[W.I.P] New Life for EDBTR :)

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AlterEgo
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Joined: Mon Jun 29, 2015 5:20 pm

RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »

ORIGINAL npsergio
Other:
- the turn replay always crashes. The allied miss important info, and never knows what hapend during nightime.

There are some limits in the replay routine...
Messages are limited to 2400 (I changed that limit to 6000 in my current build)
The time frame is limited to 1440 (minutes per day), but some late returning raids exceeded this limit too.
And the most reason for a crash in the replay routine is the exceeded limit of 40000 plane positions per day.
In a testgame (Oil Offensive II) I reached this limit already at 11:13 am. Pfff.... and the replay routine crashed
at that time.

But be sure that I'll fix this crashes as soon as possible!
npsergio
Posts: 185
Joined: Sat Jan 23, 2010 9:17 am

RE: [W.I.P] New Life for EDBTR :)

Post by npsergio »

Thanks a lot to you...
As soon as I play a game turn where I detect the returning bug I'll post here a message to let you know it. Anyway right now we are in a stand by with the game because of this hot summer here in Spain.... But I'll tell my opponent your intentions and I'm sure that he will do his best to finish his raids planning. This bug is very annoying for him [;)]
npsergio
Posts: 185
Joined: Sat Jan 23, 2010 9:17 am

RE: [W.I.P] New Life for EDBTR :)

Post by npsergio »

About the "Urinea Orion" & "Stuttgart" stuff, I think that the delayed industries act like a magnet for the bombs. I'm not sure if it's a clear explanation...
I have seen several times that the bombs fail to fall over their targets to fall over a delayed industry that is close to the real target. I thought that probably it was WAD, but IMO it happens too frequently.
npsergio
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RE: [W.I.P] New Life for EDBTR :)

Post by npsergio »

alterego
PM sent
AlterEgo
Posts: 83
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RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »

Regarding the low leader inspiration issue,
here are some stats pulled out directly from the game
(idk if they are already mentioned in the manual or not)

National pilot experience values:
-------------------------------
offset_NationalPilotExp[nat_German] = 40;
offset_NationalPilotExp[nat_Italian] = 20;
offset_NationalPilotExp[nat_Rumanian] = 20;
offset_NationalPilotExp[nat_Hungarian] = 20;
offset_NationalPilotExp[nat_CoAxis] = 20;
offset_NationalPilotExp[nat_British] = 45;
offset_NationalPilotExp[nat_Canadian] = 45;
offset_NationalPilotExp[nat_Polish] = 45;
offset_NationalPilotExp[nat_Czech] = 45;
offset_NationalPilotExp[nat_French] = 45;
offset_NationalPilotExp[nat_American] = 50;
offset_NationalPilotExp[nat_Australian] = 45;
offset_NationalPilotExp[nat_NewZealand] = 45;
offset_NationalPilotExp[nat_Dutch] = 45;
offset_NationalPilotExp[nat_Norway] = 45;
offset_NationalPilotExp[nat_SouthAfrican] = 45;
offset_NationalPilotExp[nat_Brazilian] = 45;
offset_NationalPilotExp[nat_USSR] = 45;
offset_NationalPilotExp[nat_Allied_Italien] = 45;

pilots replacement rate is determined as follows:
-------------------------------------------------
offset_NationalPilotReplacementRate[nat_German] = 15;
offset_NationalPilotReplacementRate[nat_Italian] = 2;
offset_NationalPilotReplacementRate[nat_Rumanian] = 2;
offset_NationalPilotReplacementRate[nat_Hungarian] = 2;
offset_NationalPilotReplacementRate[nat_CoAxis] = 2;
offset_NationalPilotReplacementRate[nat_British] = 10;
offset_NationalPilotReplacementRate[nat_Canadian] = 4;
offset_NationalPilotReplacementRate[nat_Polish] = 2;
offset_NationalPilotReplacementRate[nat_Czech] = 2;
offset_NationalPilotReplacementRate[nat_French] = 2;
offset_NationalPilotReplacementRate[nat_American] = 25;
offset_NationalPilotReplacementRate[nat_Australian] = 4;
offset_NationalPilotReplacementRate[nat_NewZealand] = 2;
offset_NationalPilotReplacementRate[nat_Dutch] = 2;
offset_NationalPilotReplacementRate[nat_Norway] = 2;
offset_NationalPilotReplacementRate[nat_SouthAfrican] = 2;
offset_NationalPilotReplacementRate[nat_Brazilian] = 1;
offset_NationalPilotReplacementRate[nat_USSR] = 1;
offset_NationalPilotReplacementRate[nat_Allied_Italien] = 2;

NB.:
The experience value of axis pilots will be halfed if
following conditions are true:
1.) the year is 1943 or later
2.) the Critical Industry Output of FUEL is lower than 1000
3.) the game is in turn 100 or later

So, if a group needs a new leader, because the old one was lost somehow,
the game creates first a new pilot with the above mentioned national experience value.
edit: (or get an existing pilot with the best skills from the group)
Also +5 experience will be added if the Pilot Replacement Pool contains more pilots than the current replacement rate is.

Then the "buildPilotLeader" function does following ...
Leadership:
1.) the new leadership value is the sum of (pilot experience / 2) + (group experience / 2)
2.) if pilot experience is greater than 80 AND leadership value is lower than 65 then leadership gets an additional random value from 1 to 9
3.) if leadership is lower than 40 though, leadership gets a new value of 35 plus a random value from 1 to 11
Inspiration:
1.) the new inspiration value is the sum of (pilot experience / 2) + (group morale / 2)
2.) if pilot experience is greater than 80 AND inspiration value is < 50 then inspiration gets an additional random value from 1 to 20
3.) if inspiration is lower than 40 though, inspiration gets a new value of 35 plus a random value from 1 to 11


I've wrote this, because someone might be interested
and perhaps here is some discussion needed.

Pff.. I hope my scribblings is understandable;
if not, I need a better translator

Cheers!
npsergio
Posts: 185
Joined: Sat Jan 23, 2010 9:17 am

RE: [W.I.P] New Life for EDBTR :)

Post by npsergio »

Thank for the info!
Ok, as I understand, if the leader is lost (killed or wounded), a replacement comes.
But how is chosen the new leader? Is randomly selected from the squadron pilots pool? Is the higher rank pilot? Is the most experienced leader?

If I have well understod, firstly a leader is chosen, and then, the game asign him a leadership value.

This leadership depends mainly from the new leader experience (and the squadron experience). The more experienced the leader is, the higher probability that it is asigned a good leadership skill. It makes sense to me...

The problem is: how choose the new leader the program?

And sometimes weird things happen: i,e, a good leader is wounded. It's replaced by a very bad leader. The old leader retrurns to his squadron, but he is no more the squadron leader, he is a simple pilot, even if he has a higher rank than the promoted leader.

That's why it could be interesting to be able to change leaders. With some limits, of course.

AlterEgo
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RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »

That's why it could be interesting to be able to change leaders. With some limits, of course.

Yep, I will add this feature in the future.
simcityrefund
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RE: [W.I.P] New Life for EDBTR :)

Post by simcityrefund »

I would apply for alpha/beta test if you want I jsut want the game fixed
npsergio
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Joined: Sat Jan 23, 2010 9:17 am

RE: [W.I.P] New Life for EDBTR :)

Post by npsergio »

I don't know if it's doable, but in regard of this info it could be great to have access to this info:

Some sort of a "Pilots info page":
- Pool of green piots: to know if you have a reserve or if you have a demand of replacements. That could affect the agresiveness that you will put over the next days missions, in order to put a max effort, or to recover your units.
- list of squadrons with replacements needs (maybe a good reason to retire a squadron to a quiet area is to rest and wait until it restores the unit's pilots pool).
- list of wounded pilots, and time to return to their units.

All this info could be very useful...

Regards
AlterEgo
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RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »

the honour roll now shows the delay for WIA pilots.

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AlterEgo
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RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »

ORIGINAL: ifailmore

I would apply for alpha/beta test if you want I jsut want the game fixed

I will release a test version as soon as I finish the editor.
There is still some work to do for me.
npsergio
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Joined: Sat Jan 23, 2010 9:17 am

RE: [W.I.P] New Life for EDBTR :)

Post by npsergio »

ORIGINAL: AlterEgo

Hmm... here is another odd issue.
Attacker raids starts with full skill, defender (interceptor raids) starts with 0 skill at all.
Raid-skills are a combination of group morale, pilot experience and (minus) fatigue and so on.
So, the attacker raid has an advantage in dogfight against the defender raid with no skills.
But I don't know if I'd break the game balance if I c

Ummm...
Probably that's why I see the Luftwaffe interceptors falling like flies :(
AlterEgo
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RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »

ORIGINAL by npsergio

- returning axis interceptors attacked landing at their base never defend themselves, even if they are suposed to have fuel and ammo.

I've changed this behavior.
Now landing aircraft have a chance to fight back!

npsergio
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RE: [W.I.P] New Life for EDBTR :)

Post by npsergio »

You're my hero! [&o]
AlterEgo
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RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »


Thanks, Sergio!
But without your (and from other players) hints and suggestions I'd never done that... [;)]
AlterEgo
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RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »

currently I examine what happens when a target is bombarded.
Here is a screenshot, where you can see that a bombing run on a OILS target
destroys some of its oil.
Some people saying that bombarding the oil industry has a bug or is not working correctly.
Can someone show me, where this was discussed here at the forum, please?



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cohimbra
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RE: [W.I.P] New Life for EDBTR :)

Post by cohimbra »

Oh well, we're here to talk about BtR, sooo...another thing that I just discovered.
Seeing around my Luftwaffe groups and some are under strenght about pilots, and it's ok, they took severe losses, this is not the issue.
But take a look at this:

Image

To me the pilots replacement routine have something wrong. Don't know if other guys have noticed the same thing in their games (a lot of groups with 36 pilots, that's ok; a lot of groups with 30, 32, 34 pilots, that's ok if they took heavy losses; and some groups with 80, 60, 44 pilots...). Maybe you can investigate this? [8|]


Ps. I'm playing full campaign pbem as Axis (05/03/44, turn 260/700). I can provide my save file if it's needed.
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warshipbuilder
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RE: [W.I.P] New Life for EDBTR :)

Post by warshipbuilder »

Here is the oil thread tm.asp?m=3651071

Something else for you to look at. There seems to be a limit as to how many different aircraft types the game can handle and you are limited as to the loadouts the planes can have. It's either A or B, in some cases there is no alternative. IIRC from the original discussion this may be hard coded in the exe file and not fixable.
warshipbuilder

Any ship can be a minesweeper, once.
ED/BTR Ressurection Project
https://www.bombercommandmuseumarchives.ca/
AlterEgo
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RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »

Thanks, Cohimbra!

Yeah, it looks like there's something wrong.
I'll investigate this issue!
AlterEgo
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Joined: Mon Jun 29, 2015 5:20 pm

RE: [W.I.P] New Life for EDBTR :)

Post by AlterEgo »

ORIGINAL: warshipbuilder

Here is the oil thread tm.asp?m=3651071
Ah, thanks a lot, wsb!
Something else for you to look at. There seems to be a limit as to how many different aircraft types the game can handle and you are limited as to the loadouts the planes can have. It's either A or B, in some cases there is no alternative. IIRC from the original discussion this may be hard coded in the exe file and not fixable.

hard coded is not the problem!
Because of my dll-injection I can rewrite all hard coded stuff...[8D]
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