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  #1  
Old April 19th, 2012, 03:01 AM
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Mobhack Mobhack is offline
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Default Re: Change In Visibility

Looked at the save game.

As with most end-user saves it is post-event, so it is rather useless for debugging. Debugging wants a save prior to the event and a precise method of obtaining the post event result. In other words - it has to be repeatable.

My prior comments stand, though looking at this map it is probably micro-smoke that has built up in an intervening hex.

And this is backed up by pressing the end turn button - when the unit came under mortar bombardment. Artillery fire is a very common way of providing micro smoke into an area!. The unit post that, could see even less along that sight-line.

Assuming that it had been shelled prior to the save - not mentioned in the original post - that is the probable cause.

Micro smoke is only noticeable by noting unit changed LOS (otherwise maps would be more choc a bloc with smoke puffs) and usually disappears in the next admin phase - enemy or friendly. It is a feature of the game since the original SP series that micro smoke is not reported in any special manner. It typically only affects "edge" hexes of a LOS fan - like your situation, looking down a stream line in woods. It's usually of more importance as map visibility reduces and so LOS penetration into cover is reduced.

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  #2  
Old April 19th, 2012, 01:39 PM

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Default Re: Change In Visibility

Quote:
Originally Posted by Mobhack View Post
Looked at the save game.

As with most end-user saves it is post-event, so it is rather useless for debugging. Debugging wants a save prior to the event and a precise method of obtaining the post event result. In other words - it has to be repeatable.
Unless you could foretell when a problem will occur to get a before save, one would have to do a save prior to every action. I understand problem, I was in software development for a long time.

But thanks for the info about micro smoke. Was the micro smoke code added about v3.5? That's when I first started noticing the phenomenon.
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  #3  
Old April 19th, 2012, 05:27 PM
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Default Re: Change In Visibility

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Originally Posted by Warmonger View Post
Quote:
Originally Posted by Mobhack View Post
Looked at the save game.

As with most end-user saves it is post-event, so it is rather useless for debugging. Debugging wants a save prior to the event and a precise method of obtaining the post event result. In other words - it has to be repeatable.
Unless you could foretell when a problem will occur to get a before save, one would have to do a save prior to every action. I understand problem, I was in software development for a long time.

But thanks for the info about micro smoke. Was the micro smoke code added about v3.5? That's when I first started noticing the phenomenon.
The game auto saves to the first slot each turn unless you are playing PBEM in which case you probably have the previous turns saves.

On micro smoke its always been present try reading his answer it stated something along the lines of "been present since the first SP series"
Given the right conditions even small arms fire will adjust visibility due to it if you keep banging away.

On your question about taking cover quessing but seems pretty obvious.
Reasons the to hit chance doesnt change.
The unit failed to find cover or think of it as the firing unit was better than it & managed to maintain a lock on them. Finding cover normaly breaks the lock meaning the target has to be reaquired.

Try thinking of what the games trying to simulate & you will probably answer these questions yourself
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Old April 19th, 2012, 05:39 PM
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Default Re: Change In Visibility

Alot times when a unit trys to take cover,,it fails which may mean too many other eyes on it besides the firing unit.
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Old April 20th, 2012, 03:15 PM

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Default Re: Change In Visibility

Here's another instance. In this case the save file is the auto-save (I can be trained).

The situation is this: unit in hex 50,26 fired at unit in hex 57,25, then it received fire from multiple units. At the start of round 2 hex 57,25 wasn't visible.

Also see post below, it may be related.
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File Type: zip SPWW2 Vis.zip (137.0 KB, 171 views)
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  #6  
Old April 20th, 2012, 03:22 PM

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Default Re: Change In Visibility

See attached save file.

A Unit View for the unit in hex 49,24 shows an intermittent pattern of hexes (every third hex) to the SE. All visible hexes there are level 0, clear. The hexes around the visible hexes are also level 0, clear. So why aren't they visible as well? There was no action in that part of the map so there shouldn't be any micro-smoke affecting visibility.
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File Type: zip SPWW2 Vis2.zip (146.2 KB, 133 views)
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  #7  
Old April 20th, 2012, 06:24 PM
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Default Re: Change In Visibility

I downloaded the 2nd one first as I thought the answer to the first would be obvious, it received multiple fires & hence had dust created around it but here is what I see.

Case 1
Err okay the hex it was on & the hex it routed to are woods with high grass.
Guess what pretty hard to see through in real life I would say the slightest instance of dust would effect as in block any view through them. Though its hard to see what you are on about as in the save & replay I cant the unit supposedly fired at in hex 57,25.

Case 2
Wow your taking the piss right?
The trees in hexes 50,24 & 50, 25 allow sight through them.
Looking through both however blocks vision through them, lots of trees now.
So all the unit can see where you are talking about is whats visible through the 50, 25 hex.
Take a ruler or a piece of string stick it on your monitor running from the hex centre & viola you can see the hex centres shown.

Sure you said did programing & debugging so you have got to know there is nothing as annoying as getting bad reporting or the person having no idea about the mechanics of the program.
At the risk of getting banned stop wasting everybodys time, several hours so far & go learn how to play the game before trying to take it apart. I mean come on how basic was the LOS in the second example thats basic LOS mechanics. Made me think you either really havent grasped the basics of this game or you are just flaming.
So please learn the game & let the designers get on with just that they are good at it instead of wasting their time looking at stuff that works just fine.
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  #8  
Old May 29th, 2012, 09:32 PM

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Default Re: Change In Visibility

Hmmm. In my limited experience, there've been a number of times LOS/LOF didn't correspond to the terrain. The most egregious example occurred when a railway embankment at higher elevation intervened between units at lower elevation, yet they were still able to direct fire on each other. Funny thing was, when I moved my unit onto the embankment (getting a little closer to gain advantage from the enemy's suppression), the LOS no longer existed! This situation may have been fixed with the v5.0 patch; unfortunately, I can't remember the scenario to check it out.
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  #9  
Old May 30th, 2012, 11:03 AM

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Default Re: Change In Visibility

We can add another anomaly to the list. Blockhouses and pillboxes don't block LOS despite being substantial structures (at least according to the photos included in the game). Perhaps it's because they're considered to be units.
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