Everything posted by TonyE
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SAM under Player Control
Okay, I spoke too soon, solution #1 wasn't too difficult and I was curious so I put it in, works for this particular test case. 2008.036
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SAM under Player Control
Confirmed that this happens in 2008.035. The code indicates this has long been a known problem (that AirAttacker may be called with a non-air group). There are two solutions, neither is minor: 1. In a case like this, make the user select an air group from the formation to leave formation and do the intercept. 2. Wait until the whole attack process is re-written and can understand the situation. So I think it is too dangerous to try to fix this problem alone when the fix may well cause more problems and the problem isn't causing trouble for most/any players.
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2008.024 bug report: GetMemAnnex Error: IS_DISK
Thanks for the report, looks like there are some lessons for DB maintainers in this one...
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FRAGO CPX - Battle Along the Tziepov Umpire AAR
Pete tells me I was "Commander 1st Mechanized Rifle Battalion". Luckily I wasn't the lone Red commander, Stoffel really took the grand commander role and TimA came later to whine about our predicament, the game, and the paltry size of a rather large bridge . Bridge sums up what went wrong for Red, first I piled up units on the Heradia Bridge, but managed to divert most of the APCs thru the water before the situation became really nasty. But the damage was done by that point, the scouts didn't make it across the bridge quickly and so did not play a role in proper scouting. The hope was that they could zip to Emamiville, then South across the Fouse Bridge to make a stand there. As it played out, Blue got to Fouse long before my scouts and had their positions dug in and ready to use smoke to their advantage (and they did!). I was a bit surprised Blue hadn't pushed North from Fouse in more strength, perhaps they had some bridge trouble as well, or weren't worried about pushing their luck with offensive action. My short TacOps experience has shown that dug in Blue units are going to regularly rout the advancing in the open Red forces. The only Blue unit I ran into North of the Fouse Bridge was a AAV playing scout just outside the Lafferty Heights woods. One of my scouts ran across it and even got a shot in. Somewhere in there Tim joined the action with a boatload of T-72s, unfortunately the boat was not included in the deal and a much more serious traffic jam developed at the Heradia Bridge with his efforts. If he had made an orderly crossing, maybe his tanks and my numerous APCs could have rushed the Fouse bridge in force (but would it have worked...). As it was, my units were finding that approaching the Fouse Bridge embodied deadly experience for themselves, M60 tanks and even a TOW or three fired on my units without a counter-detection. Blue was masterfully using smoke to further decrease the chances I would see his units. Not wanting to wait more hours for Tim to show up (he was taking HWY18 to HWY7a despite my declaring HWY7 in firm hands south of Emamiville), I planned to move in force from the break on the forests South of Emamiville SW towards Lafferty Heights in hopes of attacking Fouse on its flank. Just after starting that move it was time for me to exit the game, just as things were getting really messy for us Red players. I was happy to see my APCs launch a few ATGM against the M60 tanks and I think I at least damaged something else with a mortar strike (my first use of TRP and shifting fire from a TRP). All this time Stoffel was fighting along HWY 9 towards the Thorpe Bridge. Blue beat us there too, the 'narrow' passage on HWY 9 made for a killing field, Blue massacred a number of Red units. Both Stoffel and myself sent some probes along the river between HWY9 and HWY7. Blue had it covered but I wonder if it might have been an area to launch a major assault, instead of focusing on the bridges. So what was good: * I successfully used a bridging unit, without help! * Lots of players, more than two was a good experience. * Learning more from said players, hiding units with checks was added to my abilities and is handy in addition to the other hiding capabilities. Stoffel suggested a useful formation for my units, protecting and playing the strengths of the anti-tank units (generally fragile but long ranged). * Terrain I could work with What wasn't so good: * Way too many units/markers for me to control. I'd be happy with 5-8 markers . * Have I mentioned what I think of TOW? * Lack of Red cohesiveness. I think we all had good intentions but at the very least Tim was not understanding my reports about the situation around Emamiville. * I'm still very 'green' at the game, moving a large number of markers took me time, thankfully by the time we made contact with the enemy I was doing okay with moving so many markers. Thanks again to all of the other players, and especially Pete for making this happen and then being the umpire!
- 2008.035 Release Notes
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TacOps CPX Alert
Thanks Pete, twas a good time!
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Assertion Failure on loading saved game
okay, 2008.035 gets past the 2nd bug, what's next
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HCE Release Notes
HCE - 2008.035 ============== - Chg:0000 GE And then fix the next bug that surfaces, trying to errantly read a diskID as an memID in Torpedo annex. http://harpgamer.com/harpforum/index.php?showtopic=2797
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2008.035 Release Notes
HCE - 2008.035 ============== - Chg:0000 GE And then fix the next bug that surfaces, trying to errantly read a diskID as an memID in Torpedo annex. http://harpgamer.com/harpforum/index.php?showtopic=2797
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Assertion Failure on loading saved game
Yup, I get what you get Stalin, a bit more than 10 seconds but it happens.
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Assertion Failure on loading saved game
Thanks guys, fix coded in 2008.034, please verify in release notes and here that fix works for you.
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HCE Release Notes
HCE - 2008.034 ============== - Chg:0000 GE Fix requesting information from the Torpedo annex without that annex data being loaded from the database. (thanks Akula) http://harpgamer.com/harpforum/index.php?showtopic=2797
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2008.034 Release Notes
HCE - 2008.034 ============== - Chg:0000 GE Fix requesting information from the Torpedo annex without that annex data being loaded from the database. (thanks Akula) http://harpgamer.com/harpforum/index.php?showtopic=2797 i.e. Make sure Akula's save loads and plays for a few seconds.
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USNI demo
I'm rebuilding USNI 1.0 using HCUS-080415 Units that would be handy and aren't present: F-16 © F/A-18 DDG Mod Kashin (I'll just use Sovremenny) Ka-27 Helix Kresta Work on the scen is on hold for now, looks like something is wrong with how the DB is being read.
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TacOps CPX Alert
Tony, where are you time zone-wize, I think that you are one hour earlier than me as I looked up St Paul MN on an online calculator? Also what is your earliest and latest start time for Saturday's festivities. You, Sir, are the key. I am a Central Timezone so yes, one hour earlier than you. I'd say 8am at the earliest for me, probably 7pm at the latest for a start (then I'd play for ~4 hours until 11pm).
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Should damaged subs surface?
There is also the Flooding critical hit, instead of keeping track of hits, say if the flooding crit has been scored and your damage is > 50% , surface; if you have no flooding crit, surface at > 75% damage.
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Should damaged subs surface?
As Akula just had to note today damaged subs do not surface in our fine game. The H3 paper rules state on page 44 (rule 7.2.2.2, When a sub is reduced to 25% of its original DP (75% damage for those math whizzes out there), must surface and remain surfaced until it has repaired half of its critical hits and has more than 25% of its damage points left. In a campaign game, the submarine must go hom, avoiding all combat if possible. I propose that with that much damage we force the suckers to the surface and leave them there to rot. Suggestions welcome.
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Textured Water Color?
Textured only works in WestPac and beyond and only if textured land is selected.
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Formation Editor in WestPac
I just want to know if you can make them appear or not based on map selections.
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Airborn ASW Search Plan
Ok, now refine it guys, what's wrong with that picture (think aligning the search). Buddha's 5-6-5 distro isn't specifically mentioned, should it be? How does the AI side decide which methods it should use? How does this influence scenario design, what does the scenario designer have for choices, etc... Keep working it guys.
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ASW documentation
Looking good, I added only a couple of comments in the document itself. Maneuver is spelled wrong in the document as manuver I would spend some time talking about the different characteristics of each formation patrol right (whether that ring in station keeping, sprint-drift, etc.) as it provides that handy sprint-drift management for you in the proper ring. A table of contents would be handy and should carry over to any final PDF format just fine. There didn't seem to be much terminology used, but you could always add a glossary for fun at the end if you end up with more terminology. HCEASW.doc
- TacOps
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TacOps CPX Alert
I'm interested, have TacOps, patched, and can use IRC. Never mind that I shouldn't be allowed to command even digital warfighters. Thanks Pete
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Formation Editor in WestPac
Anyone else having this happen, and more specifically know how to make it appear and disappear? It doesn't happen to me, but I know when I used to run HC in a WINE setup under Linux it did. Suspect jiggling map texture/color settings to re-create the issue.
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USNI demo
WestPac is becoming home of the monsters . If Akula is pulling in a monster, maybe we can have a small scen to round things out (and maybe get Ralf's blessing for Backyard II to round it out at three scens instead of two). I wouldn't mind seeing Brad's Oubliette as the small scen, thoughts?