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All Force 1 units starting as "reorganizing"?

 
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All Force 1 units starting as "reorganizing"? - 7/10/2019 2:54:42 AM   
76mm


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I'm playing around with the scenario editor, but for some reason all of my Force 1 units are starting as "Reorganizing", while all of my Force 2 units are normal...anybody have any idea what the issue could be?
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RE: All Force 1 units starting as "reorganizing&qu... - 7/10/2019 2:57:50 AM   
larryfulkerson

 

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quote:

I'm playing around with the scenario editor, but for some reason all of my Force 1 units are starting as "Reorganizing", while all of my Force 2 units are normal...anybody have any idea what the issue could be?

Is the proficiency of the force so low that they failed an inter-turn-phase force proficiency check?

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RE: All Force 1 units starting as "reorganizing&qu... - 7/10/2019 3:35:37 AM   
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quote:

ORIGINAL: larryfulkerson
Is the proficiency of the force so low that they failed an inter-turn-phase force proficiency check?

Force and Formation Proficiency is 100%, Unit Proficiency is 33%. There is also a supply base with a value of 100% several hexes away. Readiness is also 100%.

< Message edited by 76mm -- 7/10/2019 3:49:22 AM >

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RE: All Force 1 units starting as "reorganizing&qu... - 7/10/2019 3:40:37 AM   
sPzAbt653


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Force 1 Shock too low ?

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RE: All Force 1 units starting as "reorganizing&qu... - 7/10/2019 10:21:50 AM   
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quote:

ORIGINAL: sPzAbt653
Force 1 Shock too low ?

I think that might be it--it is 0, which I'm guessing is too low.

But isnt that only set via events? None of my events deal with the Shock Level.

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RE: All Force 1 units starting as "reorganizing&qu... - 7/10/2019 12:55:23 PM   
sPzAbt653


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Uh oh, sounds bad. Yes, event only ... try adding an event for 100% Shock 1 and see what happens ... this sounds familiar ...

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RE: All Force 1 units starting as "reorganizing&qu... - 7/10/2019 1:43:11 PM   
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Yes, thanks, that fixed it.

I overwrote the default scenario-opening Shock Event with another event, I wonder if that somehow sets the Shock level to zero (for Force 1)? I did the same with Force 2, with no problems. If I get a chance I will play around with this later today, see what I can figure out.

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RE: All Force 1 units starting as "reorganizing&qu... - 7/11/2019 2:36:57 AM   
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hmmm, I've played around a bit and can't seem to recreate this issue with different scenarios. Also, I was mistaken that there is a default scenario-opening shock event (like there is for theater recon, pestilence, etc.).

All I can say is that in the scenario I'm playing around with, I definitely never used an event to set the Force 1 shock value to 0...

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RE: All Force 1 units starting as "reorganizing&qu... - 7/11/2019 7:00:02 AM   
sPzAbt653


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That's why I was worried, because it sounded like something I have heard once before, but I can't pinpoint the thread and can't remember the outcome

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RE: All Force 1 units starting as "reorganizing&qu... - 7/11/2019 11:58:01 AM   
Zovs


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In my scenario while I was doing the development on it, I saw the Germans on turn 1 (which was 1st September 1939) with all units in all formations reorganizing and also showing with an attack strength of 1 and defense strength of 0. It was weird and frustrating. I spent way too many hours in attempts to fix it. Finally, after setting all the formations to a value for supply and adjusting the supply range and tweaking the shock levels I finally got it to work. Also, had a few reboots in their as well and so I am not sure I can scientifically say what was the root cause of this, but it was a combination of scenario variables, shock, supply range, movement bias, formation supply, force supply and a few others.

What I took away from all that nightmare was to save often, but I was also exporting and importing the *.gam file to make mass edits faster, sometimes with Tom's excellent tool, but a lot of times with using Visual Studio Code to do mass search and replace for names (i.e. changing all the German Infantry divisions from 1 GE ID, 2 GE ID, and 3 GE ID (how SPI's board game would designate them) to 1. Infanterie-Div., 2. Infanterie-Div., 3. Infanterie-Div. etc. for the 340 or 350 infantry divisions in 30 seconds. Or to also copy one TO&E from one filled out division done in the editor and then in Code to copy that same TO&E from that unit to the other 36 divisions in that first wave, etc.



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RE: All Force 1 units starting as "reorganizing&qu... - 7/11/2019 4:47:38 PM   
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When I was working on the TOAWxml Event Editor, I noticed that the .gam file exported by the game includes a fair bit of "junk" XML for the events portion of the .gam file.

By that I mean that certain combinations of triggers/effects use certain XML attributes, but not others, and the .gam file includes these necessary XML attributes, but also extra attributes that serve no purpose and so are presumably exported by mistake. This junk XML could conceivably cause problems when re-imported back into the game, although in most cases I doubt it would--it seems like the Event Engine simply wouldn't use what it doesn't need. If you use the TOAWxml Events Editor, I try to have it clean up this junk XML before you re-import the .gam file into the game.

That said, I can't see how these junk attributes could cause this particular problem unless there is also an event with the "Shock" effect, and then something else goes wrong as well.

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RE: All Force 1 units starting as "reorganizing&qu... - 7/16/2019 4:49:14 PM   
Lobster


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The xml export needs to be cleaned up. I imagine that would take someone more than a bit of time.

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RE: All Force 1 units starting as "reorganizing&qu... - 7/16/2019 5:22:18 PM   
larryfulkerson

 

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Hey Tom: I'm having problems with the GAM file having the wrong data for those units that arrive in a later turn and not turn 1. I've done a cut and paste here below to show what the GAM file holds so that you can verify if it's correct or not. The first one ( NAME="108 GE Const" ) comes on turn 1 and it's status is 8. The second one ( "1 FI Army" ) is supposed to arrive in turn 4 ( I believe ) and it actually activates on turn 1 in the game. So something didn't work. Maybe the game engine is broken when it reads the GAM file into the editor and assigns the wrong status to the units that arrive after turn 1.

<UNIT ID="23" NAME="108 GE Const" ICON="Ferry Engineer" COLOR="10" SIZE="Regiment" EXPERIENCE="untried" CHARACTERISTICS="4008" PROFICIENCY="70" READINESS="100" SUPPLY="100" X="5" Y="24" EMPHASIS="Limit Losses" STATUS="8" REPLACEMENTPRIORITY="0">


<UNIT ID="431" NAME="1 FI Army" ICON="Headquarters" ICONID="0" COLOR="34" SIZE="Army" EXPERIENCE="veteran" CHARACTERISTICS="8009" PROFICIENCY="65" READINESS="100" SUPPLY="100" X="29" Y="2" EMPHASIS="Limit Losses" NEXT="448" STATUS="5" REPLACEMENTPRIORITY="0">

Please advise:


< Message edited by larryfulkerson -- 7/16/2019 5:24:51 PM >


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RE: All Force 1 units starting as "reorganizing&qu... - 9/6/2019 10:04:42 PM   
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quote:

ORIGINAL: larryfulkerson
Hey Tom: I'm having problems with the GAM file having the wrong data for those units that arrive in a later turn and not turn 1. I've done a cut and paste here below to show what the GAM file holds so that you can verify if it's correct or not.

Hey Larry, sorry, but somehow I just saw this post. Did you get this resolved?

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Post #: 14
RE: All Force 1 units starting as "reorganizing&qu... - 9/6/2019 10:20:15 PM   
larryfulkerson

 

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quote:

ORIGINAL: 76mm
quote:

ORIGINAL: larryfulkerson
Hey Tom: I'm having problems with the GAM file having the wrong data for those units that arrive in a later turn and not turn 1. I've done a cut and paste here below to show what the GAM file holds so that you can verify if it's correct or not.

Hey Larry, sorry, but somehow I just saw this post. Did you get this resolved?
Actually no. It seems that I can load my scenario and save it as a GAM file, modify the GAM file to change the color number on about 50 Axis units and then chose "new scenario" to unload the old data, then load the GAM file I just modified and without fail those units that are supposed to enter the game on a turn past turn 1 are all scheduled to arrive on turn 1 for some reason. So I have to use the evil editor to change the entry turn and THEN save it. I'm not sure where the problem lies. Maybe it's the game engine writing the wrong data. Maybe it's the way your tool assigns turns of entry. I'm not sure which and I'm not sure how to find out which it is. I'm still thinking about it.

EDIT: I've attached the scenario I'm having the problem with

Attachment (1)

< Message edited by larryfulkerson -- 9/6/2019 10:23:29 PM >


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RE: All Force 1 units starting as "reorganizing&qu... - 9/6/2019 10:31:29 PM   
76mm


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quote:

ORIGINAL: larryfulkerson
It seems that I can load my scenario and save it as a GAM file, modify the GAM file to change the color number on about 50 Axis units and then chose "new scenario" to unload the old data, then load the GAM file I just modified and without fail those units that are supposed to enter the game on a turn past turn 1 are all scheduled to arrive on turn 1 for some reason.

I will take a look, but I don't understand the bolded text above? Usually when I do this I modify the gam file, open the editor, then select "Open Game (XML)" to load that .gam file into the editor, then save it as a .sce file. What's this about a new scenario and unloading the old data?

And as far as you know, has this only happened when you are changing unit colors?

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RE: All Force 1 units starting as "reorganizing&qu... - 9/6/2019 10:38:44 PM   
larryfulkerson

 

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quote:

ORIGINAL: 76mm
quote:

ORIGINAL: larryfulkerson
It seems that I can load my scenario and save it as a GAM file, modify the GAM file to change the color number on about 50 Axis units and then chose "new scenario" to unload the old data, then load the GAM file I just modified and without fail those units that are supposed to enter the game on a turn past turn 1 are all scheduled to arrive on turn 1 for some reason.

I will take a look, but I don't understand the bolded text above? Usually when I do this I modify the gam file, open the editor, then select "Open Game (XML)" to load that .gam file into the editor, then save it as a .sce file. What's this about a new scenario and unloading the old data?

And as far as you know, has this only happened when you are changing unit colors?
I found it when I was changing the icon color for some of the Axis units. I needed the Panzers to be black instead of field grey. So I load the scenario into evil ed and save the scenario as a GAM file. And then using Notepad++ I edit the GAM file to change the color number for my Panzer units. Then I switch applications to go back to TOAW and chose "new scenario" to unload the scenario data still in memory. I'm not sure I need to do this but I figure that it hurts nothing. Then I load the GAM file into evil ed and when I take a look at the units they are changed in color but those that are supposed to enter the game on turn 4 are now scheduled to enter on turn 1 for some reason. I'm not sure if the TOAW game engine is writing the wrong date to the GAM file, or if your tool is processing the entry turn incorrectly, or maybe it's the TOAW game engine reading the GAM file wrong. I'm not sure which.

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A drunkard stumbles into a confessional booth and closes the door. The priest waits for a minute and then knocks on the wall. The drunkard says: "No use knocking, there's no paper on this side either."

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RE: All Force 1 units starting as "reorganizing&qu... - 9/6/2019 10:43:25 PM   
76mm


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quote:

ORIGINAL: larryfulkerson
I'm not sure if the TOAW game engine is writing the wrong date to the GAM file, or if your tool is processing the entry turn incorrectly, or maybe it's the TOAW game engine reading the GAM file wrong. I'm not sure which.

OK, thanks, I will take a look--that's quite odd.

Also, one of the things I'll be adding soon is the ability to propagate unit icon colors similar to the way you can propagate other unit characteristics (proficiency, etc.).

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RE: All Force 1 units starting as "reorganizing&qu... - 9/6/2019 11:32:50 PM   
rhinobones

 

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quote:

ORIGINAL: 76mm

Force and Formation Proficiency is 100%, Unit Proficiency is 33%. There is also a supply base with a value of 100% several hexes away. Readiness is also 100%.


I know this doesn’t help with your question, but out of curiosity, how can force and formation be at 100% when a component unit is 33%. I would think that the formation and force would be around the average of the units. Is force and formation proficiency based on factors other than individual units?

Regards, RhinoBones


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RE: All Force 1 units starting as "reorganizing&qu... - 9/7/2019 2:04:20 AM   
Zovs


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They are three different things, unit proficiency, formation proficiency and force proficiency are all different. You’ll have to look at the old TOAW and COW pages that have the matrixes that are recommended for WW2. Scenarios designers used that as a baseline and modeled from there for historical accuracy and also play balance.

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