Variable Percent Reinforcement Entry

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recruit2112
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Joined: Fri Feb 21, 2014 10:03 am

Variable Percent Reinforcement Entry

Post by recruit2112 »

It seems that regardless of the percentage that I set for the likelihood of variable entry, those units will enter without fail--they never fail the check. Can someone else confirm this or am I just extremely lucky? Running clean install of v2.01. TIA
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berto
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RE: Variable Percent Reinforcement Entry

Post by berto »


I've just checked variable reinforcements entry in Middle East (the new game under development, same code as JTCS), and the feature seems to be WAD.

[edit: WAD in head-to-head play. Broken for the A/I, however. See the following posts.]

Please consider posting here your .scn file (and other needed files) so that we can take a look. Bundle everything together as a .zip file, then rename the file, giving it a .txt extension. (Because only gif/txt/jpg uploads are supported.)
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recruit2112
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Joined: Fri Feb 21, 2014 10:03 am

RE: Variable Percent Reinforcement Entry

Post by recruit2112 »

by the way this is playing East Front, thanks
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1925frank
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RE: Variable Percent Reinforcement Entry

Post by 1925frank »

I've noticed that for years. When setting reinforcements for play against the computer, the reinforcements come in the first turn possible regardless of the percentage. I always thought it was something quirky about my computer, but the game does it still with version 2.01 and a different computer. Now that someone else has posted, I don't think it's just me. When I posted years ago, no one reported the same problem.

The reinforcement percentages work when not playing against the computer. That is, the reinforcement percentages work on my side when I play against the computer. I always thought it was by design to give the computer a better chance.

The only way I found to work around it was to put the computer reserves on the map, fix them, and then add a release with percentages. The release percentages work even when the opposing player is the computer.

As far as recreating the error, if it's in the programing, just set computer-player reinforcements to come in on turn 1 with a 1 percent chance, and they should come in the first turn every time.
recruit2112
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RE: Variable Percent Reinforcement Entry

Post by recruit2112 »

Yeah, I was testing a scenario, AI vs AI, and just noticed this behavior. This is something I never knew.
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berto
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RE: Variable Percent Reinforcement Entry

Post by berto »


On further investigation, variable reinforcement entry appears only to apply when under player control -- human vs. A/I, head-to-head. Indeed, it seems that for sides under A/I control (plural "sides", allowing also for A/I vs. A/I automated play), reinforcements show up with 100% certainty, regardless of their designated arrival probability. Who knew?

Looks like another legacy bug to squash!
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