
Post by gornik on Jun 28, 2014 15:45:41 GMT -6
Another couple of spottings: Just tried to emergency activate Hipper's CLs and HSF at the same time but got this message: Attachment DeletedHSF didn't appear on map, though AP were lost, only another empty forces were added. After save/load, however, all works fine. Seem it's a part of relocation bug, as this message often appears when ships relocated to different bases are emergency activated at the same time. In Baltic campaign Memel battery has wrong rotation an can't fire, as well as Brusterort battery. "Superstructure machinery hits" bug is still here and affects not only CLs as i wrote before - Rurik lost half of her speed after some superstructure BE* hits from Bluher, though flotation damage was insufficient. Also, saw CA"Admiral Makarov" with negative flotation: Game decided, that it's heavy damage and detached ship several times "due to heavy flooding" PS: Finally after months of hard working I have time to play this game again!
|
|
|
Post by gornik on Jun 28, 2014 16:20:00 GMT -6
Another couple of spottings: Just tried to emergency activate Hipper's CLs and HSF at the same time but got this message: HSF didn't appear on map, though AP were lost, only another empty forces were added. After save/load, however, all works fine. Seem it's a part of relocation bug, as this message often appears when ships relocated to different bases are emergency activated at the same time. Here is save of situation. If you try to activate ships without any changes, nothing happens, if you change something, APs would lost again, but fleet will appear. Attachment DeletedAttachment Deleted
|
|