OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC (29-Jan-2020))

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LuisGuzman
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by LuisGuzman » 2020-01-11 10:05, Saturday

Major Heinz wrote:
2020-01-10 22:02, Friday
Hi, I have read a little bit about the discussion about the aggressive maneuver leader. My question is: If I will give a special unit eg infantry a non-infantry leader like overwatch what will happen? Will the second ability then not used?
Yes, it should work. For those actions that can be affected by leaders, the engine checks if leader is defined as class or random. :howdy
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by sympatyk » 2020-01-19 21:26, Sunday

:howdy
Hi Luis

What is the matter - when upgrading the unit?
The unit won the leader in the hex. The unit does not yet have a bar.

https://drive.google.com/file/d/13IvMV5 ... sp=sharing

During the upgrade, the leader was taken and I got a lot of expe ... and an increased chance of being a leader
Some strange ...

https://drive.google.com/file/d/1WYvakx ... sp=sharing
https://drive.google.com/file/d/1VQi6ro ... sp=sharing
https://drive.google.com/file/d/12rl4hl ... sp=sharing

After deploy up the next scenario and the first shot I got a leader and 5 bars!

https://drive.google.com/file/d/1YfPEUy ... sp=sharing

and here is the save of the game
https://drive.google.com/file/d/1ATYUug ... sp=sharing

and after upgrading and before being placed on the game board
https://drive.google.com/file/d/10bd5EI ... sp=sharing

game engine 0.93.3.8, 0.93.3.7, 0.92.0.5
Gustlik's e-file

Additional question - was the leader from hex - the wrong one?
The hex - can enter - infantry, tank, artillery ...

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by mythos » 2020-01-20 05:37, Monday

Czesc sympatyk :howdy

The problem is: artillery with 0 organic movement shouldn't receive the Aggressive Maneuver Leader (because the bonus to movement doesn't work if 0).
You upgraded the unit to equipment which also has 0 Speed.
Please check, if the following config variable (either for efile or campaign/scenario) is set to 2:

Code: Select all

upgrade_ldr=0
* When upgrading leadered unit which makes random leader attribute useless... Default = 0
* Set to 1 to assign new random (according new equipment) but losing 1 bar.
* Set to 2 to remove leader, reducing unit's exp and bars as to be able to get a new leader.
I think the large amount of XP is an overflow, if the unit has 0 XP when upgrading.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by sympatyk » 2020-01-20 09:26, Monday

Hallo Mythos :howdy
Vielen Dank für eine so schnelle Antwort

The e-file is set
* --- CFG setting file created by OpenSuite.
* --- only $ Variables included.

ground_carrier = 2
evade_special = 11
flak_range = 2
flak_ex2 = 1
upgrade_ldr = 1
avoid_cbf = 1
wild_weasel_ex = 1
blow_any_terrain = 1
attach_on = 1
subcd_naval_only = 1
allow_country0_gtp = 1
.......

The question remains -> why was the wrong leader in the hex awarded?
Overflow should not happen either ...

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by LuisGuzman » 2020-01-20 10:36, Monday

sympatyk wrote:
2020-01-20 09:26, Monday
The question remains -> why was the wrong leader in the hex awarded?
Overflow should not happen either ...
:hi Grzegorz

The reason of the overflow is because the unit#22 has a leader with no bars :huh and only 22 xp (although that low xp doesn't affect)
Having zero bars is the reason for the overflow as when losing the leader the experience is adjusted (to give a high probability to recover the leader) using:

Code: Select all

new_xp = current_bars * 100 -50
thus when the unit has no bars, the new experience becomes - 50 (as it shows in the message), which overflows to:

Code: Select all

65536 - 50 = 65486
Regarding why that the Aggressive Maneuver is taken as not valid ... Chris explained before :yes
The Agg.Maneuver leader is rarely assigned to a unit having no movement (game uses a random with probability only 5%) and the same routine is used when raising the leader or checking the leader validity, so you can be lucky when raising it, and not so lucky when upgrade the unit.
Maybe it would be better to remove that random possibility and disable always for units not able to move without a transport :dunno

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by sympatyk » 2020-01-20 12:11, Monday

:howdy
Thank you very much
... I wrote here because - because the wrong leader should not be awarded the first time (in the hex - here is an error) -> the draw should be repeated -> there would be no incompatibility later

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by Waldzios » 2020-01-20 15:20, Monday

:2cents
LuisGuzman wrote:
2020-01-20 10:36, Monday
The reason of the overflow is because the unit#22 has a leader with no bars :huh
This is very probable situation, with leader raised by 'Raise Leader' trigger. There is no bars or exp limit in trigger.
LuisGuzman wrote:
2020-01-20 10:36, Monday
Having zero bars is the reason for the overflow as when losing the leader the experience is adjusted (to give a high probability to recover the leader) using:

Code: Select all

new_xp = current_bars * 100 -50
It would be reasonable/expected way with upgrade_ldr = 2 option set, not necessary with upgrade_ldr = 1.
IMHO if you can check option 1 for bars, then you should check option 2 for exp, and then possibly use option 0.
LuisGuzman wrote:
2020-01-20 10:36, Monday
Maybe it would be better to remove that random possibility and disable always for units not able to move without a transport :dunno
Most definitely.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by mythos » 2020-01-22 05:38, Wednesday

LuisGuzman wrote:
2020-01-20 10:36, Monday
Maybe it would be better to remove that random possibility and disable always for units not able to move without a transport :dunno
I thought it was working like this for years.
Yes please, i think it is the more efficient (if not the better) solution to remove the random chance :yep
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by LuisGuzman » 2020-01-22 12:44, Wednesday

Waldzios wrote:
2020-01-20 15:20, Monday
LuisGuzman wrote:
2020-01-20 10:36, Monday
Maybe it would be better to remove that random possibility and disable always for units not able to move without a transport :dunno
Most definitely.
:notsure
Another option is to allow keeping that leader if the new equipment has a transport, because that was the condition allowing to raise it.

Currently several leaders are allowed for units not able to move by themselves if the unit has a transport. Aggressive Maneuver is one of this, but then another condition discard it when player is not luck enough (95% of the times). Doubtless, that was the condition to have got that Aggressive Maneuver leader in the artillery unit.

But this is not the only leader using a random probability to be raised (Bridging, Expert Camouflage, Liberator), although these other leaders are not removed when upgrading the unit randomly. Why not do the same with this rare case ?

The random possibility to get some leaders was widely debated and agreed long ago, so there is a reason to have kept that Aggressive Maneuver random leader for units moving only with a transport ... :dunno

What do you think ?
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by Waldzios » 2020-01-22 21:15, Wednesday

LuisGuzman wrote:
2020-01-22 12:44, Wednesday
when player is not luck enough (95% of the times)
Are you sure?
For me it sounds, like there is about 3% to draw a specific leader (1 of ~30), then 5% to validate it, together it gives around 0,15%. So player is unlucky about 99,85 % of time.
Or I'm missing something :??
LuisGuzman wrote:
2020-01-22 12:44, Wednesday
What do you think ?
:howdy
The random possibility to get leaders is OK. I'm definitely not against it. I would never suggest to remove it.
Although, I'm little unsure about the math ;).

But the random test to validate leaders (when upgrading) is very strange.
IMHO separate validation procedure (without random part) for upgrade only, would be reasonable solution.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by LuisGuzman » 2020-01-23 09:59, Thursday

Waldzios wrote:
2020-01-22 21:15, Wednesday
LuisGuzman wrote:
2020-01-22 12:44, Wednesday
when player is not luck enough (95% of the times)
Are you sure?
For me it sounds, like there is about 3% to draw a specific leader (1 of ~30), then 5% to validate it, together it gives around 0,15%. So player is unlucky about 99,85 % of time.
Or I'm missing something :??
I meant that getting that Aggr.Man leader as a result of a trigger, has a probability of 5%.

The random possibility to get leaders is OK. I'm definitely not against it. I would never suggest to remove it.
Ok them!

Any other comment from someone else :dunno
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by Waldzios » 2020-01-23 11:18, Thursday

LuisGuzman wrote:
2020-01-23 09:59, Thursday
I meant that getting that Aggr.Man leader as a result of a trigger, has a probability of 5%.
I''m pretty sure it's much less than 5%. In GusOpen we are using $upgrade_ldr for at least two years now, and we have plenty of 'raise leader' triggers in campaigns. If it was really 5% chance, we would have plenty of similar issues already reported (with this, or other random leader).
Whereas Sympatyk issue is first one reported ever.

Unfortunately I don't have time to test it. I will left it for now.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by randowe » 2020-01-23 11:28, Thursday

LuisGuzman wrote: Any other comment from someone else :dunno
Is the whole discussion bount to upgrade_ldr = 1 or 2? I can not say anything on this because i am not using the variable :dunno

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by sympatyk » 2020-01-23 20:40, Thursday

:howdy
I'm sorry I opened a Pandora's box
Continuation of this story
Unit # 22 after the next scenario (I shot a little and gained experience) suddenly loses exp
Now this unit looks like this

https://drive.google.com/file/d/12bQbx0 ... sp=sharing

There are 9 exp, 5 bars and a leader ...

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by mythos » 2020-01-24 04:56, Friday

LuisGuzman wrote:
2020-01-22 12:44, Wednesday
But this is not the only leader using a random probability to be raised (Bridging, Expert Camouflage, Liberator), although these other leaders are not removed when upgrading the unit randomly.
:o i hadn't considered potential side effects.
I guess, with such a small chance, keeping the chance "as is", and only fixing the XP overflow of $vars, is the more efficient solution :yep
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by Puma » 2020-01-26 23:07, Sunday

Where can I download the latest exe? I am using 93.3.0 and I am fed up with all the weird shirt happening :censored :censored
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.8.Test (1-Dec-2019)

Post by lvjtn » 2020-01-28 06:38, Tuesday

Puma wrote:
2020-01-26 23:07, Sunday
Where can I download the latest exe?
http://luis-guzman.com/OpenGen/OpenGenTest.zip

imo you can boookmark it, Luis uses this url permanently

the latest test version (0.93.3.98.Test) is close to be released as 0.93.4.0 soon
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC (29-Jan-2020))

Post by LuisGuzman » 2020-01-29 12:56, Wednesday

:bullhorn
I've just uploaded the next Release Candidate version, including all these fixes since last oficial 0.93.3.0:
  • Enabled "handwriting icon" in map menu, to allow resetting foe spotting
  • Air units (using Air Missions) were not auto resupplying when they don't have a mission during a turn
  • When a unit was losing its leader while upgrading but the unit had no exp-bars, the unit's experience did overflow to a huge value
  • Planes using air mission could resupply if over a friend airfield different than its air-base
  • Can add $ai_delay defining a different delay after AI actions (default is 300 ms)
  • When $am_delaydrop was enabled for Air Missions, and game was was saved before an airborne unit was dropped after moving,
    the unit was moved to base after reloading
  • When attacking ground unit was in a river, the defender was able to fire back, regardless stats
  • Removed text tooltip on map when labels on map are enabled
  • When raising protos the first GTP matching eight and F/F was assigned without checking if GTP was obsolete.
  • When showing labels on map was set, didn't work the info on map. It has been improved
  • Naval units could not deploy in Ports when the scenario setting "Ports don't behave as SH" was set.
  • When assigning a leader to units of class: BS,BC or Cruiser in Suite, the increased range was not used in game.
  • It was not possible to barrage an hex having a hidden unit
  • When scenario defined default sp and terrain limit refitting based on %, units having current sp equal to default sp could refit 1 sp if terrain was less than 100%
  • Depots was not working if $supply_ex was not defined
  • The units in naval transport were not landing when using AI3
  • Scroll of map while deployment, is improved.
  • AI hanged when there were units starting embarked in NTP
  • Reasigning units, was returning double prestige
  • DH hexes were not available for deployment
  • After returning to base, cannot rebase (no bases are highlighted
  • Bug-report was storing user Nick and Mail in registry only
  • AI planes using air missions and located at start of scenario out of an air base, didn't return to a base after his turn.
  • Photos and medals were not updated when cycling prev/next within Inspect Dialog
  • Photos and medals were not loaded if png is 8 bits.
  • Default videos can be put into efile's SMACK folder too
  • equipment size increased to 10999 units
  • When scenario/campaign has videos defined for winning/losing and the videos are not found (neither local, nor main SMACK folder)
    default videos will be checked and eventually played in found in main SMACK folder and videos are enabled in settings
    Default video files are: scen_won, scen_lost, cam_won, cam_lost
  • Fixed a bug when detecting if loading NamesEx.txt or Names.txt
  • Leaders' names are stored in the savegames
  • Leader's names can be read from existing names.txt or from new namesEx.txt which must not include the unused first dummy 31 entries
    and can include comment lines starting with token * (asterisk) (#2)
  • Optimized loading medals and photos (dossier and inspect) to load only the image needed. (#1)
  • Replacing JP forum button with OG forum button
  • Reinforces was not marked to track experience
  • Die Mel was not playing
Can download from [url=http://luis-guzman.com/OpenGen/OpenGenRC.zip] OpenGenRC.exe version 0.93.3.99.RC.
The link and the change log is also available from my web.

I'll wait a week or two to promote as official release 0.93.4.0 in case someone else find any other glitch

Also in the coming days I'll upload another version I call "OGX" including the current state of the AI3, in case someone wants to test, although it is just "work in progress" yet.
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