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Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-11 17:25, Thursday
by none
Other OG bug:
In the HQ screen (before deploy), fighter air attack values are displayed between [square brackets], like if they couldn't initiate air combat! :lol
It shows like it should for bombers though (both passive bombers and fighter-bombers have/don't have their right brackets).

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-11 19:23, Thursday
by randowe
none wrote:
2024-04-11 17:25, Thursday
Other OG bug:
In the HQ screen (before deploy), fighter air attack values are displayed between [square brackets], like if they couldn't initiate air combat! :lol
It shows like it should for bombers though (both passive bombers and fighter-bombers have/don't have their right brackets).
Is it raining/snowing (in the first turn)? Then it is shown like this for planes without all-weather ability.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-12 07:59, Friday
by none
randowe wrote:
2024-04-11 19:23, Thursday
Is it raining/snowing (in the first turn)? Then it is shown like this for planes without all-weather ability.
:doh Yes, it is snowing...

And while I see the rationale behind it, that should not happen! :nyet
The initial HQ phase is a place beyond time and space, where you buy/upgrade your troops, and should be unaffected by random temporary factors like weather and terrain. This utterly temporary, and thus irrelevant information (it might never snow/rain again for the whole scenario...), is totally useless (and confusing) when you try to buy/upgrade your units.
It would only make (some, minor) sense if a whole scenario was under a non-stop downpour. And even then, given the upgrade cost and experience penalties, I strongly doubt players would change their planes just for that. Weather affects both sides after all.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-12 19:10, Friday
by randowe
Hello Luis :howdy

I am playing with OpenGen 0.93.5.RC1.f and when one of my core units got a leader in a defensive support fire in the AI turn i got not asked to keep/decline the leader.
When i am in my own turn the keep/decline leader setting works so far.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-13 08:13, Saturday
by none
randowe wrote:
2024-04-12 19:10, Friday
i got not asked to keep/decline the leader.
Probably the same issue I posted about some posts further up.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-13 10:15, Saturday
by LuisGuzman
randowe wrote:
2024-04-12 19:10, Friday
Hello Luis :howdy

I am playing with OpenGen 0.93.5.RC1.f and when one of my core units got a leader in a defensive support fire in the AI turn i got not asked to keep/decline the leader.
When i am in my own turn the keep/decline leader setting works so far.
none wrote:
2024-04-13 08:13, Saturday
randowe wrote:
2024-04-12 19:10, Friday
i got not asked to keep/decline the leader.
Probably the same issue I posted about some posts further up.
I think I've found he reason.
Someone reported an issue when playing PBEM asking to accept a leader for an enemy unit. I fixed limiting "asking" to units belonging to active players in addition to not being AI units :doh

Thus when AI is playing human units do not ask if they receive a leader. :bonk

I am changing the condition to ask for units not belonging to AI player and (not belonging to active player when PBEM mode). Hope that will fix the issue definitively.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-13 11:06, Saturday
by randowe
LuisGuzman wrote:
2024-04-13 10:15, Saturday
I think I've found he reason.
Someone reported an issue when playing PBEM asking to accept a leader for an enemy unit. I fixed limiting "asking" to units belonging to active players in addition to not being AI units :doh

Thus when AI is playing human units do not ask if they receive a leader. :bonk

I am changing the condition to ask for units not belonging to AI player and (not belonging to active player when PBEM mode). Hope that will fix the issue definitively.
Thank you :bow

The person who reported about PBEM leaders was also me :lol When human plays vs human i could decline leaders that the other person got in my turn (in a defensive action of the other other person's unit).

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-13 19:37, Saturday
by sympatyk
:howdy
Regarding leaders
I already had 15 leaders, in Trigger Heks I got the sixteenth
Is this how it should be after the changes?

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-14 07:23, Sunday
by LuisGuzman
sympatyk wrote:
2024-04-13 19:37, Saturday
:howdy
Regarding leaders
I already had 15 leaders, in Trigger Heks I got the sixteenth
Is this how it should be after the changes?
I'll check, but have you checked if the 16th is a new one or is the same than one existing before it?

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-14 08:11, Sunday
by sympatyk
:howdy

I got it as the 16th leader
PSW 222, , 2 bars, 216 exp, Germany, 10/10, Determined Defense, Recon, Bridging, 6 kill, 120 pp - U:027 [+12 exp]

Earlier, among 15 leaders, I already had such a leader
+ Ju 87D, , 5 bars, 508 exp, Germany, 6/10, Determined Defense, Support, Special Munition, 7 kill, 0 pp - U:034 [+43 exp]

Is this behavior correct?

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-14 09:03, Sunday
by LuisGuzman
sympatyk wrote:
2024-04-14 08:11, Sunday
:howdy

I got it as the 16th leader
PSW 222, , 2 bars, 216 exp, Germany, 10/10, Determined Defense, Recon, Bridging, 6 kill, 120 pp - U:027 [+12 exp]

Earlier, among 15 leaders, I already had such a leader
+ Ju 87D, , 5 bars, 508 exp, Germany, 6/10, Determined Defense, Support, Special Munition, 7 kill, 0 pp - U:034 [+43 exp]

Is this behavior correct?
Could I get the save-game to check the leaders' slots, please ?

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-14 09:25, Sunday
by sympatyk
Game save
https://drive.google.com/file/d/14gaIJW ... sp=sharing
Campaign: G05 BLITZKRIEG by Gustlik v.5.3

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC1.f (21-Feb-2024)

Posted: 2024-04-14 10:16, Sunday
by LuisGuzman
sympatyk wrote:
2024-04-14 09:25, Sunday
Game save
https://drive.google.com/file/d/14gaIJW ... sp=sharing
Campaign: G05 BLITZKRIEG by Gustlik v.5.3
Thanks I've found the reason and will be fixed in next 0.93.5.RC2a coming soon ...
The issue was due to a missing comment I forgot to add when testing if I could increase the number of leaders to 25.
You can go on playing with that leader number 16 as the attributes are copied into the unit, but whenever 15 leaders exist, new leaders can be raised over the 15th.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-14 10:55, Sunday
by LuisGuzman
:bullhorn OG version 0.93.5.RC2a available at my site and http://www.open-general.com/install/OpenGenRC.zip

ADDING:
  • Can add a scenario weather.txt:
    If found in SCENARIO folder a file scen_name_weather.txt, it is loaded to use custom weather in the scenarios (and its saved games), using latitude #99.
  • Enabled to upgrade unit's transport only (even if unit is not available without needing to upgrade also the unit)
and FIXING:
  • Fixed issue making a player's unit to raise a leader during AI turn without asking to skip/accept.
  • Error making possible to get more than 15 leaders without supporting slot.
:howdy

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-14 13:48, Sunday
by sympatyk
Thanks for the replies and the new OG version
I didn't know you were testing the possibility of having 25 leaders
I reported the 16th leader because I didn't know if I had missed any changes in this topic...

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-14 14:36, Sunday
by none
LuisGuzman wrote:
2024-04-14 10:55, Sunday
:bullhorn OG version 0.93.5.RC2a available
:yeah :notworthy

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-16 07:57, Tuesday
by LuisGuzman
Although it is obvious, here it is a sample of new custom "scen_name"_weather.txt
(*) replace "scen_name" with the scenario's filename

Code: Select all

* Custom scenario weather sample
#99  weather data for scenario
30,  2,   0,   0
20,  2,   0,   0
30,  2,   0,   0
40,  2,   0,   0
50,  2,   0,   0
60,  2,   0,   0
70,  2,   0,   0
80,  2,   0,   0
90,  2,   0,   0
10,  2,   0,   0
10,  2,   0,   0
10,  2,   0,   0

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-16 08:39, Tuesday
by none
LuisGuzman wrote:
2024-04-16 07:57, Tuesday
Although it is obvious, here it is a sample of new custom "scen_name"_weather.txt
Thanks!
Most is obvious, but I did have doubts about the "#99 weather data for scenario" part (= the exact syntax it expects). :yes

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-16 11:19, Tuesday
by LuisGuzman
none wrote:
2024-04-16 08:39, Tuesday
LuisGuzman wrote:
2024-04-16 07:57, Tuesday
Although it is obvious, here it is a sample of new custom "scen_name"_weather.txt
Thanks!
Most is obvious, but I did have doubts about the "#99 weather data for scenario" part (= the exact syntax it expects). :yes
First line is a remark as you have guessed and the token "#99" is needed to let the game know you are using a custom latitude (area/zone)
otherwise default built-in weather table would be set. I did that way to minimize the changes required to implement this choice.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-16 15:54, Tuesday
by none
Excellent. Thanks a lot, I'll try it on my next scenario... :)

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-16 20:52, Tuesday
by randowe
:howdy Hello Luis, could you please look into the distribution of leaders? I sent my battleship to the leader trigger and it got a liberator leader, which is not possible according to the chart.
Also sometimes when i close the game after playing i get an error message that says something like "wrong leader, check last combat log". I never notice this when playing and in these cases the leaders are correct if i remember correctly. But later, wehn i close the game i see a txt file is open, showing the message.
Always playing with the newest RC.

Image

Image

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-17 18:44, Wednesday
by randowe
Ok, so i got the aformentioned message when i closed the game. But since i notice this only when i close the game the last combat logged is not the one that raised the message.
- Err - U:67 is a fighter but got an improper Leader! - Check CombatTest log file
Campaign: 1938-46 ATOMIC WELTKRIEG (welt.cam)
Scenario: Operation Adlerangriff
Germany turn 18 * August 15, 1940
Weather is: Fair * Ground condition: Dry * Distance:0
-------------------------------------------------------------------------
Attacker : U:21 (no name) Bf 109E-3 - Germany <Str=8> Hex(37,25) TOWN
Defender: U:55 (no name) Factory - United Kingdom <Str=5> Hex(37,25) TOWN
Defender: U:55 (no name) Using strenght = 4 (ammo=2)

Firing: U:21 * Destroyed = 5 Suppressed = 0 to U:55

......... * Summary * .........
Attacker: U:21 * Destroyed 0 Suppressed 0
Defender: U:55 * Destroyed 5 Suppressed 0 * KILLED *

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-18 10:37, Thursday
by LuisGuzman
randowe wrote:
2024-04-16 20:52, Tuesday
:howdy Hello Luis, could you please look into the distribution of leaders? I sent my battleship to the leader trigger and it got a liberator leader, which is not possible according to the chart.
Image
Hi Clemens
The point is that leaders table was obsolete at my site as it was modified, at some point I don't remember exactly when, to allow some ships to get "Liberator" leader, and maybe some other minor changes.
I've updated the current leaders table at my site.

I have not checked yet the issue related to the error message, but I'll try to fix before the weekend.
:howdy

Edited: Here it is the current Leaders' table
Image

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-18 13:31, Thursday
by none
LuisGuzman wrote:
2024-04-18 10:37, Thursday
Edited: Here it is the current Leaders' table
:huh Shouldn't AT have "Overwatch" leaders too?
I mean, that's the whole point of AT (especially towed ones): Ambush unsuspecting tanks...

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-20 11:16, Saturday
by none
Me again, bug again... :(

There is a selection bug when one of your ground units is below an enemy plane: Sometimes you can't select your own unit, you only select the enemy one. I didn't manage to understand what triggers it, but when it's triggered it's pretty consistent and easy to reproduce:

Here is a test scenario for one of those cases: There is a bunker under the Sturmovik, try to select it and right-click it (for instance to tell it to resupply): Whatever you do, you can only select the enemy Sturmovik...

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-23 08:48, Tuesday
by LuisGuzman
none wrote:
2024-04-20 11:16, Saturday
Me again, bug again... :(

There is a selection bug when one of your ground units is below an enemy plane: Sometimes you can't select your own unit, you only select the enemy one. I didn't manage to understand what triggers it, but when it's triggered it's pretty consistent and easy to reproduce:

Here is a test scenario for one of those cases: There is a bunker under the Sturmovik, try to select it and right-click it (for instance to tell it to resupply): Whatever you do, you can only select the enemy Sturmovik...
Have you tried to toggle air mode (hotkey <A> or plane button on right maps' menu) ? :notsure
I tested your sample scenario and it works as expected: if air mode is set you see the plane, otherwise you see the bunker :huh

Re: New Wish List for OpenGen / OpenSuite 2023-2024

Posted: 2024-04-23 09:53, Tuesday
by sympatyk
:howdy
After deselecting the aviation mode, until you click somewhere other than the plane, the air unit is still selected
One extra click solves the problem..

https://drive.google.com/file/d/14okmPa ... sp=sharing

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC2a (141-Apr-2024)

Posted: 2024-04-23 11:25, Tuesday
by none
Aw crap, the button does work here. :doh
When I first met this problem I did try the "airplane" button and it didn't change anything, the plane kept being selected (the button didn't change this)... Unfortunately I don't have a save from that, it was in the middle of a test playthrough.

Sorry, I'll try to send you another case as soon as I find one.

Re: New Wish List for OpenGen / OpenSuite 2023-2024

Posted: 2024-04-23 11:42, Tuesday
by none
sympatyk wrote:
2024-04-23 09:53, Tuesday
After deselecting the aviation mode, until you click somewhere other than the plane, the air unit is still selected
One extra click solves the problem..
Yes, I know, thanks. I tried everything, including clicking on empty ground to deselect, selecting another ground unit, and so on. I was able to select the bunker all right, but any right-click always gave me the plane, no matter what was previously selected. :dunno

I'll need to give you guys a savegame where it happens for real again (happened twice since). It will be a little complicated, since my E-File has changed a lot and I'll need to include it too for everything to work.
I only hope it's not a "Heisenbug", the kind which only happens once in a while after you play OG for a couple hours (I spend a lot of time in there lately, 5-6 hours in a row...).

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-11 09:26, Saturday
by randowe
Hello Luis :howdy

Did something change with the healer units in the latest exe? Previously the healer unit and the damaged unit had to stand still for one turn before the damaged unit got healed. Now i can drive my damaged unit next to the healer and in the next turn it is healed already. So basically it works one turn faster now!

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-11 09:32, Saturday
by LuisGuzman
randowe wrote:
2024-05-11 09:26, Saturday
Hello Luis :howdy

Did something change with the healer units in the latest exe? Previously the healer unit and the damaged unit had to stand still for one turn before the damaged unit got healed. Now i can drive my damaged unit next to the healer and in the next turn it is healed already. So basically it works one turn faster now!
:nyet I didn't change anything related healing, but I'll check it.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-11 09:41, Saturday
by randowe
The new AAR features are fun :clap It's great to see which classes got killed by a certain core unit.
Though the overall scenario and campaign kill from core and aux units are not shown in the AAR anymore.

Basically this lines with the overall kills and loses from core and aux:

Code: Select all

Player 1 : Germany, Romania, Italy, Hungary, Slovakia
Killed: INF:662 TNK:109 RCN:111 AT:131 FLAK:96 FORT:151 ATY:229 AD:101 FTR:93 TB:71 SUB:19 DD:65 BS:20 Total: 1858
Lost : INF:50 TNK:1 RCN:7 AT:4 FLAK:14 FORT:5 ATY:3 AD:1 FTR:2 TB:1 DD:8 Total: 96

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-11 09:46, Saturday
by randowe
LuisGuzman wrote:
2024-05-11 09:32, Saturday
randowe wrote:
2024-05-11 09:26, Saturday
Hello Luis :howdy

Did something change with the healer units in the latest exe? Previously the healer unit and the damaged unit had to stand still for one turn before the damaged unit got healed. Now i can drive my damaged unit next to the healer and in the next turn it is healed already. So basically it works one turn faster now!
:nyet I didn't change anything related healing, but I'll check it.
Hmmm maybe i got the wrong impression because the healer unit itself was not moving. And that is the important part for the healer perk to work. Not the damaged unit moving. I just tested it and it works with various exe files. I am sorry, false alarm :phew

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-13 21:00, Monday
by randowe
Hello Luis :howdy

I noticed that in the AARs the prestige cost of the individual units is not shown anymore. The cost is always 0: viewtopic.php?p=19106#p19106

When you scroll through the thread, you'll see that it started with RC3.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-14 07:14, Tuesday
by LuisGuzman
randowe wrote:
2024-05-13 21:00, Monday
Hello Luis :howdy

I noticed that in the AARs the prestige cost of the individual units is not shown anymore. The cost is always 0: viewtopic.php?p=19106#p19106

When you scroll through the thread, you'll see that it started with RC3.
:yes
I know (and fixed already) and as soon as I finish adding the special to allow submarines surfaces/submerged to be able to behave as "depots" (none's wish) I'll release a new RC.
:howdy

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-18 16:19, Saturday
by none
Bug or feature? :huh

The "Torpedo" special (bombing from adjacent hexes) does not work for recon planes: Recon planes can't bomb from neighboring hexes. :dunno
I'm pretty sure it worked before.

Test scenario: You get a recon torpedo bomber and a torpedo level bomber to compare (and some victims). Simple scenario file, requires the "Supply Submarines" E-File (might work with the old one too, but I'm not sure).

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-18 16:52, Saturday
by LuisGuzman
none wrote:
2024-05-18 16:19, Saturday
Bug or feature? :huh

The "Torpedo" special (bombing from adjacent hexes) does not work for recon planes: Recon planes can't bomb from neighboring hexes. :dunno
I'm pretty sure it worked before.
No bug, torpedo special only works if class is 11,12, 13 or 14 (Fighter- ATP) that is: only for AIR class units, so recon class unit cannot use the torpedo special.

---
I am trying to release a new RC4 tomorrow and also Suite 5.0.73.11.
:howdy

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-19 08:56, Sunday
by none
LuisGuzman wrote:
2024-05-18 16:52, Saturday
No bug, torpedo special only works if class is 11,12, 13 or 14 (Fighter- ATP) that is: only for AIR class units, so recon class unit cannot use the torpedo special.
:( Uh, thanks. Is there a technical reason they can't?
Because in WWII all German (and not only!) recon was "reconnaissance in force" (i.e. units patrolling an area and attacking any enemy they found, to assess the enemy's forces and capacities, and to deny enemy reconnaissance)...

See here:
WAR DEPARTMENT TECHNICAL MANUAL TM-E 30-451 wrote:German tactical principles of reconnaissance [...] stress aggressiveness, attempt to obtain superiority in the area to be reconnoitered, and strive for continuous observation of the enemy. They believe in employing reconnaissance units in force as a rule. They expect and are prepared to fight to obtain the desired information. Often they assign supplementary tasks to their reconnaissance units, such as sabotage behind enemy lines, harassment, or counter-reconnaissance. (1945, Link)

And Germans were not the only ones to do so. Recons need to be able to have the full combat capacities of their "normal" counterparts, "combat patrols" are after all more or less just regular combat vehicles on a reconnaissance mission.

Unless obviously if there is a compelling technical reason why in OG recons are limited...

I agree limiting torpedoes to "AIR" units makes sense, but then again "Recon" isn't a unit type (like "tracked", "naval" or something), it's a mission.
Which means any type of unit can land in "Recon", and recons should be able to have all perks of all other combat units...

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-19 09:56, Sunday
by randowe
none wrote:
2024-05-19 08:56, Sunday
Because in WWII all German (and not only!) recon was "reconnaissance in force"
This is not true. There were high flying recon planes with only defensive armament or even no armament.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-19 10:13, Sunday
by LuisGuzman
none wrote:
2024-05-19 08:56, Sunday
LuisGuzman wrote:
2024-05-18 16:52, Saturday
No bug, torpedo special only works if class is 11,12, 13 or 14 (Fighter- ATP) that is: only for AIR class units, so recon class unit cannot use the torpedo special.
:( Uh, thanks. Is there a technical reason they can't?
Because in WWII all German (and not only!) recon was "reconnaissance in force" (i.e. units patrolling an area and attacking any enemy they found, to assess the enemy's forces and capacities, and to deny enemy reconnaissance)...
I agree limiting torpedoes to "AIR" units makes sense, but then again "Recon" isn't a unit type (like "tracked", "naval" or something), it's a mission.
Which means any type of unit can land in "Recon", and recons should be able to have all perks of all other combat units...[/size]
Is there any reason you cannot set that TB with "recon" special attribute instead of asking to change torpedo rules ?

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-19 12:26, Sunday
by none
randowe wrote:
2024-05-19 09:56, Sunday
This is not true. There were high flying recon planes with only defensive armament or even no armament.
Some were. Others were combat patrols. Especially maritime patrol planes were armed (Fw 200 Condor), not to mention the Ju 290 used by the "Fernaufklärungsgruppe 5" which were heavily armed (20 mm cannons, etc.). Wikipedia even states some of them were to be (or were actually?) equipped with the Fritz X remote controlled anti-shipping bomb.

And on the ground, while the normal infantry recon group was indeed mostly supposed to avoid contact, armored recon units were supposed to attack where possible (there was a reason the various "Panzerspähwagen" were armored and relatively heavily armed...).

My point is, there is no "one-size-fits-all", and you can't simply dismiss a part of the reality. Some recon were supposed to avoid contact, others were supposed to engage anything they could handle. :dunno

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-19 12:36, Sunday
by randowe
Sure sure, but you wrote ALL German (and they were not the only ones to do so: ALL) recon was reconnaissance in force.
Anyway, i get what you want to say :yes

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-19 12:39, Sunday
by none
LuisGuzman wrote:
2024-05-19 10:13, Sunday
Is there any reason you cannot set that TB with "recon" special attribute instead of asking to change torpedo rules ?
The main reason (besides the fact that my recons can evade), is that the player will get terminally confused if some recons are in "FTR", some in "TB", others in "LB", others in "sDD", and even some in "RCN"!... :lol

There is a "recon" unit category, one would expect to find all recon options in there. Maybe it's my methodical German mind? :dunno

I remember already having a problem with air recons early on, in the old forum, because back then most recons were ground-based, and most people didn't see the need for air recons. But I definitely wanted to implement recon planes, since they were simply ubiquitous since WWI... I don't recall what the actual technical problem was back then (3 years ago or more) but I remember it took some time to be solved.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC3 (5-May-2024)

Posted: 2024-05-19 12:41, Sunday
by none
randowe wrote:
2024-05-19 12:36, Sunday
you wrote ALL German
It was related to the "WAR DEPARTMENT TECHNICAL MANUAL TM-E 30-451" I quoted. I agree they say "stress", not "are exclusively"...

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC4 (19-May-2024)

Posted: 2024-05-19 19:32, Sunday
by LuisGuzman
:bullhorn

New OpenGen 0.93.5.RC4 available at my site including:
  • Custom leaders set in Suite will try to match existing same class and attribute slot, to share that slot instead of using a new one.
  • Expanded DOSSIER struct to allow track losses and kills for all non-transport classes.
    But interfaces are not changed so that will be notice in AAR if ticking new kills summary option
  • New special "Supply Unit" added to efile, allowing any transport used as organic transport to convert the main unit behave as a "Supply Unit" according how $supply_ex is configured.
  • AAR: New units are listed sorted by class
  • AAR: Units classes uses now short names
  • AAR: "Exclude transports bars and prestige" changed to "Exclude transports and bars"
  • AAR: Splitted options to have "include prestige (cost)" and "include unit number"
  • AAR: Added total kills and total Loses for core and aux units
A new OpenSuite 5.0.73.11 is also available, including :
  • DOSSIER structure expanded to track all cruisers' kills and loses separately instead of accumulated.
  • New special "Supply Unit" added to efile, allowing any transport used as organic transport to convert the main unit behave as a "Supply Unit"
  • Fixed an issue with leaders

(*) Note about new special "Supply Unit":
It is mainly added to allow subs using a NTP as organic transport to supply adjacent units (behave as a "Depot").
Although the special must be defined for the transport, it is the unit having that transport who supply adjacent units.
Thus, if $supply_ex is defined to requiere the "Depot" to spend ammo, it is the unit - not the transport- who must have enough ammo
Although the new special is created basically for subs having a NTP as organic transport to allow submerged/surface mode it should work too for any other transport set as the organic transport
Notice that this also enables purchasing subs with a matching NTP (having the new special) as organic transport if $sub_buytra var is also enabled in proper .cfg file.

(**) Note about new option to share leaders
If you configure in scenario a unit with a custom leader, setting a slot and both specific class & random attributes, when loading that scenario in game,
the engine will check if can find any existing slot matching the attributes defined at design time for that unit's leader.
If any slot is found matching that data, no new leader will be raised, but the unit will share that existing leader slot.
If no matching slot is found then a new leader will be raised if any is available yet.

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC4 (19-May-2024)

Posted: 2024-05-20 07:04, Monday
by none
LuisGuzman wrote:
2024-05-19 19:32, Sunday
New OpenGen 0.93.5.RC4 available at my site including:
:yeah :notworthy :notworthy :notworthy

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC4 (19-May-2024)

Posted: 2024-05-20 08:52, Monday
by none
:huh Something is broken.
I opened a OpenGen 0.93.5.RC4 savegame in Open Suite 5.0.73.11, and it threw a fit.
I got a little error message about a "names" problem, and then Notepad opened with this:

Code: Select all

Unit:001 P:1 .. has leader:6 with class-atribute:2 not matching leader table (0)
Unit:001 P:1 .. has leader:6 with atribute:9 not matching leader table (0)
Unit:002 P:1 .. has leader:4 with class-atribute:2 not matching leader table (0)
Unit:002 P:1 .. has leader:4 with atribute:21 not matching leader table (0)
Unit:007 P:1 .. has leader:5 with class-atribute:5 not matching leader table (0)
Unit:007 P:1 .. has leader:5 with atribute:9 not matching leader table (0)
Unit:010 P:1 .. has leader:1 with class-atribute:3 not matching leader table (0)
Unit:010 P:1 .. has leader:1 with atribute:11 not matching leader table (0)
Unit:011 P:1 .. has leader:1 with class-atribute:3 not matching leader table (0)
Unit:011 P:1 .. has leader:1 with atribute:11 not matching leader table (0)
Unit:012 P:1 .. has leader:3 with class-atribute:35 not matching leader table (0)
Unit:012 P:1 .. has leader:3 with atribute:31 not matching leader table (0)
Unit:020 P:1 .. has leader:2 with class-atribute:5 not matching leader table (0)
Unit:020 P:1 .. has leader:2 with atribute:27 not matching leader table (0)
Unit:024 P:1 .. has leader:13 with class-atribute:2 not matching leader table (0)
Unit:024 P:1 .. has leader:13 with atribute:32 not matching leader table (0)
Unit:032 P:1 .. has leader:12 with class-atribute:35 not matching leader table (0)
Unit:032 P:1 .. has leader:12 with atribute:32 not matching leader table (0)
Unit:035 P:1 .. has leader:7 with class-atribute:1 not matching leader table (0)
Unit:035 P:1 .. has leader:7 with atribute:9 not matching leader table (0)
Unit:038 P:1 .. has leader:11 with class-atribute:8 not matching leader table (0)
Unit:038 P:1 .. has leader:11 with atribute:9 not matching leader table (0)
Unit:039 P:1 .. has leader:9 with class-atribute:8 not matching leader table (0)
Unit:039 P:1 .. has leader:9 with atribute:25 not matching leader table (0)
Unit:040 P:1 .. has leader:8 with class-atribute:7 not matching leader table (0)
Unit:040 P:1 .. has leader:8 with atribute:18 not matching leader table (0)
Unit:043 P:1 .. has leader:1 with class-atribute:3 not matching leader table (0)
Unit:043 P:1 .. has leader:1 with atribute:11 not matching leader table (0)
Unit:044 P:1 .. has leader:1 with class-atribute:3 not matching leader table (0)
Unit:044 P:1 .. has leader:1 with atribute:11 not matching leader table (0)
Unit:045 P:1 .. has leader:1 with class-atribute:3 not matching leader table (0)
Unit:045 P:1 .. has leader:1 with atribute:11 not matching leader table (0)
Unit:051 P:1 .. has leader:1 with class-atribute:3 not matching leader table (0)
Unit:051 P:1 .. has leader:1 with atribute:11 not matching leader table (0)
Worst of all, it actually broke the savegame file:
All existing leader data was erased: All their names were changed to "( ) ." and all their settings to the default "According to...".

Last but not least, two units (2 identical recon planes) which had customized unit names, only appear in "Units Settings View" as "NameError", and when you click on them you get an "Encountered an improper argument" error message. Having a customized name apparently creates a problem, even the scenario title disappeared. :huh

Note this only happens after having saved a new savegame in the new Open General version. Savegames from the previous OG versions (with those same units) work just fine in the new Open Suite, so it's most likely a Open General issue.

________
The two savegames to illustrate: One is the initial savegame made with the previous OG yesterday, the other is the same, loaded in OpenGen 0.93.5.RC4 and saved again under a new name...

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC4 (19-May-2024)

Posted: 2024-05-20 09:52, Monday
by LuisGuzman
none wrote:
2024-05-20 08:52, Monday
:huh Something is broken.
I opened a OpenGen 0.93.5.RC4 savegame in Open Suite 5.0.73.11, and it threw a fit.
I got a little error message about a "names" problem, and then Notepad opened with this:
Obviously, files structs are changed and older executables cannot understand the new structs created by newer executables.
And I see no way to prevent that.

But you should load fine RC3's saves with RC4, right ?

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC4 (19-May-2024)

Posted: 2024-05-20 10:21, Monday
by none
LuisGuzman wrote:
2024-05-20 09:52, Monday
Obviously, files structs are changed and older executables cannot understand the new structs created by newer executables.
That's the point, I updated both Open Suite and Open General (using the files you linked above). :huh

Are you sure the Open Suite download is the right one? The new Open Suite is suspiciously similar to the old Open Suite (same 10261504 bytes size, which would be quite a coincidence... ;)).

Re: OpenGen Questions & Bugs - Latest exe: 0.93.5.RC4 (19-May-2024)

Posted: 2024-05-20 11:28, Monday
by LuisGuzman
none wrote:
2024-05-20 10:21, Monday
[Are you sure the Open Suite download is the right one? The new Open Suite is suspiciously similar to the old Open Suite (same 10261504 bytes size, which would be quite a coincidence... ;)).
Run any AAR to see if you get 2 more lines than before: total kills (core+aux) and total loses (core+aux) using "Kills by core units..." (kilss summary)