version 4.0 problems

PSP/DS/PC/MAC : WWII turn based grand strategy game

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jmtejada
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version 4.0 problems

Post by jmtejada » Fri Jan 20, 2017 8:39 pm

I have found a few errors.

The following is from a conversation with an opponent:

The Kharkov folly! To show you about this I moved all other units: The motorized unit will go everywhere except into the city. I try other units from other angles going through rivers and woods and they all got the full 5 hexes movement, except this one.
the kharkov folly.jpg
the kharkov folly.jpg (42.2 KiB) Viewed 3347 times
In 114,64 the Axis unit goes through the "go to Red sea" hex. I try to defend my transport by positioning a unit there and voila! send to the Red sea, twice, from a "sea" hex!

In Brest the Allied convoy got into port and was destroyed.

You can´t move a sub to the coast of the USA. One hex of sea out of land doesn´t let subs into.
v4.0.jpg
v4.0.jpg (38.21 KiB) Viewed 3347 times

Kirkut went from 5 supply to 1 when I occupied it. All other Egypt and Irak depots or towns are at 3 supply for the Axis.

Irlandos
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Re: version 4.0 problems

Post by Irlandos » Fri Jan 20, 2017 9:43 pm

The allied convoy stupidly going into German-occupied Brest and getting destroyed also happened to me - only once - in version 3.10 so it's not a new problem.
There exists a slight spelling issue: When purchasing units, the screen has Armour and Motorised spelled in the British manner but not so MechaniZed!

pk867
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Re: version 4.0 problems

Post by pk867 » Sat Jan 21, 2017 12:53 am

In 4.00 the rules changed so that while major powers are neutral, protagonists can not enter coastal hexes. So that gamey play camping out spawning areas
at least let the convoys move sometimes. The same goes for Allies entering Italian coastal hexes.

pk867
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Re: version 4.0 problems

Post by pk867 » Sat Jan 21, 2017 1:02 am

Player's aid - http://www.slitherine.com/forum/viewtop ... 18&t=75537

The forest hex adjacent to the motorised unit has a movement cost of 1 plus penalty of 1 for all vehicles.

The chance of movement into Brest should greatly reduced , because of convoy movement increased by 2 in v4.00.

Not saying it won't happen, but not as frequent as 3.1

jmtejada
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Re: version 4.0 problems

Post by jmtejada » Sat Jan 21, 2017 5:45 pm

[quote="pk867"]Player's aid - http://www.slitherine.com/forum/viewtop ... 18&t=75537
The forest hex adjacent to the motorised unit has a movement cost of 1 plus penalty of 1 for all vehicles.

Thanks pk867 for your reply.

Regarding the forest movement cost, this is not consistent.

Using the same unit if you notice only Kharkov is out of reach and going through the forest hex towards any adjacent hexes to the city the penalty doesn´t apply.

Checking with units of different types the penalty applies sometimes and not always.

A clarification would be nice, and necessary.

jmtejada
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Re: version 4.0 problems

Post by jmtejada » Sat Jan 21, 2017 5:49 pm

Regarding hex 114,64, any correction?

From an earlier email "In 114,64 the Axis unit goes through the "go to Red sea" hex."

jmtejada
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Re: version 4.0 problems

Post by jmtejada » Sat Jan 21, 2017 5:49 pm

Thank you for the other clarifications.

timrt
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Re: version 4.0 problems

Post by timrt » Sun Jan 22, 2017 7:15 am

Help please. Loaded the new version & tried it. However The War Map wont load and so I cant declare war on Poland as Axis. Have I missed something to delete & recompile perhaps?

Peter Stauffenberg
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Re: version 4.0 problems

Post by Peter Stauffenberg » Sun Jan 22, 2017 10:14 am

jmtejada wrote:Regarding the forest movement cost, this is not consistent.
That is not correct. The game will try any path to the destination hex and not going in a straight line. So you can reach the 5 hex edge from your example without having to go through the forest hexes except Kharkov. This is because there is no 5 hex movement path from the motorised unit to Kharkov without going through the forest. Thus you can't reach the city.

We've played GS v4.00 for quite a lot of time and if there had been movement issues then it would have been spotted very early. It's quite fundamental for the game. There might be game mechanisms the players don't know about that could cause situations they can't explain. The ZOC rules are quite special and can sometimes be confusing. One reason is that hexes with ZOC from 2 or more enemy units are treated differently than other hexes.

Irlandos
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Re: version 4.0 problems

Post by Irlandos » Sun Jan 22, 2017 3:45 pm

I think I've found a bug:
I tried to attack a German sub with an aircraft carrier, in the Irish Sea, and was unable to do so.
In the same game, I was later able to attack an Italian sub, in the Mediterranean, with an aircraft carrier that had not been upgraded to any higher level than the one in the Irish Sea.

pk867
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Re: version 4.0 problems

Post by pk867 » Sun Jan 22, 2017 4:52 pm

Need more info to try and help.
Did the CV move before trying to attack? Is the CV in a port?
CV's in port have a range of 1. They must be at SEA to use the full attack range. Also there intercept range is 1/3 their attack range.
CV's can do a search at the end of their move, and if the hidden sub is found will attack. for CV's to attack subs they can not move that turn.

Irlandos
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Re: version 4.0 problems

Post by Irlandos » Sun Jan 22, 2017 5:43 pm

OK.
The carrier was in port, the sub was 2 hexes away.
Under 3.1 I could attack it. Are you telling me that has changed?

Irlandos
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Re: version 4.0 problems

Post by Irlandos » Sun Jan 22, 2017 6:12 pm

I also see in version 4 you have moved Belfast harbour quite a bit south, below Newry and Warrenpoint, which didn't help!

pk867
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Re: version 4.0 problems

Post by pk867 » Sun Jan 22, 2017 6:40 pm

Yes it was changed in 4.00 that CV's in port have an attack range of 1.

The sub being two hexes away it was out of range.

jmtejada
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Re: version 4.0 problems

Post by jmtejada » Mon Jan 23, 2017 6:56 pm

To Sttaufenberg thank you for clarifying the Kharkov/movement issue for me. Is clear now.

Next issue: hex 114,64

In 114,64, a sea hex, the Axis unit enters the transport loop "go to Red sea" hex. But the "to Red Sea" hex is 115,63. What is the solution to this problem.


Next issue: The supply of Axis units in Irak.

The Mosul-oil hex-Kirkut area got cut off from and the supply got to 1.

How does supply works there: The oil hexes doesn´t provide Cities supply, or is it because they Axis forces got cut off from the rest of the Axis occupied territory, or something else?

Thank you for the clarification.

pk867
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Re: version 4.0 problems

Post by pk867 » Mon Jan 23, 2017 11:11 pm

Does this help? I really do not understand the problem. This has been added to the player's aid.
So we are able to see up to 6 units moving through the loop.

loops-004.png
loops-004.png (89.55 KiB) Viewed 3226 times

As for the supply, Oil, Mine, Rail Depot, will provide level one supply if there are no other supply sources.

jmtejada
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Re: version 4.0 problems

Post by jmtejada » Tue Jan 24, 2017 9:23 pm

The transportation loop is clearly defined in hex 115.63.
But the hex 114.64, not the transportation loop hex, sends the Axis ships to the Red Sea too.

BOTH hexes send the ships to the Red Sea; hex 114.64 is not supposed to.

Does this clarify the problem?
Thanks!
Attachments
114 64.1.jpg
114 64.1.jpg (57.78 KiB) Viewed 3185 times

AugustusTiberius
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Re: version 4.0 problems

Post by AugustusTiberius » Tue Jan 24, 2017 11:14 pm

Interesting... just tried it with the ARN DD (T27) and it did not work.

Am using the latest (mac) version. Cannot explain how this happened from my test. Also tried multiple other adjacent hexes and no bug found.

AT

pk867
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Re: version 4.0 problems

Post by pk867 » Tue Jan 24, 2017 11:38 pm

OK that clears that up. I have never heard of this happening. Something is a miss with your install.

Try this I am not sure it will fix your problem.
Remove all of the files in the scenario folder in Documents\CEAW Grand Strategy v4.00\data folder in Documents.

pk867
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Re: version 4.0 problems

Post by pk867 » Wed Jan 25, 2017 12:19 am

If re-loading the scenario files does not work then a complete install will need to be done. I have no idea that I know except a clean fresh install.

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