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Bug in game and editor


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Founded a difficult bug, during the preparation of my Falkland's war mod : When I set carriers with Strike range of 25 (maximum strike range)and when they attack a ground or air ennemy unit at long range, carrier and ennemy unit are evidently not at the same time on the screen. After the attacks, due to the fact ships may move after attack, tiles stay highlighted, but the game is always entirely blocked.

This is the exact cause of bug : when the carrier and the ennemy attacked unit are at the same time on the screen (attack to short range), all works correctly.

I tried with all resolutions, and it do the same : Carrier have to be on screen at the same time with the ennemy attacked unit, or the game is blocked. So, it is not possible to attacks with carrier a ennemy unit at very long range. Any solution ? :(

No report error in error.file is generated.

PS : tested the problem, with the campaign 1939Fallweiss : When setting british carriers at 25 (strike range), the bug appears if they attack a ennemy unit wich is not at the same time on the screen.

[ May 07, 2006, 03:03 PM: Message edited by: fantomas ]

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Thanks, Hubert ! ;) Y

Yes, it was during my human turn, not during the AI turn. I have not tested the problem when Ai use at long range carriers (so , I don't know if the bug appears or not in this case) (*)

I will wait the patch. tongue.gif

One precision : the bug appears the both in game vs AI opponent and in game human Vs human opponent.

(*) I have tested the problem vs AI with carriers having 25 Strike range : AI play first and the game stay blocked in one phase of "Thinking" of AI, but I don't know if the origin of this blockade is the same problem.

[ May 08, 2006, 12:48 AM: Message edited by: fantomas ]

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Hubert :

I have founded the origin of problem for the "thinking bug" : there is no bug, in fact (but the first pb, the pb of carriers and blocked screen stay a bug, as you said).

The "thinking problem" is not a bug : simply, the AI need a very very long time for thinking and playins.

The problem in "thinking" is that with scenarios/mod with long range "spotting" and long range "strike", the AI take a very very very long time for playing his turn and it seem that the game is blocked, but no.

So, after verification, there is no bug, but playing in theses conditions (waiting for AI during long time) is not interresting.

My conclusion :

1-SC2 is absolutly not adapted, at this time, for "little" scales mods/scenarios in modern war (like Falkland's war : 1 tile = 5 km), with special high parameters "spotting" and "range strike" for units : mods and scenarios have to stay in "great strategic" parameters, with "spotting" range and "range strike" parameter as original game (1 to 5 or 6 tiles, max) : so, conflicts as Spanish civil war, WWII, Pacific war, 1914-1918, etc... are good . But not modern wars in little scale, only with great scale (IE : 1 tile = 25/30 km). Mine was at scale 1 tile = 4 or 5 km.)

2-So, I have stopped my work for Falkland's war mod : to bad, but the result (AI very very very slow as if the game was blocked) is no good...

No regrets : I have learned to build maps, and I will try other mods in the future... This bad experience will allow me to learn to adapt my mods and scenarios with the exact possibilities of the game scale : "strategic command" is not "operationnal command", and mods-scenarios have to stay in he "great strategic scale".

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Fantomas, this is something I will be working to improve and have actually corrected a few slow areas based on some user feedback that may also resolve the issue for you. I would suggest to wait and see how the first patch handles this mod and if it still seems slow feel free to send me the campaign and I can take a look and try and improve on some of the slower areas even further... all hope may not be lost!

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Thanks,Hubert. After some verifications, my opinion is that the problem comes with ships. When they have high parameters of spotting and strike range, the IA become very slowly and seems desoriented. But when they have not, as in the basic game, the IA work faster. And I have seen that in D-Day scenario, ther is aircraft unit wich have high parameters of spotting without problems.

So, I have in this night (perhaps) founded a little tip to resolve the problem and save my Falkland's mod. Not sure it works, However. The challenge is to have "normal" parameters for ships and aircrafts (parameters as in the basic game), and in the same time, to recreate conditions of modern war in aeronaval battle. It seems possible with my tip, but... wait and see, I have to modify a lot my work.

I take hope and the work continue ! We will( perhaps :D ) win ;)

Hubert, I will send you the campaign when it will more advanced, because I have lot of different version in work for trying.

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After first testing : My tip works and the mod seems saved : the Argentine planes are going to be able to attack the british vessels with "normal" parameters as those of the basic game, and IA work fast. It was enough to manipulate grounds and to change certain zones of sea in " false ground" : so, aircrafts may move and attack very easy with normal parameters. ;)

Computers are really asses, one deceives them how one wants ! :D:D

But I must not cry too fast : Victory ! I have again to test certain things more...

Modding is a hard suspense :D

For ships, I will give them normal parameters too. The initial problem was that for necessity of the mod, I had changed some ships in aircrafts with high spotting and strike range parameters (due to the scale of the mod and the maximum range of 25 in editor), and it was the origine of slowly IA. At this time, with my new little tip, I need not to change ships in aircrafts, and all is OK with "normal" parameters of the game.

Yeep ! tongue.gif

[ May 09, 2006, 12:42 AM: Message edited by: fantomas ]

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