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Odd Shipyard Issue - 7/16/2021 9:54:05 PM   
Uxbridge


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I have some very strange setting problem with the shipyards. It has sneaked in unobserved since I haven't changed anything in that department and wasn't paying attention to it. In trial, I noticed that I couldn't produce ships; my available amount was "0". Cheking in the editor, I discovered that all major's shipyards had their normal setting, but followed by a red number far beyond anything present in the reinforcement lists.

UK, for instance, had the figures: 65/425.

Since I couldn't correct this in any way, I changed the number of shipyards to 465, expecting the figure in-game to be 65, minus ships in que. Nope, now it showed I had 465 shipyards.

I haven't placed this in the technical support forum since I'm sure it is me who is behind it all. But what??

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RE: Odd Shipyard Issue - 7/17/2021 5:07:33 PM   
ncc1701e


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Is it only for UK or for all countries? If UK only, could it be linked to this bug?
https://www.matrixgames.com/forums/tm.asp?m=5027196

Normally, it is solved in the next patch that is coming.

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RE: Odd Shipyard Issue - 7/17/2021 7:31:07 PM   
Uxbridge


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I don't think it is related, although it's not totally impossible. My think is more that it is an interior bug (mine) and not an exterior one (game). But I'm at a total loss as what it could be. This is how it looks in the editor:




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RE: Odd Shipyard Issue - 7/17/2021 7:40:13 PM   
Uxbridge


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This is how it looks in the game. There's only Illustrious and Prince of Wales in the reinforcement que, so UK should still have 16 yards to go.

I did use the cavalry slot to create huge production and manpower cadres, that players can disband over time to free productional assetts. I suspect that may have something to do with it, but the false figures correspond more to the size of the initial shipyard capacity than the number of each country's cadres, and that says it's probably not.




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RE: Odd Shipyard Issue - 7/20/2021 11:47:32 AM   
Uxbridge


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This problem didn't solve with the patch.

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RE: Odd Shipyard Issue - 8/5/2021 1:39:58 PM   
stjeand


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I would have to guess based upon your pics.

When I modify the 1939 scenario I see...

65/49. 49 is how many are in use so only 16 are available when the game begins. That means there are 49 shipyards worth of ships being build in the build queue.
I wonder if that cadre is causing an issue...it is acting like you have 465 units in the build queue.
Did you put shipyards in the cadre and is it on the map or in the queue?

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RE: Odd Shipyard Issue - 8/5/2021 4:42:16 PM   
Uxbridge


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No, that was one of the first things I checked. It's very odd. As far as I know, there's nowhere in the editor where you can change the shipyard cost for units, it's hard coded. But somehow the game thinks either that there's a lot more in the que than what is actually there, or it thinks that the battleships in the ques are more expensive shipyard-wise. This one is really weird.



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RE: Odd Shipyard Issue - 8/5/2021 4:51:39 PM   
ncc1701e


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I think Alvaro said that you can determine by a variable if ship in queue give back shipyards or not. Can't find the thread.


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Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.

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RE: Odd Shipyard Issue - 8/5/2021 4:53:51 PM   
ncc1701e


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Ah found it finally:
http://www.matrixgames.com/forums/fb.asp?m=5039987

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Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.

(in reply to ncc1701e)
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RE: Odd Shipyard Issue - 8/5/2021 5:05:43 PM   
stjeand


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Does not look like something you can set in the editor...might be something hardcoded.

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RE: Odd Shipyard Issue - 8/5/2021 5:56:29 PM   
Uxbridge


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From: Uppsala, Sweden
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I think I finally solved it. Saving the scenario under a different name, I deleted all naval units in UK's que. Then I added the original scripts into the scenario folder and loaded them into the scenario. Then I added the ships again. It now look correct. Fingers crossed, I will now try with the real scenario (or scenarios, it's actually two) and see what happens.

But, if it works, I'm still at a loss why the problem occured in the first place.

< Message edited by Uxbridge -- 8/5/2021 5:57:26 PM >


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RE: Odd Shipyard Issue - 8/5/2021 7:05:26 PM   
Uxbridge


Posts: 1457
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From: Uppsala, Sweden
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I found the problem, finally. It was about the "Edit Selected Queue Unit" settings. While mixing with my manpower & production cadres, giving them a strength of 100 manpower, that figure somhow spilled over to the ships in the queue, upping their strength from 6 to 100. It did put a heavier burden on the shipyards than they could possibly be expected to bear.

I don't know wether I did something wrong (probably) or if there's some bug lurking here (perhaps), but the issue is presently settled.

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