Topeka
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CTD during Attack on Compiegne w/Breakthrough

Sun Dec 14, 2008 10:36 pm

During the attack on Compiegne, while using surprise and breakthrough, and also selecting a breakthrough to Paris.

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calvinus
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Sun Dec 14, 2008 11:13 pm

I did exactly how you wrote... WEGO mode... no crash! :blink:

Mmmhh... have you disabled the "AI Logs" option (WW1 Configurator)? :wacko:

Topeka
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Mon Dec 15, 2008 1:41 pm

calvinus wrote:I did exactly how you wrote... WEGO mode... no crash! :blink:

Mmmhh... have you disabled the "AI Logs" option (WW1 Configurator)? :wacko:


Yes, I had disabled the AI logs.

Did you automatically execute the Compiegne battle (ie - check the little brain box in the lower lefthand corner)? I did that once and the computer committed all the reserves I was going to breakthrough attack Paris with. And I didn't have a CTD that time.

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calvinus
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Mon Dec 15, 2008 1:56 pm

Yes, I did as you write (surprise event + breakthrough event), planned the breakthrough on Paris, played the battle till the end, I lost the battle and continued with all other battles and sieges without any crash. I played also the following turn without any problem.

Topeka
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Mon Dec 15, 2008 2:03 pm

I never got to play the battle in Paris, it would always crash before then. It must be something unique to my machine. Bummer. :(

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calvinus
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Mon Dec 15, 2008 2:14 pm

But it means you won the battle in Compiegne so managing to perform the breakthrough in Paris......
This was not my case. I lost in Compiegne... The enemy was really too hard. :(

Topeka
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Mon Dec 15, 2008 2:28 pm

Really, you lost in Compiegne? I'm at work right now, but I recall the Compiegne battle as one in which the Germans had a large superiority (with a little "massive superiority" icon in the German battle box).

Maybe my battle crashed when the French AI tried to call up reserves.

Was your Compiegne battle a large one with both sides of the battle screen used? Mine wasn't. I'm not sure how you could have lost as, in my Compiegne battle, the Germans must have had 10 corps available (plus 5 in reserve, although one was the Austrian seige artillery).

Maybe a cause of the crash was that the German forces were from several different armies.

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calvinus
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Mon Dec 15, 2008 2:41 pm

Mine was a major battle, two flanks, and I remember the Frenchs succeeded in calling the Britons as reinforcements! So it turned to me as a blood bath!!! :(

At least I remember so (British reinforcements), provided the huge number of savegames I tested during the past days... :cuit:

WhoCares
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Mon Dec 15, 2008 3:36 pm

That's a problem resulting out of the fact that each time you load a savegame the AI starts a new move calculation again, so each time resulting in a different turn resolution.
Not sure how the AI move calculation is done, but if it is pseudo random based, it might help to store a seed to get reproducible results. But that's obviously a veeeery long shot... :p oke:

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calvinus
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Mon Dec 15, 2008 3:56 pm

WhoCares wrote:That's a problem resulting out of the fact that each time you load a savegame the AI starts a new move calculation again, so each time resulting in a different turn resolution.
Not sure how the AI move calculation is done, but if it is pseudo random based, it might help to store a seed to get reproducible results. But that's obviously a veeeery long shot... :p oke:


Randomic effects are surely present, but AI is not random of course! :D

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calvinus
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Mon Dec 15, 2008 3:57 pm

A random seed management is already present... good suggestion indeed!
I should have simply to put it into the savegame!! :thumbsup:

WhoCares
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Mon Dec 15, 2008 4:33 pm

I fear it is not that simple.
Usually you will get saves from the end of the phase when the player has finished his inputs, placed its replacements, probably played some events, ... However, the AI might have done its planning before the player had taken his actions, of which some (e.g. placing of reinforcements) might influence the AI decision path, others maybe trigger 'random-influenced' options (playing events like additional munition of which the actual number received is random). In this case, a restart from this save at the end of the turn will most likely still not result in the same AI movements as it did the first time.
However, it should be reproducible between multiple restarts.

calvinus wrote:Randomic effects are surely present, but AI is not random of course! :D

I didn't want to imply that the AI just makes some random moves.

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calvinus
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Mon Dec 15, 2008 5:08 pm

When saving, I would store into the file the most recent random seed, so that when I reload the savegame, I set the random seed to the last value before saving. It should work... :love:

tagwyn
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Mon Dec 15, 2008 7:28 pm

"Storing random seeds?" Do I get extra pay if I serve as a programer? LOL. I want to play the game, not reprogram it. t

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