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Post by Fredrik W on Dec 26, 2013 6:31:18 GMT -6
After update to 1.61 i have a very strange bug, in admiral mode when my controled division enter in enemy vision range the leader of the division simple stops, behind him all units are moving but none pass him, is very strange. I add a save where you can see this. Thanks. I am sorry but I cannot replicate this, either from the save or when I run the scenario from start.
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Post by kasuga on Dec 27, 2013 5:10:53 GMT -6
Thanks, i install again the game and the problem disapear... i dont know WTF was this bug hehehe.
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Post by fredsanford on Dec 28, 2013 5:00:52 GMT -6
Does it "cost" you points if you take Dalny as the Japanese? I had +60k points (differential) at the start of my June 1 turn. During the turn, I sank 4 Russian DD's, and accomplished an 8k point TR mission. The Russians gained 1k points for one mission, and lost 5k points on another. But when I got to the June 15 turn (2 week turns), I was at -35k points. Nothing blew up at anchor or anything like that, the only message out of the ordinary was the "Dalny has fallen" message. What happened?
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Post by Fredrik W on Dec 28, 2013 5:14:42 GMT -6
No, the Dalny event does not cost any VPs. No Idea what could have caused this, all VP changes should be specified in the scenario report.
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Post by fredsanford on Dec 28, 2013 5:48:24 GMT -6
No, the Dalny event does not cost any VPs. No Idea what could have caused this, all VP changes should be specified in the scenario report. The VP report showed I netted ~16k points in the turn. Here's a zip file with the two campaign turns, and the end of scenario autosave (sac and sca). Maybe VP oddities are a factor in skewing the Russian campaign (haven't tried the Russian side yet)? Attachment Deleted
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Post by gornik on Jan 3, 2014 8:05:57 GMT -6
Couple of bugs spotted: I mentioned this in another thread, but casually: Japanese ships, patrolling small area, steam on 10 knots, which looks historically accurate, but they don't increase speed no matter what happens, so they are sitting ducks for heavy Russian ships. Ironically, sometimes they are fastest Japanese CL's and CA's (Yoshino, Iwate). Here is the save I've experimented with: Attachment DeletedAttachment DeletedFlotilla attack button seems useless now, as DDs don't try to attack enemy ships even if they are IMO in best position (B's without visible support in column athwart 2-3 miles away at dawn) Anglo-French Atlantic generator: Large fleets sometimes start in gunfire range of each other. Interesting feature, but looks like bug In 1905 messages appeared "Cannot find file ...\designs\Gloire.sdf", "Cannot create ship Gloire Filename ...\designs\Gloire.sdf" Problems with divisions and detached ships: In one battle, 3 my DD's were sunk while trying to rebase to Vladivostok. 4th one was detached before due to machinery damage. She was still able to reach destination, and she did it! But after mission end, she teleported back to other damaged division members in P-A. Sorry,no save. DD division tried to engage Togo in night, but flagship received heavy damage. Flag was removed to another DD, and damaged ship was detached. But suddenly she became flagship again, and rest of division stayed out of control until she reached the port. Save is here: Attachment DeletedNot bugs, just annoying: Destroyers, supporting big ships, start series of wild unnecessary manoeuvres on full speed in battle, and soon stay out of fuel, so they need manual control, if fleet try to rebase to Vladivostok. Battleship divisions in "core" formation tend to perform manoeuvres independently, especially if enemy try to move closer, and break line too easily. Often they turn back and then can't overtake their place in battle line for hours or even cut off by superior enemy force.
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Post by Fredrik W on Jan 3, 2014 8:53:43 GMT -6
Thanks for the feedback!
We are currently testing a new update that will address some of the issues you raise and some suggestions you mentioned earlier:
Changes: * Progress in land campaign now connected to difficulty level. * Improved AI deployment of patrols. * Now possible for the player to assign divisions to patrol at the start of a scenario. (On the popup menu for divisions, select set patrol and then click on the patrol location on the map. You will have to activate the desired ships in the division too.) * Player controlled divisions on patrol will now not want to enter port. * Reduced repair time for ships with only superficial damage. * Added function to activate ships in repair with less than 3 weeks repair time. Such ships will start with some damage. * Improved AI handling of blockship missions. * It is now not possible to assign invalid roles to divisions in campaign planning. * Points for merchants afloat now increased with longer turn lengths (this will put a lot more pressure on the Russian player when playing campaigns with longer turn lengths). * Shortened scenario length somewhat for campaign scenarios with longer turn lengths. * Distance from base where there is a risk of additional losses at the end of a campaign scenario has been made dependent on the base. For Port Arthur and Dalny, ships need to have actually entered the base to avoid a risk of additional losses. * Made the AI less likely to break off an engagement when low on ammo if it is plainly winning. * Ship side flags are now the nation flag. * Bases represented by flags on map.
Scenarios: * Corrected starting positions in the Chemulpo scenario. * Corrected the German American War scenario so it is now possible for the German transports to reach the objective.
Bug fixes: * Fixed a bug with patrols sometimes going to 10 knots even when in combat. * Fixed a bug that caused the AI to abort Blockship missions. * Fixed erroneous picture for B Poltava and a spelling error for B Petropavlovsk. * Fixed picture faults for B Tsesarevich and B Retvizan. * Fixed picture fault for Tokiwa class. * Fixed a bug with land color change not taking effect in the scenario selection screen and the campaign planning screen. * Eliminated flicker effect for sighted friendly AI controlled ships.
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Post by randomizer on Jan 3, 2014 9:35:21 GMT -6
It's not really a bug and definitely not an intentional feature, more a function of the way random battles are generated. Start points are generally placed 40-50 NM apart, much further and the program may determine that no battle is possible and immediately terminate the action with a "Time-Out" error message. Closer start points may even see forces intermingled, not a particularly desirable situation. This is because there is a randomization built into the actual deployments relative to the start points defined in the *.qbf file that serve to increase the variety of the generated battles and sometimes, particularly with large scenarios in reasonable visibility, you will see the forces deploy within gunfire range. Some start points may be more prone to this happening than others, determining if this is the case may take a bit of time. As for the missing Gloire, you're correct, the design was inadvertently omitted from the released version. Attachment DeletedDrop the contents into the ...\Designs folder, she should have been one of the stock *.sdf files but I apparently failed to include her with the final OOB. Sorry. I'm not sure that at least some of the other effects that you're seeing, the behaviour of individual ships or divisions under fire for example, are really "bugs". They may just be the result of the random individual variations built into the AI divisions and captains. In no accounts of any battles of the era do we see anything resembling nice orderly formations and ballroom manoeuvre's, rather virtually every instance seems to have been rather chaotic, perhaps a bit less so for the Japanese but then Togo's torpedo craft at Yellow Sea took themselves virtually out of the fight and were never able to deliver effective attacks even after dark and against an enemy fleet routing in disorder. Sounds like you're seeing something similar at times. When ships physically transfer, they retain their initial command until they are reassigned. Therefore, a division that reached Vladivostok will still appear under the 1st Pacific Squadron OOB tree rather than the Vladivostok Squadron OOB tree and needs to be reassigned to the latter Force. Check the Base tab to see where the division is located; during testing I missed this and reported teleporting ships in error. Next time you transfer between bases, please save ASP after the forces reach Vladivostok so that if there is a teleportation error we have a shot at reproducing it. Please keep the feedback coming. Thanks.
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Post by randomizer on Jan 3, 2014 11:56:58 GMT -6
Update information:
Please place the contents of the Gloire.zip quick fix file above into the Custom Files folder instead of the Designs folder. If the Gloire.sdf file is already living in your Designs folder, please move (not copy) the file into the Custom Files folder.
This will ensure that when the next update is issued, your game files will all update correctly. Apologies for the inconvenience and Thank You for your patience and support.
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Post by gornik on Jan 3, 2014 12:45:21 GMT -6
Sounds great! List of improvements looks impressive! I know this, the problem was in other. Here are the saves of situation which looks similar to what I wrote in previous post: DD Serditi detached from division approaches Vladivostok... Attachment DeletedAttachment DeletedBut after mission she is in Port-Artur with rest of her 1/2 destroyer flotilla. Attachment DeletedMaybe you are right, I'll try to experiment with their behaviour more. Anyway, in my subjective opinion, DD's manoeuvre too fussy when abandoned small merchant is sinking nearby. Thanks for support!
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Post by randomizer on Jan 3, 2014 12:54:02 GMT -6
Will look at your saves, thanks.
Am not making light of your reported issues with the AI in action as I have had similar experiences. However, for the most part these do not seem to be universal and the randomization built into the behaviour of your AI controlled subordinates may be responsible for much of what you're seeing. Please keep the reports and saves coming so that if there is something global there FW has a shot at squashing it.
Edit: OK, successfully recreated the error and DD Serditi does teleport back to her division in Port Arthur damaged (in the test run she ran aground entering Vladivostok). Thanks for the report and the saves.
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Post by gornik on Jan 4, 2014 8:15:40 GMT -6
After experiments I start to think that most manoeuvres I've reported before were caused by lack of crew training and command delays, which is historically accurate. But some big ships yawings are too drastic for it, for example: Attachment Deleted (Have save, if needed) As for DD's, they are torn in two between supporting big ships and surviving themselves, and thus zigzagging. Problem is, that merchants for them are same enemies as warships, so their manoeuvres are the same too, like here: Attachment Deleted (BTW, strange, that scuttling merchant, abandoned by crew, may stay "unidentified ship" for some time). Now start Japanese campaign, and Russian AI seems nearly perfect! Laid minefield nearly in sight of my cruisers and then carefully enticed them on it!
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Post by gornik on Jan 4, 2014 11:57:51 GMT -6
One more question - I can't find Chiyoda and "Japanese Auroras" Niitaka-class cruisers in campaign. Should they appear there?
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Post by randomizer on Jan 4, 2014 12:43:17 GMT -6
One more question - I can't find Chiyoda and "Japanese Auroras" Niitaka-class cruisers in campaign. Should they appear there? Thanks.
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Post by fredsanford on Jan 4, 2014 13:28:43 GMT -6
The ports of Dalny and PA don't seem to change hands correctly. I took Dalny several turns ago and it's still listed as an enemy base, with ships even stationed there. Indeed, I've observed Russian ships fleeing under fire into the port and escaping. I took PA last turn, and the Russians scuttled their ships under repair. But, this turn a single Russian DD sortied from there, and the end of scenario shows the Russian shore batteries and other facilities still there. Also, when I reloaded the campaign the turn after taking PA, I got "cannot find [ship] in repair list" popups for all of the scuttled ships.
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