RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (Full Version)

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Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/1/2019 7:53:13 PM)

I edited German div away from Crete.

I think CW built twice 4x CP, is there another 4 coming too?

If there is nothing else wrong, it’s easy to sink those extra CPs.




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/1/2019 7:58:17 PM)

Yes, those 4 CPs arrive in May/Jun (the turn before).

Let us indeed hope that there are nothing else wrong.




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/1/2019 8:00:55 PM)

Are we going to guess that the edit made this error? Or that something else is the cause? I am kind of suspicious of the edit since you found something before when you tried to edit the oil as well.

Maybe we should avoid edits from now on and try to solve things some other way?




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/1/2019 8:06:19 PM)

I checked autosave files during turn end, that bug is there already.

I did again CW production. First CPs did not show at all (right after CW production) but after few phases there was 4 CPs.

I used saves and auto saves during turn end, can that cause problems?




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/1/2019 8:08:12 PM)

Editing German div and Syria oil at one go first vanished div and second time oils. So oils are yet to be fixed.




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/1/2019 8:17:33 PM)


quote:

ORIGINAL: Mayhemizer_slith

I used saves and auto saves during turn end, can that cause problems?

It used to cause errors. But I thought that they were fixed long ago (at least some versions back). I was loath for a long time to use saves made during the end of turn because of the risk of bugs. But playing with you guys made me think that the time for such caution had passed.

Maybe we should minimize the use of saves during the end of turn from now on?




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/1/2019 8:41:17 PM)

Jan/Feb '41
Impulse #5 (Axis)

Rail Movement:

Germany:
MIL (La Spezia) -> 53,46 (Poland)

Italy:
INF Div (Venice) -> La Spezia

Japan:
PARA Div (Canton) -> 75,134 (next to Tianshui)
MTN Div (Tientsin) -> Tianshui

Land Movement:

Italy:
TERR (110,75) -> 112,74

Japan:
HQI (91,133) -> 90,134
INF (89,136) -> Kweiyang (No US reaction, 10 rolled)
INF (89,137) -> 88,136
MIL (90,136) -> 89,135
ART (91,132) -> 92,133
MAR Div (76,133) -> Tianshui
Warlord (68,141) -> 66,141
GARR (84,147) -> 84,148

Over to Germany for the second part of our impulse.




Shannon V. OKeets -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/1/2019 9:18:37 PM)


quote:

ORIGINAL: Mayhemizer_slith

I checked autosave files during turn end, that bug is there already.

I did again CW production. First CPs did not show at all (right after CW production) but after few phases there was 4 CPs.

I used saves and auto saves during turn end, can that cause problems?

Yes.

The program stores special information when a player builds convoys, pilots, forts, and other units that have generic counters. Basically, it records what was built by each major power and then creates those units out of thin air and puts them into Production. But it doesn't perform the second step until after all the players have completed production.

The reason the code is a little complicated is that it requires only 1 computer to perform the task of creating the generic units. For NetPlay games, that is performed in by the Allied computer and then the information is sent to the Axis computer. This 2 step process makes sure that the unit numbers assigned to the generic units are the same on both the Allied and Axis computer. If you see a German pilot unit in Moscow, where a Soviet saved oil point should be, then the assigned numbers for the generic units have gotten messed up.

---

So, let one person perform all the builds for both sides. After the Production phase has been completed, then sending saved games back and forth should 'usually' work. No guarantees though - I'm sorry.




brian brian -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/1/2019 10:35:03 PM)

A Channel Dash? With only the HMS Warspite on station and sensibly avoiding a lopsided fight as the Kriegsmarine runs away from the Atlantic... probably wouldn’t look good in the newspapers for the First Sea Lord though.




peskpesk -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/2/2019 4:43:23 AM)

Land Movement:

Germany:
A few units move around in the mud on the Eastern front.

Debark:

Italy:
HQI -> La Spezia

Japan:
CAV -> 71,154 (resource hex in Korea)

Air Rebase:

Japan:
ATR3 (Sasebo) -> 76,133
FTR2 (Shanghai) -> Pyongyang

Italy:
NAV2 (Genoa) -> Memel
FTR2 (75,40) -> La Spezia
LND3 (69,43) -> 47,46

Germany
FTR3 Trieste -> 53,48
FTR2 La Spezia -> 75,40
LND2 Salonica -> Ancona
FTR2 48,38 -> 46,46
FTR2 51,32 -> 48,38

No reorganization.




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/3/2019 5:35:28 PM)

quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Mayhemizer_slith

I checked autosave files during turn end, that bug is there already.

I did again CW production. First CPs did not show at all (right after CW production) but after few phases there was 4 CPs.

I used saves and auto saves during turn end, can that cause problems?

Yes.

The program stores special information when a player builds convoys, pilots, forts, and other units that have generic counters. Basically, it records what was built by each major power and then creates those units out of thin air and puts them into Production. But it doesn't perform the second step until after all the players have completed production.

The reason the code is a little complicated is that it requires only 1 computer to perform the task of creating the generic units. For NetPlay games, that is performed in by the Allied computer and then the information is sent to the Axis computer. This 2 step process makes sure that the unit numbers assigned to the generic units are the same on both the Allied and Axis computer. If you see a German pilot unit in Moscow, where a Soviet saved oil point should be, then the assigned numbers for the generic units have gotten messed up.

---

So, let one person perform all the builds for both sides. After the Production phase has been completed, then sending saved games back and forth should 'usually' work. No guarantees though - I'm sorry.

Thank you, Steve, for the explanation.

Although we do let one person do all the builds for both sides. We do not send end of turn saves around to let each power do their stuff. This all happened on one computer. As far as I know anyway. Therefore I think that some autosave, or save, may have been made in a place of the sequence when this bug may occur on the same computer. Hence, the ability to save in that spot should be removed (if it isn't already).

Conclusion. The ability to save during the end of turn should be limited to steps where this bug can not occur.




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 6:39:47 PM)

China after Axis impulse.

I realized my mistake one minute after rolling weather. Kweiyang was empty and now all Chinese units are OOS. Looks god for Japs...

[image]local://upfiles/39586/C1C5169C865B4611ADEEFA24D24BBA58.jpg[/image]




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 6:53:10 PM)

J/F 41 Allied 7

No DoW

USSR land to put units on right places in Manchuria.
China land, CW combined.


Naval air
FTR2 to East Med box 1.

Naval
TRS from Canada loaded with MIL to CSV box 0.
TRS with HQ from BoB to Saint Helena.

CW initiates combat in East Med and sends FTR3 to box 1 also.

Do Axis want to send more planes?

[image]local://upfiles/39586/105D64AE55DA43B7B5B33828379D3B64.jpg[/image]




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 7:02:29 PM)

No, thank you.




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 7:04:26 PM)

Subs were not included.

Rolls 4 and 10 gives no combat.

No other naval combat is coming.




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 7:06:11 PM)

CW bombs Prague with no effect.

[image]local://upfiles/39586/505767F76FA1465483E46330A8F8ADF7.jpg[/image]




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 7:09:01 PM)

Italian HQ is hit in Egypt!

[image]local://upfiles/39586/BD854459564C4A2BA673659336EBFE6B.jpg[/image]




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 7:29:10 PM)

Rail move
CW
INF from Liverpool to Plymouth.

USSR
ENG -> Changchun
Zhukov -> 47,58 (few hexes SW of Moscow)


Land move

USSR
GAR Murmansk -> 1 hex west
INF Pskov -> 41,50
CAV near Baku 5 hex NW
MECH 44,59 -> 45,57

ComChi
INF to Sining

NatChi
Slow retreat continues

CW
MIL and INF moves west in Egypt


Debark
MIL to Gib


Air rebase

USSR
TB-3's rebase -> 55,145 and 55,146


Turn continues in bad weather.

EDIT: Rail moves were not included at first.

[image]local://upfiles/39586/B34FF02928074D2AAD3B6AD9766A74E6.jpg[/image]




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 8:42:13 PM)

No declarations of war.

Land: Japan
Combined: Germany, Italy
Naval:

No port strikes.

Germany fly one FTR2 to the East Med 2-box.

Naval Moves:

Germany:
CP (Lemnos) -> East Med

Italy:
2 x CA (La Spezia) -> East Med 4-box


Three sea areas available for naval combat.

[image]local://upfiles/29130/87341868A86A4A5DA5ABECC970509933.jpg[/image]
Picture from Jan/Feb '41 Impulse #9 (Axis) - Naval Combat




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 8:48:50 PM)

Axis decline to search in the Med.

However, Graf Spee re-initiate the hunt for HMS Warspite.

Axis decline to reinforce the North Sea with any additional aircrafts.

CW has 4 air units available. Will any planes fly to the North Sea?

[image]local://upfiles/29130/D65EE361AA374B228A259E0452CC6450.jpg[/image]
Picture from Jan/Feb '41 Impulse #9 (Axis) - Naval Combat




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/8/2019 9:12:38 PM)

I am retiring for the night.

After the North Sea action is completed CW has to decide if they want to initiate combat in the East Med.

[image]local://upfiles/29130/0504BFF304D44614BD1E0290E7926371.jpg[/image]




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/9/2019 3:12:48 AM)

North Sea:
Spitfire and Albacore to box 0.

East Med:
Initiate, sub included.




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/9/2019 2:08:33 PM)


quote:

ORIGINAL: Mayhemizer_slith

North Sea:
Spitfire and Albacore to box 0.

East Med:
Initiate, sub included.

Axis will react with one naval bomber to the 0-box, and another to the 2-box. Perhaps that changes if CW want to include the SUB, or not.

Anyway, I will continue with the North Sea shortly.




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/9/2019 2:11:01 PM)


quote:

ORIGINAL: Orm


quote:

ORIGINAL: Mayhemizer_slith

North Sea:
Spitfire and Albacore to box 0.

East Med:
Initiate, sub included.

Axis will react with one naval bomber to the 0-box, and another to the 2-box. Perhaps that changes if CW want to include the SUB, or not.

Anyway, I will continue with the North Sea shortly.

Sub is included.




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/9/2019 2:22:25 PM)

No combat in the North Sea. Axis 3, Allies 2.


Edit: Spelling.




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/9/2019 2:33:08 PM)

In the East Med the Allied force is surprised by the Axis escort force. (Allies 4, Axis 1)

Italy decides to go for the British SUB.

[image]local://upfiles/29130/0E992B7F985F4603A22F3806E3AAEB99.jpg[/image]




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/9/2019 2:36:19 PM)

Naval air combat is declined and a surface combat ensues. All 4 surprise points are spent on increasing damage done.

[image]local://upfiles/29130/FB6CC7C691644B3B9ADE2766DF17B7E5.jpg[/image]
Picture from Jan/Feb '41 Impulse #9 (Axis) - Naval Combat




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/9/2019 2:44:24 PM)

The British SUB crash dive when the Italian cruisers approach, and escapes without any real damage. Shaken the SUB steers for a safe port.

What port will the SUB abort to?

Axis stay. Will CW stay as well?

[image]local://upfiles/29130/C43E8AAF98134D3B98C84BE8631D23E0.jpg[/image]
Picture from Jan/Feb '41 Impulse #9 (Axis) - Naval Combat




Mayhemizer_slith -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/9/2019 2:46:00 PM)

Sub goes to Alexandria.

CW stay for more.




Orm -> RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer) (12/9/2019 2:51:05 PM)

The German forces once again find the Allies. Allies 10, Axis 2. Axis decides to make a fight out of it.

[image]local://upfiles/29130/54235E8B113F475EA65D5F09BA81AF5A.jpg[/image]
Picture from Jan/Feb '41 Impulse #9 (Axis) - Naval Combat




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