Fortifications issues

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Paul59
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Fortifications issues

Post by Paul59 » Fri Mar 17, 2017 9:47 pm

Hi all,

While working on a new scenario I have noticed two odd things;

When you hover the mouse over a fortification square, you normally see this;

Image

"Heavy Fortifications (Hill). Foot Defenders get cover, plus....."

However, the inside corner squares of fortifications show this;

Image

Just "Heavy Fortifications (Hill)." No mention of any defensive benefits. My play testing has confirmed that units occupying those inside corner squares do not get any benefits of the cover either for shooting, assault or melee. I have noticed the same thing in the vanilla Pyeongyang scenario, on the Japanese right flank facing the impassable cliffs, only in that scenario it is not inside corner squares, but regular squares with Heavy walls on the side.

Is this a bug, or is there a way to give these inside corner squares the normal defensive benefits for Heavy Fortifications?

Secondly, this scenario contains a light gun unit sitting in the Fortifications. It is just a regular Japanese light gun unit, I have not modded it in any way, except to change it's name using the Text1.txt. It works normally, except that it never fires in the Residual Fire phase, even though there are plenty of targets! What is going on?


Cheers


Paul

PS; Well done if anyone can identify the battle that I am working on!
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SnuggleBunnies
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Re: Fortifications issues

Post by SnuggleBunnies » Sat Mar 18, 2017 1:56 am

Don't know the battle, but it seems to be during the Shimazu invasion of Okinawa?
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rbodleyscott
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Re: Fortifications issues

Post by rbodleyscott » Sat Mar 18, 2017 7:37 am

I will look into these issues.

Can you post a screenshot of the light artillery position please.
Richard Bodley Scott

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Re: Fortifications issues

Post by rbodleyscott » Sat Mar 18, 2017 8:33 am

On further investigation, the inside corner bug appears to have been introduced when the program obstacle finding system was optimised. It also affects the latest version of Pike & Shot.

It will be corrected for the next patch.

The Pyeongyang thing is working as intended - we had to use special non-blocking versions of the wall objects otherwise the Chinese artillery would not be able to shoot over it. The impassable cliff stops it from being assaulted. So don't use the "Non-Blocking" versions of the fortification objects except where you want enemy to be able to shoot over the walls and physical access is prevented by terrain.
Richard Bodley Scott

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Re: Fortifications issues

Post by rbodleyscott » Sat Mar 18, 2017 9:49 am

Paul,

I will email you the patched script file so you can include it in your scenario pending the patch.
Richard Bodley Scott

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Paul59
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Re: Fortifications issues

Post by Paul59 » Sat Mar 18, 2017 11:04 am

SnuggleBunnies wrote:Don't know the battle, but it seems to be during the Shimazu invasion of Okinawa?
Yes, you are correct. It is the attack on Shuri castle.
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Paul59
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Re: Fortifications issues

Post by Paul59 » Sat Mar 18, 2017 11:48 am

rbodleyscott wrote:I will look into these issues.

Can you post a screenshot of the light artillery position please.
Hi Richard,

Here is a screenshot of the cannons;

Image

They are LIGHT_CANNON_0_SET4, renamed to Ryuku Light cannons, and with a new 3d texture, but I did not change the unit stats at all.

I have just run a quick test of the scenario, purely to check the Residual Shooting phase. It is not just the artillery unit that is affected. In this screenshot here, there are 3 Ryuku bow armed units that could have fired at the Mounted Samurai unit in front of the walls, none of them fired in the Ryuku turn. Only one of the units actually fired in the next Residual Shooting phase. I assume this is something to do with the Heavy Fortifications again, and maybe the one unit that fired was the one in the gate square, which counts as Medium Fortifications. This problem was masked in normal play, because the defending units do make reactive fire back in response to enemy movement/fire during the enemies turn.

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I also moved the cannons out of the castle, and they did fire during the Residual Shooting phase. The Ryukuan infantry also fire during the Residual Shooting phase when outside of the castle.

BTW, is it right that the gate squares count as Medium Fortifications, not Heavy?

Thanks for the new Fortification code that you sent me, to fix the inside corner issue. I have not implemented it yet, is it possible that it might cure the Residual Shooting phase problem too?


Paul
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Re: Fortifications issues

Post by rbodleyscott » Sat Mar 18, 2017 1:33 pm

I think the residual shooting phase "problem" is due to the fact that troops hidden in cover do not residual shoot, and all troops in cover are re-hidden each turn until they move or shoot unless the enemy is within range to see them in cover.

You might have to mod that for this scenario if you want them to residual shoot.

In addition to the files noted above, try adding a copy of StartTurnPreTools.BSF to your campaign in /Data/Battle/Scripts. (You will find it in /Data/scripts in the main build)

Then try commenting out lines 142,143 and 198.

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Gates count as Medium Fortifications because when we counted them as Heavy Fortifications during devlopment they were almost impossible to assault. They are hard enough to assault even as Medium.
Richard Bodley Scott

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Paul59
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Re: Fortifications issues

Post by Paul59 » Sat Mar 18, 2017 1:38 pm

rbodleyscott wrote:I think the residual shooting phase "problem" is due to the fact that troops hidden in cover do not residual shoot, and all troops in cover are re-hidden each turn until they move or shoot unless the enemy is within range to see them in cover.

You might have to mod that for this scenario if you want them to residual shoot.

In addition to the files noted above, try adding a copy of StartTurnPreTools.BSF to your campaign in /Data/Battle/Scripts. (You will find it in /Data/scripts in the main build)

Then try commenting out lines 142,143 and 198.

--------------------

Gates count as Medium Fortifications because when we counted them as Heavy Fortifications during devlopment they were almost impossible to assault.
Hi Richard,

Thanks for explaining all that.
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Re: Fortifications issues

Post by jomni » Thu Mar 29, 2018 1:24 am

Painting the main building red is a nice touch.

Paul59
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Re: Fortifications issues

Post by Paul59 » Fri Mar 30, 2018 6:08 pm

jomni wrote:Painting the main building red is a nice touch.
Thanks jomni,

These are only temporary texture edits by myself, I am waiting on some custom buildings from another modder before I release the scenario.

cheers

Paul
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Pixel
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Re: Fortifications issues

Post by Pixel » Sat Mar 31, 2018 12:14 am

Nice looking screenshots there Paul59. Can't wait to try the Shuri Castle scenario out!
Image Image

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Re: Fortifications issues

Post by Pixel » Sat Nov 17, 2018 5:52 pm

Paul59 just curious are you still working on this one?
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Paul59
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Re: Fortifications issues

Post by Paul59 » Sun Nov 18, 2018 10:32 am

Pixel wrote:
Sat Nov 17, 2018 5:52 pm
Paul59 just curious are you still working on this one?
Well I have completed the scenario, but I am still waiting on the special buildings from another modder.

Coincidentally, my son reminded me about the scenario yesterday, I had completely forgotten about it as I am so involved in FOG II these days. I will PM the other guy to see what is going on. I have no problem to release the scenario with the standard buildings.

cheers
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