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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?

_____________________________

John Edward "Ed" Long, Jr. (1915–July 18, 1999) was an American pilot who is in the Guinness Book of Records for the most flight time by a pilot: over 65,000 hours (more than seven years and four months) at the time of his death.

(in reply to 76mm)
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RE: All Force 1 units starting as "reorganizing&qu... - 7/10/2019 3:35:37 AM   
76mm


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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   
76mm


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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   
76mm


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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   
76mm


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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.

(in reply to Zovs)
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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 >


_____________________________

John Edward "Ed" Long, Jr. (1915–July 18, 1999) was an American pilot who is in the Guinness Book of Records for the most flight time by a pilot: over 65,000 hours (more than seven years and four months) at the time of his death.

(in reply to Lobster)
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