OpenGen Questions & Bugs - Latest exe:24.12.10.0 ( 11-Dec-2024 )

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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by alpha alpha dawg »

Hello to all!

Is there an issue with the high/last score for 0.93.5.RC6? When I use this version the high score/last score is not working correctly. Instead of displaying the name from the Dossier screen, it is only displaying a symbol or two (square, negative sign, etc.).
Last edited by alpha alpha dawg on 2024-07-21 15:54, Sunday, edited 1 time in total.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by none »

Which RC6? The last is RC6c, which fixes several small issues (sorry, don't recall which).
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by alpha alpha dawg »

Thank you for the response sir! I'm using 6c. I snipped an image but am unable to figure out how to upload to my message.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by none »

Well, I can't help any more since I don't use this feature. You'll have to wait till Luis sees this...
You can't upload images directly (yet). You'll have to host it somewhere and post a link.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by alpha alpha dawg »

Thank you kindly for the consideration and the upload tip. Have a great rest of your weekend!
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by PrinzMurmel »

Hi,
I have an issue with one of my paratroopers units. I am playing BASEKORP Blitz (not the latest OG release though).
I have a Fallschirm 40 and a Fallschirm 43 unit. The 40 one works just fine, but the 43 one refuses to lift off using air transport. I don't get the 'A' option like the 40 one does, or even other units that have the airmobile property. What can be the cause of this? :huh
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by sympatyk »

PrinzMurmel wrote: 2024-07-22 10:49, Monday Hi,
I have an issue with one of my paratroopers units. I am playing BASEKORP Blitz (not the latest OG release though).
I have a Fallschirm 40 and a Fallschirm 43 unit. The 40 one works just fine, but the 43 one refuses to lift off using air transport. I don't get the 'A' option like the 40 one does, or even other units that have the airmobile property. What can be the cause of this? :huh
Regards,
P.M.
This is a question for the campaign creator
Maybe after the amphibious operation in Crete 1941 - he decided that Fallschirm 43 would not fly?
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by Parabellum »

sympatyk wrote: 2024-07-22 12:23, Monday
PrinzMurmel wrote: 2024-07-22 10:49, Monday Hi,
I have an issue with one of my paratroopers units. I am playing BASEKORP Blitz (not the latest OG release though).
I have a Fallschirm 40 and a Fallschirm 43 unit. The 40 one works just fine, but the 43 one refuses to lift off using air transport. I don't get the 'A' option like the 40 one does, or even other units that have the airmobile property. What can be the cause of this? :huh
Regards,
P.M.
This is a question for the campaign creator
Maybe after the amphibious operation in Crete 1941 - he decided that Fallschirm 43 would not fly?
That would also have been my guess, because that's how I know it from another e-file (RSF). Paratroopers are then just “normal” infantry with better combat characteristics.
If you use the OG suite, then you can search for the unit and find out about its special abilities.

Another question would be whether in your case air transport is available at all in the scenario and if so, how much?
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by randowe »

PrinzMurmel wrote: 2024-07-22 10:49, Monday Hi,
I have an issue with one of my paratroopers units. I am playing BASEKORP Blitz (not the latest OG release though).
I have a Fallschirm 40 and a Fallschirm 43 unit. The 40 one works just fine, but the 43 one refuses to lift off using air transport. I don't get the 'A' option like the 40 one does, or even other units that have the airmobile property. What can be the cause of this? :huh
Regards,
P.M.
I just checked it and the Fallschirm 43 and 46 units have no air transport that matches their transport weight setting in the efile. So these units will never fly. For the reasons behind this settings we can only speculate. Maybe @Puma reads this and can help.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by Puma »

Strange, what version are you playing with?
Max, can you give a version number of what you checked.
I have looked at old versions back to 2019 and they have the same air transports for all Fallschirm.

Maybe only one air transport is available for the scenario?
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by randowe »

Puma wrote: 2024-07-22 21:26, Monday Strange, what version are you playing with?
Max, can you give a version number of what you checked.
I have looked at old versions back to 2019 and they have the same air transports for all Fallschirm.

Maybe only one air transport is available for the scenario?
I have the BK version from August 2019. The latest one from the OG homepage says also August 2019 and uses the same transport weights for the paratroopers. The '43 and '46 paratroopers use a different weight which has no air transport assigned to it.

See the first picture for the 1940 paratroopers which can use the Ju 52 whereas in the second picture the 1943 paratroopers use an other transport weight that has no plane assigned to it.

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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by Puma »

Thanks for that. I must have updated the 2019 version and not uploaded it.
There have been many versions since 2019 that have not been uploaded ;)
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by PrinzMurmel »

Hmm.. thanks for checking!
What I find especially strange is that even for example a Gebirgspioniere 43 unit I have with Airmobile ability can lift off (in a Me 321) from an air field.
The same location does not work for the Fsch 43.
The version I currently use is the 0.93.4 RC5.1 from Feb. 2022.

So I guess I could fix it by changing the air transport setting in the equipment file via the Suite..
:scratch
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by sympatyk »

alpha alpha dawg wrote: 2024-07-21 15:34, Sunday Hello to all!

Is there an issue with the high/last score for 0.93.5.RC6? When I use this version the high score/last score is not working correctly. Instead of displaying the name from the Dossier screen, it is only displaying a symbol or two (square, negative sign, etc.).
:howdy
Please provide more details
What was the previous version of OG that worked correctly?
What e-file do you use and what campaign or scenario?
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by alpha alpha dawg »

sympatyk wrote: 2024-07-24 19:45, Wednesday
alpha alpha dawg wrote: 2024-07-21 15:34, Sunday Hello to all!

Is there an issue with the high/last score for 0.93.5.RC6? When I use this version the high score/last score is not working correctly. Instead of displaying the name from the Dossier screen, it is only displaying a symbol or two (square, negative sign, etc.).
:howdy
Please provide more details
What was the previous version of OG that worked correctly?
What e-file do you use and what campaign or scenario?
Hello sir. I apologize for the late response. The last version of OG where the high score worked correctly was 0.93.5.RC1.c. However, I quit using this version when I started using OpenSuite 5.0.73.13 as OG was no longer working. I then switched to OG 0.93.5.RC6. However now when I play the high score/last score no longer works. The names from the dossier do not display in the high score/last score screen and there are symbols instead. I play a bunch of campaigns, but most recently played Rising Sun with LXF efile.

Thank you kindly!
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by sympatyk »

:howdy
Changing the game engine from 0.93.5.RC1.c to version 0.93.5.RC6 does not cause any problems
However, if you used Suite 5.0.73.13 (before changing the game engine to RC6) and saved the game - these may be undesirable effects

The rule is - we use Suite compatible with the game engine
Suite 5.0.73.13 is compatible with the 0.93.5.RC6 engine, but not with previous game engines
Also, the 0.93.5.RC6 game engine is not compatible with earlier versions of the Suite

Golothin has just released the latest version of LXF Efile
viewtopic.php?p=18755#p18755

I don't know if I understood the problem correctly - I don't speak English
I use Google Translate to write on the forum ..

I'll ask - if you start a new game --> it all works fine?
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by alpha alpha dawg »

it is very clear thank you! My problem maybe using different versions that are not compatible with each other. I will go back to using matching versions. Thanks for the help sir!
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by PrinzMurmel »

PrinzMurmel wrote: 2024-07-23 19:15, Tuesday Hmm.. thanks for checking!
What I find especially strange is that even for example a Gebirgspioniere 43 unit I have with Airmobile ability can lift off (in a Me 321) from an air field.
The same location does not work for the Fsch 43.
The version I currently use is the 0.93.4 RC5.1 from Feb. 2022.

So I guess I could fix it by changing the air transport setting in the equipment file via the Suite..
:scratch
Just to inform you, I did it and it works! I changed the weight settings for the Me 321, and now the Fallschirm 43 uses it as air transport.
Thanks to randowe for the screenshots, they pointed me in the right direction!
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by randowe »

PrinzMurmel wrote: 2024-07-29 13:08, Monday Just to inform you, I did it and it works! I changed the weight settings for the Me 321, and now the Fallschirm 43 uses it as air transport.
Thanks to randowe for the screenshots, they pointed me in the right direction!
:cool
Good job :cool I am glad i could help!
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by Duke Falcon »

I vaguely remember it may were discussed before the forum's crash - and now not found that anywhere:

Can submarines carry other units? And\or act as supply units?
Because subs have different behaviour if I remember correctly...
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by none »

Duke Falcon wrote: 2024-08-13 16:43, Tuesday Can submarines carry other units? And\or act as supply units?
IIRC submarines can carry other units (all unit types can have hangars), and supply submarines have been something I was bugging Luis for years!... :lol

Luis finally found this spring a solution using composite submarines (= a submarine (submerged) inside a sea transport (surface)), in a somewhat convoluted way of which the precise explanation was unfortunately lost during the crash. :(

It should work in the latest versions, in that you can now give the "supply" bit to a transport which has been affected to another unit, and outside of Open Suite (how? I don't remember). Previously you could only give that bit to a stand-alone transport unit.
So, to build a supply submarine, you create (scenario level) a composite submarine with a submarine inside a sea transport*, and give the sea transport the "supply" bit. There are details I'm probably missing, but unfortunately Real Life prevents me from checking it out right now.
That's IIRC, the exact explanation was lost during the crash and unfortunately my working memory is somewhat overloaded with other stuff right now.


* People who can't figure what this would look like can check the NOKorp E-File, submarines and sea transports. I've been using it to simulate the differences of submerged vs surface, like speed, weapons (can't fire cannons under water!) and such. In the game you dive/surface your sub using the "embark/debark" feature. Note the AI can't do it, so you need to also keep the "classic" submarines for the AI.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by Duke Falcon »

none wrote: 2024-09-07 12:15, Saturday
Duke Falcon wrote: 2024-08-13 16:43, Tuesday Can submarines carry other units? And\or act as supply units?
IIRC submarines can carry other units (all unit types can have hangars), and supply submarines have been something I was bugging Luis for years!... :lol

Luis finally found this spring a solution using composite submarines (= a submarine (submerged) inside a sea transport (surface)), in a somewhat convoluted way of which the precise explanation was unfortunately lost during the crash. :(

It should work in the latest versions, in that you can now give the "supply" bit to a transport which has been affected to another unit, and outside of Open Suite (how? I don't remember). Previously you could only give that bit to a stand-alone transport unit.
So, to build a supply submarine, you create (scenario level) a composite submarine with a submarine inside a sea transport*, and give the sea transport the "supply" bit. There are details I'm probably missing, but unfortunately Real Life prevents me from checking it out right now.
That's IIRC, the exact explanation was lost during the crash and unfortunately my working memory is somewhat overloaded with other stuff right now.


* People who can't figure what this would look like can check the NOKorp E-File, submarines and sea transports. I've been using it to simulate the differences of submerged vs surface, like speed, weapons (can't fire cannons under water!) and such. In the game you dive/surface your sub using the "embark/debark" feature. Note the AI can't do it, so you need to also keep the "classic" submarines for the AI.
Thanks!
I use transport sub in the equipment now.
Supply sub as I solved => Set a sub for fortification with naval movement and check the corresponding box for those scenarios it would appear... Since it would appear only in 1-3 underwater scenarios this method seems valid.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by none »

Duke Falcon wrote: 2024-09-11 07:58, Wednesday Set a sub for fortification with naval movement
It will work, but it will handle like a submarine on the surface: Any surface vessel will be able to hit it, which is what you would like to prevent in the first place (else you can use as well a supply ship).
The "submarine" class is the only one to have those submarine-specific perks, like the fact they are only affected by units having the "ASW equipment" special (also they aren't visible unless you happen upon them, and so on. In short, they are special...). A "fortification" class submarine would handle pretty much like a (sturdy) surface vessel.


Now the composite submarine trick has the advantage that it simulates, without having to rewrite a big part of the Open General code, the operational differences between a surfaced submarine (= standard ship), and a submerged one (= utterly stealthy, hard to hit, but very slow).
The whole issue was to be able to give the "surface" (sea transport) part of the composite submarine the "supply" perk, and Luis somehow managed to do it, it should work in the latest version. Unfortunately I was engrossed in a big, very complicated project, and haven't had any time for OG since... :(

We need to wait for Luis to drop in and post again the instructions he gave back then, and which were lost during the "Big Crash of '24"...
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by sympatyk »

:howdy
I report the inconvenience
When saving the game -it is not checked if there is already a record with such a name -> If we do not give a new name -> The file will be overwrite without warning

https://drive.google.com/file/d/140AEpA ... sp=sharing
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by LuisGuzman »

sympatyk wrote: 2024-09-17 10:26, Tuesday :howdy
I report the inconvenience
When saving the game -it is not checked if there is already a record with such a name -> If we do not give a new name -> The file will be overwrite without warning

https://drive.google.com/file/d/140AEpA ... sp=sharing
But you can see that there is already a game with same filename, as the proposed filenames is the same than last 2 entries in the list and the last entry (the filename proposed in the editing box) is marked as (new)
Do you mean adding as well a pop message asking to overwrite ?
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by sympatyk »

:howdy
Yes, I thought about that --> but I don't consider it a bug, just a small inconvenience..
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by PrinzMurmel »

I have a question about the Overrun ability on planes: I have a Me 262 that has this, but were unable to use it. I attacked an enemy fighter (with strength only 1), killed it, but then was not able to fly on the the next victim :winkgrin
I expected this to work similarly to a tank overrun..?
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by none »

That would be silly, wouldn't it!... :lol
I think the "overrun" perk is tank-specific, and is supposed to simulate, well, overrunning infantry (driving over them...). It wouldn't make sense for a plane.

If you want your plane to shoot twice, why don't you give it the "fire twice" leader? Of course this means not all Me 262 will have it, but then again why should they? There are easier ways to simulate the superiority of jets over propeller fighters, if that's what you're after (Higher initiative is the obvious way).
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by PrinzMurmel »

However, tanks can also overrun other tanks for example, not only infantry..
So what is the 'Can overrun' ability then supposed to mean for a plane? :huh
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by none »

Well, nothing I guess. But only Luis can say what the real mechanism behind it is. :dunno
That been said I think I remember it was a tank-only special. IIRC there was a more in-depth explanation once but I've lost track, I don't know if it was in the old forum, or the even older forum... :huh

Whatever it is, what are you trying to do anyway? Specifically make a plane type able to shoot twice, or just for it be more devastating than other plane types? Or something else altogether?
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by Dimitris GR »

I remember 1 Flak unit with overrun but i don't remember if this worked on planes.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by sympatyk »

PrinzMurmel wrote: 2024-10-09 09:17, Wednesday I have a question about the Overrun ability on planes: I have a Me 262 that has this, but were unable to use it. I attacked an enemy fighter (with strength only 1), killed it, but then was not able to fly on the the next victim :winkgrin
I expected this to work similarly to a tank overrun..?
:howdy

What campaign and e-file is this?
Aircraft cannot have the "Overrun" attribute.

https://luis-guzman.com/OpenGen_Combat.html

Overrun procedure

Any unit may Overrun when it was not surprised by unspotted Defender while moving and:

Attacker's class is Tank and has not "Overrun" special attribute.
Attacker is ground unit not class Tank and has "Overrun" special attribute
Attacker has ammo to fire

When Attacker may Overrun, Combat Forecast is figured out and if results that:

Defender's losing all its strength and Attacker not losing any strength...

Then defender is killed and normal combat doesn't happen. Each overrun requires the Attacker to spend ammo. Attacker can continue moving and firing.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by LuisGuzman »

sympatyk wrote: 2024-10-10 17:34, Thursday
PrinzMurmel wrote: 2024-10-09 09:17, Wednesday I have a question about the Overrun ability on planes: I have a Me 262 that has this, but were unable to use it. I attacked an enemy fighter (with strength only 1), killed it, but then was not able to fly on the the next victim :winkgrin
I expected this to work similarly to a tank overrun..?
:howdy

What campaign and e-file is this?
Aircraft cannot have the "Overrun" attribute.

https://luis-guzman.com/OpenGen_Combat.html

Overrun procedure

Any unit may Overrun when it was not surprised by unspotted Defender while moving and:

Attacker's class is Tank and has not "Overrun" special attribute.
Attacker is ground unit not class Tank and has "Overrun" special attribute
Attacker has ammo to fire

When Attacker may Overrun, Combat Forecast is figured out and if results that:

Defender's losing all its strength and Attacker not losing any strength...

Then defender is killed and normal combat doesn't happen. Each overrun requires the Attacker to spend ammo. Attacker can continue moving and firing.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by PrinzMurmel »

sympatyk wrote: 2024-10-10 17:34, Thursday
What campaign and e-file is this?
Aircraft cannot have the "Overrun" attribute.

https://luis-guzman.com/OpenGen_Combat.html
Well, it's the EFILE_BASEKORP with the Blitz 2008 campaign..
So sad, I thought it could be a cool feature for an advanced fighter :)
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by randowe »

:howdy Hey Luis, I just want to ask if/when you plan to release a new full installer of the game and suite? So everybody can get to the same versions again. I feel it is very confusing because not everybody is using the same versions.
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by LuisGuzman »

randowe wrote: 2024-11-02 17:52, Saturday :howdy Hey Luis, I just want to ask if/when you plan to release a new full installer of the game and suite? So everybody can get to the same versions again. I feel it is very confusing because not everybody is using the same versions.
Soon, very soon ...
I had planned to release on November 1, but familiar thigs got messed and I had no time.

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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by randowe »

Great thanks! But please take your time :yes
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Re: OpenGen Questions & Bugs - Latest exe:0.93.5.RC6 ( 28-May-2024 )

Post by LuisGuzman »

Next Friday 8 will be available version 24.11.8.0 both for OG and OpenSuite

Actually these versions won't include any changes, OG will be the last RC promoted to official and OpenSuite will be the same 5.0.73.13 using the new format to name version (YY, MM, DD. N)

The idea is to allow matching versions for OG and Suite easier.

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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by LuisGuzman »

New official OpenGeneral 24.11.08.0 available !
Installer and core packs updated

OpenSuite version updated to match the OG one.
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by sympatyk »

:howdy
Thank you

Of course it doesn't matter, but if we want to download --> we will see the names 10 November 2024 (not 8 November 2024)
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by randowe »

LuisGuzman wrote: 2024-11-08 06:35, Friday New official OpenGeneral 24.11.08.0 available !
Installer and core packs updated

OpenSuite version updated to match the OG one.
:howdy
Muchas :gracias

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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by LuisGuzman »

sympatyk wrote: 2024-11-08 11:22, Friday :howdy
Thank you

Of course it doesn't matter, but if we want to download --> we will see the names 10 November 2024 (not 8 November 2024)
Fixed !!!

Thanks for warning .. I had everything configured to release next Sunday but then I got some time yesterday, so I decided to release today, but I forgot to change OpenSuite.html :doh
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by sympatyk »

:howdy
Thank you
.. There is still one thing to change - the exe file download page (it's in the first green frame in the picture) Sorry to bother you with such details ..
https://luis-guzman.com/OpenGenChangeLo ... astVersion
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by LuisGuzman »

sympatyk wrote: 2024-11-08 19:23, Friday :howdy
Thank you
.. There is still one thing to change - the exe file download page (it's in the first green frame in the picture) Sorry to bother you with such details ..
https://luis-guzman.com/OpenGenChangeLo ... astVersion
:yes

Fixed too
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by sympatyk »

:howdy
Thanks a lot Luis for releasing a consistent version and naming for OpenGen and Suite :bow :notworthy

I downloaded both applications yesterday
I think everyone should switch to yesterday's versions --> OpenGen - Suite --> naming and matching problems will be over :yes
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by randowe »

:howdy Hello Luis, just one question in advance. Do you think there will be any problems in the game or suite when a campaign has more than 100 scenarios or scenario files in the SCENARIO folder? Maybe because it is a three digit number or some other unforeseeable event in the game because of this? Or can suite handle more than 100 scenarios in the campaign view etc.?


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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by LuisGuzman »

randowe wrote: 2024-11-24 12:23, Sunday :howdy Hello Luis, just one question in advance. Do you think there will be any problems in the game or suite when a campaign has more than 100 scenarios or scenario files in the SCENARIO folder? Maybe because it is a three digit number or some other unforeseeable event in the game because of this? Or can suite handle more than 100 scenarios in the campaign view etc.?
:huh I'm not sure to understand properly, sorry.

The campaign structure can hold up to 100 scenarios in an array as big as 100 slots with index from 0 to 99, so, no campaign can have more than 100 scenarios. In the campaign view, the number on the left of the list is the slot assigned to each scenario.

Do you mean the Suite allow you to define more then 100 scenarios ?

You can have any number of scenario files in the SCENARIO folder, but only those included in the cam file will be used (as far as they are found of course).
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by randowe »

LuisGuzman wrote: 2024-11-24 14:57, Sunday The campaign structure can hold up to 100 scenarios in an array as big as 100 slots with index from 0 to 99, so, no campaign can have more than 100 scenarios. In the campaign view, the number on the left of the list is the slot assigned to each scenario.
That's what i wanted to know, thanks!

So i know i can not update Weltkrieg with 17 more scenarios and 2 more proto choice screens.
(The way i use the proto choice eats up too many scenario slots, with 3 to 5 copies of the same scenario with only the proto a difference).
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by randowe »

:howdy Hello Luis, maybe you have read it already. There are some problems with leader names. Leaders get no name or a wrong name or names change with every reload or every new leader. It occurs with different efiles and campaigns. sympatyk :cool made a analysis in this post: https://forum.open-general.com/viewtopi ... 504#p19504
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by LuisGuzman »

randowe wrote: 2024-11-28 20:37, Thursday :howdy Hello Luis, maybe you have read it already. There are some problems with leader names. Leaders get no name or a wrong name or names change with every reload or every new leader. It occurs with different efiles and campaigns. sympatyk :cool made a analysis in this post: https://forum.open-general.com/viewtopi ... 504#p19504
Thank you for warning, I'll check next Monday when I get back home!
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