Too long to move units V04.03.00.00

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Majorball68
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Too long to move units V04.03.00.00

Post by Majorball68 »

Currently JA 43 and movement of Axis units in USSR take too long, up to a minute to move a unit after being selected, 2 or more minutes for a HQ. Most noticeable when capturing USSR hexes or moving from adjacent USSR units. Has become near impossible to play. It is like the game it trying calculate the supply situation at the time and the hex being moved into. Taking me forever to complete land moves. Note that Yamashita has expended a supply unit this turn so if that may be having some impact on the supply calculations on German front I do not know but it doesn't appear to have been a problem before that. Save attached.
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Joseignacio
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RE: Too long to move units V04.03.00.00

Post by Joseignacio »

We have experienced this issue yesterday using 4.03.02

It did not take 1 minute but like a 50% of the moves took about half a minute each. Hadn't happened earlier with the same version, so I wonder if it was the netplay connection through Slitherine.
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Joseignacio
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RE: Too long to move units V04.03.00.00

Post by Joseignacio »

We tried with 4.02.03.02 and 4.02.02

It happened too, but I believe it didn't happen when we played those versions in the past. Could it be a matter of the Lobby not working correctly? Dissincrhronization et al... That could also explain other problems that exist, like serious problems in naval battles without a chance to save, ships that the GE player should receive from the repair pool when conquiering a minor not given, letting select battles with chinese communists and USSR against Japan in the phase of CW or Nat China, having two land combats and not being offered to roll the dice and the game hangs, ..., maybe.
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Courtenay
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RE: Too long to move units V04.03.00.00

Post by Courtenay »

More likely what is happening is that some units are out of supply, and MWiF is spending a lot of time trying to make alternate routes to get the units in supply. If everything is in supply, things would go a lot faster.
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Joseignacio
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RE: Too long to move units V04.03.00.00

Post by Joseignacio »

No, it happens with 1 out of 2 or 3 units on the russian front (at war with GE) it means it may do it with 20 or 30 units minimum, it could be possible that it had to get crazy to trace for some individual units (I am not so incompetent as to leave so many out of a short and clear supply line to a city or HQ), but not russians in russia, with HQ within range in case of GE blitz the USSR so that units can be supplied.

I mean it may be a supply check, yes, but it should be immediate for 99% of the units.

It happened too in USSR vs Japan in the same game, when USSR was invading Manchuria, with an HQ supplying everyone of the like 10 units.

And it happens as well for the GE player in the USSR border, it would look like checking supply, yes, but shouldnt when the supply is so obvious as an hq two hexes away, last like 15 seconds each.
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Courtenay
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RE: Too long to move units V04.03.00.00

Post by Courtenay »

Unfortunately, when MWiF does a supply check, as far as I know it does it for ALL units, so if there is one that gives a problem, it gives it every time the supply is checked.
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michaelbaldur
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RE: Too long to move units V04.03.00.00

Post by michaelbaldur »

steve just uploaded a few beta versions that fix the supply issues.

but it added other bugs, so it might be some time before its will be a public issue
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michaelbaldur
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RE: Too long to move units V04.03.00.00

Post by michaelbaldur »

Changes Since Version 4.3.1.0
(as of November 12, 2021)

355. November 12, 2021 - Enabled Debug.

Changes Since Version 4.3.1.1
(as of November 12, 2021)

356. November 17, 2021 - Fixed a newly created infinite loop when searching for supply from aligned minor country capitals (e.g., Warsaw) to a primary supply source.

357. November 17, 2021 - Added a line of code to prevent the Canadian oil resource in Estevan from ever being used to fulfill a Commonwealth to China trade agreement for an oil point.

358. November 17, 2021 - Fixed another combination of a Commonwealth territorial unit cooperating with units belonging to a Commonwealth aligned minor country so the program now let’s them stack together.

359. November 18, 2021 - Fixed a problem with some later scenarios (e.g., Missed the Bus, Lebensraum) where the German replacement battleships were included in the German setup. Now those units can only enter the game if the German player builds them.

360. November 19, 2021 - Shortened the time required to recalculate supply substantially by eliminating searches by Japan and its aligned minor countries which checked if ports in Europe could reach a primary supply source in Japan. In one instance the search time went from 64 seconds to under 1 second.
the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
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Joseignacio
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RE: Too long to move units V04.03.00.00

Post by Joseignacio »

ORIGINAL: michaelbaldur

steve just uploaded a few beta versions that fix the supply issues.

but it added other bugs, so it might be some time before its will be a public issue

Yes, we are in that version because we downgraded from later versions because of the new bugs. Thanks Michael.
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