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Hobbes
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Thu Sep 20, 2007 6:32 am

Le Ricain wrote:If both sea exits for Wilmington are each blockaded by four naval units (or six in the case of Union emplaced artillery) and the surrounding provinces are obviously in CSA hands, then no supplies should get through. The garrison soon starves. Having only ever played as the Union, I have never been on the receiving end of this tactic, but have used it many times when besieging coastal cities and forts.

Apparently, depots do generate a small amount of organic supplies, but I am assuming that in your case that the Union force in question is larger than one or two units. Anything larger would soon exhaust the depot's supplies.

If you are sure that the Union force is receiving supplies and is healthy, then it must be a bug.



I have tested this twice. Once with 1.06d and a naval blockade and once with 1.07 with a fort blockade. Both times there were 6 ot 7 Union units surrounded in Wilmington, no depot (I had already destroyed it) or supply wagons but supplies still increased each turn. I have sent a save to Pocus but I think he will be too busy to check for sometime.

Cheers, Chris

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Pocus
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Thu Sep 20, 2007 9:46 am

I have checked your save Chris, issues like that impact the whole engine.

Naval Pool issue: you say you created naval interdiction link from 230 to both the coastal waters (so I suppose you only want an exit to the river), but have you done the reverse (1396>230 and 1397>230). Because the naval pool check in this direction. So if you want to check Naval Pool with that in mind, don't hesitate.

Innate supply production:
The harbor was flagged as blockaded, as expected, but there was indeed a bug where it would produces as long as the city is not besieged (and it is not). This is fixed.

The city is producing normally, as the region is not besieged. Cities produces quite a lot of supply, and Willmington has also a +20 supply prod bonus from industrialization. So even that is a lot. Now I wondered if a penalty should not be applied to cities with blockaded harbor, even for their 'internal' production, and I'm now applying a 50% coefficient if the harbor is blockaded.

Top that with another bug, I understand now why USA did not see the ironclad fleet, they should have. This is fixed too.

The brig fleet is not seen though, and this is normal, so for USA, there is no blockade icon, and they lack the information. I can't change that easily though.

Overall, a rather interesting savedgame. Now I must move on :siffle:
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Hobbes
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Thu Sep 20, 2007 3:47 pm

Thanks Pocus, this is causing me much confusion though :-

"Naval Pool issue: you say you created naval interdiction link from 230 to both the coastal waters (so I suppose you only want an exit to the river)"

Yes, so I added JumpLink3 = 1396|26 and JumpLink4 = 1397|26 to the 230Hanover region file.

"but have you done the reverse (1396>230 and 1397>230). Because the naval pool check in this direction. So if you want to check Naval Pool with that in mind, don't hesitate."

I don't understand this, what should I have put in the region file?
Many thanks, Chris

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Hobbes
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Fri Sep 21, 2007 7:34 pm

Hi folks, I think Pocus has gone away for the weekend. Does anyone understand what he means by "but have you done the reverse"?

I would like to try a bit of testing around the 1.07 and harbour changes but
I'm a bit stumped by the meaning of his note.

Thanks, Chris

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Pocus
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Fri Sep 21, 2007 9:21 pm

No I'm still there but was away (and won't be before my work computer for the week end).

I meant that you also have to add the links in 1396 (230|26) and 1397 (230|26).
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Gray_Lensman
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Sat Sep 22, 2007 6:16 am

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Hobbes
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Sat Sep 22, 2007 9:12 am

Many thanks. Do you know why some .rgn files have more than one adjacency to the same region#?

Cheers, Chris

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Gray_Lensman
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Hobbes
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Sat Sep 29, 2007 1:08 pm

Pocus wrote:I have checked your save Chris, issues like that impact the whole engine.

Naval Pool issue: you say you created naval interdiction link from 230 to both the coastal waters (so I suppose you only want an exit to the river), but have you done the reverse (1396>230 and 1397>230). Because the naval pool check in this direction. So if you want to check Naval Pool with that in mind, don't hesitate.

Innate supply production:
The harbor was flagged as blockaded, as expected, but there was indeed a bug where it would produces as long as the city is not besieged (and it is not). This is fixed.

The city is producing normally, as the region is not besieged. Cities produces quite a lot of supply, and Willmington has also a +20 supply prod bonus from industrialization. So even that is a lot. Now I wondered if a penalty should not be applied to cities with blockaded harbor, even for their 'internal' production, and I'm now applying a 50% coefficient if the harbor is blockaded.

Top that with another bug, I understand now why USA did not see the ironclad fleet, they should have. This is fixed too.

The brig fleet is not seen though, and this is normal, so for USA, there is no blockade icon, and they lack the information. I can't change that easily though.

Overall, a rather interesting savedgame. Now I must move on :siffle:


Philippe, I'm worried about the 50% coefficient that you have applied to blockaded harbours as I have a blockade on Richmond and no supply is now generated by Richmond at all. I'll send you a save.

Cheers, Chris

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Pocus
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Sat Sep 29, 2007 3:10 pm

This is a bug, sorry. I will provide a fix later today.

You can edit the regional data, in the host file:

{GlobalRegionData}
UID=1439
CivLevel=2
Forage=0
Loyalty=-1
VP=0
BlockState=0
TransportLvl=0
SupplyStock=0
AmmoStock=0
PowerStock=0
SupplyProd=0
AmmoProd=0
PowerProd=0
MoneyProd=0
WSUProd=0
ConsProd=0
{/GlobalRegionData}

Are the data for region 1439. You can get the UID (Unique Identifier) of a region by enabling Error logging and checking the last line of the tooltip, when hovering over a region. Change the stock as you see fit.

Note: Prod is the production above the ones given by structures, so this is normal to have most of the regions at 0 here.

If a noble heart want to log these infos into the wiki, no problems ;)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Hobbes
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Sat Sep 29, 2007 5:24 pm

Thanks very much Philippe, I assume it would only be SupplyStock
that was affected as Ammo seems OK. I don't know what PowerStock is?

Cheers, Chris

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Hobbes
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Sat Sep 29, 2007 5:36 pm

I assume this is not the .rgn file?

I can't see this info in the 147 region file for Richmond. I did a search through all files for "SupplyStock" but it found nothing. (Windows search doesn't seem to work a lot of the time?)

Can you or anyone explain what file I have to edit and where I can find it?

Thanks, Chris

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Pocus
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Sat Sep 29, 2007 5:39 pm

the host file, HST.

Yes supplystock. Powerstock will be the third asset we will use in a distant future, but not for this game (but all share the same format, I'm not that twisted)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Hobbes
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Sat Sep 29, 2007 5:56 pm

Thanks Philippe, I located the .hst file in the save game directory, amended the SupplyStock from 0 to 300 for UID=147 (Richmond) then went back into the game and there was no change Richmond still shows zero supply :(

{GlobalRegionData}
UID=147
CivLevel=2
Forage=0
Loyalty=40
VP=1
BlockState=0
TransportLvl=3
SupplyStock=300 Updated this to 300
AmmoStock=1024
PowerStock=0
SupplyProd=60
AmmoProd=10
PowerProd=0
MoneyProd=0
WSUProd=15
ConsProd=5
{/GlobalRegionData}

Cheers, Chris

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Pocus
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Sat Sep 29, 2007 7:13 pm

this is normal, the HST is only used during hosting. But here they are. Edit your TRN if you want to see it, but this is not needed.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Hobbes
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Sat Sep 29, 2007 8:06 pm

I see - thanks as usual for the amazingly quick response!

(I hope you enjoyed your dinner :sourcil: )
Cheers, Chris

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