mikee64 wrote:Ship interdiction seems to be WAD in this beta patch. It takes 4 or more gunboat elements to block an enemy crossing; fewer than that has no effect. The bug stopping friendly troops from crossing is fixed. Single warships are also interdicting enemy movement.
mikee64 wrote:April scenario, and this was the late Nov. turn, game started with 1.10d.
I did fresh install of the game with 1.10c, but applied 1.10d over that since this was a beta. (Not a good idea, I know.)
I've got the mainlog.txt file saved (in addition to the other log files from this turn), but in this case the information inside it is exactly the same as the dialog boxes I posted, with no additional info after the problem.
Franciscus wrote:@mikee64:
What are the specs of your PC ? You could allways try to lower your "Memory usage" (eg, to 25%) in the options/systems menu. Even if you have 2Gig+ RAM, those errors might be due to AACW memory usage problems.
At least it will not hurt...![]()
Primasprit wrote:Hi mikee64!
Do you also still have the savegames? These would be very useful for us to reproduce the problem.
Cheers
Norbert
Gray_Lensman wrote:Arsan: Thanks for pointing out the Atlantic Blockade fleet bug.
I just fixed the problem with the Atlantic Blockade fleet not showing up in the 1861 July Scenario. It will be included in the next upload of the "Historical Accuracy MOD. You are correct. It was 50 elements, and the event placing these ships was expiring prior to the start of the July 1861 Scenario. I don't know when/if the bug was introduced/reintroduced as the file that had the error in it was dated 1/4/2008, but the source file that it originates from was dated 8/14/2007. At this point, it no longer matters, since the current corrected source and output file will have identical new date stamps.
Gray_Lensman wrote:Remember, in this version, Pocus implemented the compromise %chance change, along with removal of the requirement to be in offensive mode. So, there should be low chance situations where 1 ship does actually interdict.
1 ship 25% chance of interdiction
2 ships 50% chance of interdiction
3 ships 75% chance of interdiction
4 ships 100% chance of interdiction
Some discussion after the fact suggested the max chance should be limited short of 100%, but that's not in the code yet. However, prior to this version it required several elements in offensive mode to interdict and when the condition was met, it was 100% also. So it's improved, somewhat, the micromanagement of moving naval ships to/from harbors, but it could be adjusted just a little more when Pocus has the time in the next patch.
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