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-   -   Landing Craft port into another dimension. (http://forum.shrapnelgames.com/showthread.php?t=43168)

chuckfourth May 20th, 2009 01:19 AM

Landing Craft port into another dimension.
 
1 Attachment(s)
Hi
Ive reported this once before, its happened to me in three seperate games, and heres a copy of the latest. Amongst other units 6 HQ platoons ported into another dimension. This seems to have happened when all the landing craft were jammed together on the beach. The lost units are visible on the roster but nowhere to be found on the map.
Please send me a private message if you need a password
Best Regards Chuck.

Mobhack May 20th, 2009 05:17 AM

Re: Landing Craft port into another dimension.
 
Quote:

Originally Posted by chuckfourth (Post 691897)
Hi
Ive reported this once before, its happened to me in three seperate games, and heres a copy of the latest. Amongst other units 6 HQ platoons ported into another dimension. This seems to have happened when all the landing craft were jammed together on the beach. The lost units are visible on the roster but nowhere to be found on the map.
Please send me a private message if you need a password
Best Regards Chuck.

- Nothing appears to be missing or marked as off map in that at all. All on map units, are.

- If some units allegedly have problems, then it would be handy to point these out (by LCM B0 etc ID), rather than me having to troll through hundreds of the things trying to find a "teleported" one by sheer chance.

Andy

DRG May 20th, 2009 02:20 PM

Re: Landing Craft port into another dimension.
 
Considering how long you've been complaining about issues with this game one would think you'd have figured out by now how to do it properly. We wrote up a bug reporting procedure for people to follow precisly BECASUE of reports like this

Quote:

Amongst other units 6 HQ platoons ported into another dimension
and

Quote:

The lost units are visible on the roster but nowhere to be found on the map.
So do you think TELLING US what the formation numbers are would be too frigging much to ask Chuck??? :dk:

Don

chuckfourth May 22nd, 2009 07:45 AM

Re: Landing Craft port into another dimension.
 
Hi
All the units that appear as passengers in the roster are the ones in a different time-space continuum, For example the AF series are passengers in the landing craft af3 and af4. You cant do much with these landing craft except dump the passengers in the drink.
I think the craft have become 'glued' under another vessel when a lot are stacked up on the beach.
Best Regards Chuck.

DRG May 22nd, 2009 02:25 PM

Re: Landing Craft port into another dimension.
 
Do you have a copy of the zip of the first turn you sent to your opponent ?

Don

Mobhack May 23rd, 2009 08:38 AM

Re: Landing Craft port into another dimension.
 
Quote:

Originally Posted by chuckfourth (Post 692267)
Hi
All the units that appear as passengers in the roster are the ones in a different time-space continuum, For example the AF series are passengers in the landing craft af3 and af4. You cant do much with these landing craft except dump the passengers in the drink.
I think the craft have become 'glued' under another vessel when a lot are stacked up on the beach.
Best Regards Chuck.

(Thread moved since it has absolutely nothing to do with TO&Es whatsoever. It is a gameplay bug - possbly?)

Those transports have been removed from the map for some reason. what, i have no idea.

- Were they there on your last turn?
- What did you do with them?
- What did your opponent do with them - e.g. arty fire or direct fire?

I'd like your last turn, as the turn where the error has already happened is not a lot of use for debugging.

Andy

DRG May 24th, 2009 10:53 AM

Re: Landing Craft port into another dimension.
 
As well, we'd also like to see the set up turn if it's available and if it was emailed in a ZIP is will be

Don

chuckfourth May 25th, 2009 11:29 PM

Re: Landing Craft port into another dimension.
 
2 Attachment(s)
Luckily my PBEM buddy did have the files you asked for.
Remembering my setup, It may be that the LC have disappeared into the the murky grey twilight zone between reality and game at the edge of the board.
I can tbe sure when they dissapeared but I think at the point of departure onto the beach. they were taking indirect fire and possibly direct.
If you cant fix it with these files ill troll through the rest of the files to find the files previous to the dissapearence.

Mobhack May 26th, 2009 05:36 AM

Re: Landing Craft port into another dimension.
 
Quote:

Originally Posted by chuckfourth (Post 692812)
Luckily my PBEM buddy did have the files you asked for.
Remembering my setup, It may be that the LC have disappeared into the the murky grey twilight zone between reality and game at the edge of the board.
I can tbe sure when they dissapeared but I think at the point of departure onto the beach. they were taking indirect fire and possibly direct.
If you cant fix it with these files ill troll through the rest of the files to find the files previous to the dissapearence.

If you moved them onto the grey edge map hexes, then they get removed from the board. It is called "retreating off the map", and is meant to happen.

Andy

DRG May 26th, 2009 11:59 PM

Re: Landing Craft port into another dimension.
 
Here's what has happened

That map has been edited from map 11 in the custom map folder and map 11 does not show the grey map edges like a normal generated beach assault map does ( this may be because it's an old map that's been around for 9 years and there have been quite a few changes made to the game since then ).

The game is treating that first set of hexes along the top, bottom or "west" as if they were grey "NO GO" hexes and is removing any unit from the game it finds there at the start of the first turn.

DO NOT deploy LC in the top, bottom or "west" row of hexes on that map or they will be removed from play as if they were grey map hexes ( just like they would be in a "normal" beach assault map.) I'll see if there is some way to fix that for the next release.


EDIT: Map now corrected using the CD map editor and will be updated in the next patch

Don

chuckfourth May 27th, 2009 03:56 AM

Re: Landing Craft port into another dimension.
 
Well done Donald
Just in case its of interest while your in the area the other two times this has happened to me they were on a user built map(wake island which I built) and a game generated map.
Best regards Chuck.

Imp May 27th, 2009 07:04 AM

Re: Landing Craft port into another dimension.
 
Quote:

does not show the grey map edges like a normal
On the odd ocasion with both generated & user made modified map some grey hexes may not show or have very little grey, just the odd strip not an entire border. Placing water does seem one that can throw up but unless you are new to the game would have thought it was obvious all border hexes are treated as grey retreat/exit hexes.
Perhaps a note in the game guide for those that dont realise if it does not say already.

DRG May 27th, 2009 08:37 AM

Re: Landing Craft port into another dimension.
 
Quote:

Originally Posted by Imp (Post 693051)
Quote:

does not show the grey map edges like a normal
On the odd ocasion with both generated & user made modified map some grey hexes may not show or have very little grey, just the odd strip not an entire border. Placing water does seem one that can throw up but unless you are new to the game would have thought it was obvious all border hexes are treated as grey retreat/exit hexes.
Perhaps a note in the game guide for those that dont realise if it does not say already.



I've made a note to add that to the GG. Now all we have to do is get people to READ IT :D. Long experience has taught me that saying ....."thought it was obvious " is a guarantee that it will not be obvious to everybody.

Also, the celebration for fixing the map was short lived. I discovered this morning that although the grey map edges appeared to be fixed late last night I discovered this morning that ANY editing on the map causes them to disappear again so avoid any edge hex that looks like an edge hex or doesn't look like a normal edge hex. I've got a couple of other tricks I can try to fix this but it's a DOS version 3 map made 14 releases ago and it's great news it works at all.


Don

Imp May 27th, 2009 10:14 AM

Re: Landing Craft port into another dimension.
 
Good luck with that I have noticed the editor does on occasion leave a partial grey hex but has not bothered me. May be caused by using fill tool extensivly at map edge.
One thing I have noticed is rail lines seem to cause problems at times possibly linked to pavement as follows.

If doing city so place rail lines & or pavement first to get general layout area within 2-3 hexes of rail becomes problematic.
Cannot place buildings sometimes trees to in certain hexes.
In some instances clearing the pavement from the hex then allows placement but its hit & miss.
I am not talking multi hex buildings which rail could possibly prevent but single hex buildings.
On a very odd occasion it gets confused & chucks up an invisible slope in an area
Liveable with if annoying at times as have to restructure but I am guessing the code for terrain is interlinked & finding whats going on could be fun & might break something in the generator which is a great tool. All this flexibility you provide the end user carries the price of something else to house a glitch as even a little change seems capable of having unexpected results

chuckfourth June 3rd, 2009 06:49 AM

Re: Landing Craft port into another dimension.
 
Just in case it is of interest and possibly relevant. If you drop paras too close to the map edge and the randomiser puts the drop off the map then that particular drop is relocated to the centre or thereabouts of the map. Embarassing on a large map.
Best Regards Chuck.

DRG June 3rd, 2009 07:44 AM

Re: Landing Craft port into another dimension.
 
It's that or remove them from the game altogether if they are dropped "off map" and we decided to go this route rather than have players who try to cut it too fine left with nothing on map. Para drops were frequently no where near the intended target area. I would suggest if this is a problem for you then modifying your drop zone expectations a bit would be worth considering


Don

chuckfourth June 5th, 2009 07:51 AM

Re: Landing Craft port into another dimension.
 
No problemo
Might be a handy bit of info for the gig guide.


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