View Full Version : Error in campaigns?
Roman
May 30th, 2013, 11:51 PM
I'm in the third or fourth battle of the campaign Silver Lions. The battle had 20 turns. After turn 19 the battle ended.
Not the first time it happens.
In WW2 in the campaign Round Hammer: normandy I was the same. Many battles, or nearly all, ending a turn ahead of schedule.
It will be an editing mistake of the campaign?
I have not had the same problem with single battles.
Anyone notice this?
DRG
May 31st, 2013, 04:30 AM
When you were playing Silver Lions did the game end the turn before it's advertised length on the first game as well ?
Don
DRG
May 31st, 2013, 08:48 AM
A test I ran appears to confirm this and we are investigating further
EDIT
Ran three tests with two different EXE's and both ended 1 turn earlier than the advertised game length but the view map screen shows the game ending on what would have been the next turn.
What you found was a "bug" that has existed for at least 2 years and we think it might be as much as double that ( or more ). We won't know that until I dig out an older than 2011 issued EXE and test but it probably goes back to the time we eliminated the random added turns at the end of sceanrios and campaigns that exist in generated battles just to keep things interesting...... whereas a scenario ( and a campaign scenario....) require a more structured end the sceanrio designer can control. If that IS the case it's been so long we forget how long it's been like that.... long enough that for everyone playing a campaign this is "normal"
Don
Roman
May 31st, 2013, 03:21 PM
A test I ran appears to confirm this and we are investigating further
EDIT
Ran three tests with two different EXE's and both ended 1 turn earlier than the advertised game length but the view map screen shows the game ending on what would have been the next turn.
What you found was a "bug" that has existed for at least 2 years and we think it might be as much as double that ( or more ). We won't know that until I dig out an older than 2011 issued EXE and test but it probably goes back to the time we eliminated the random added turns at the end of sceanrios and campaigns that exist in generated battles just to keep things interesting...... whereas a scenario ( and a campaign scenario....) require a more structured end the sceanrio designer can control. If that IS the case it's been so long we forget how long it's been like that.... long enough that for everyone playing a campaign this is "normal"
Don
Ok. Thanks Don for the reply.
Also the case in Round Hammer, of winSPWW2.
May be considered normal. But it is not nice experience to see that you can not get a win for one turn less.
The problem can be removed by editing the scenes of the campaign?
DRG
May 31st, 2013, 05:56 PM
No, the problem will be fixed by locating the bit of code that is misbehaving NOT by editing the scenarios in the campaign. We think now it *may* be that this goes back to pre windows code work so it's a really old bug
Don
Roman
May 31st, 2013, 09:05 PM
Ok. I understand.
So it is likely that in all scenarios of all campaigns have the same problem. Think of that the battle will end a turn ahead of schedule? Or is it random? Good. No matter for now. Always think you have to finish with the enemy ahead of schedule.
shahadi
June 1st, 2013, 05:45 PM
Interesting. Does this issue pose any additional concerns for developers? If so, please discuss. How should a developer design and test his or her campaign in light of this bug?
Thanks,
Abraham
Imp
June 1st, 2013, 06:27 PM
Interesting. Does this issue pose any additional concerns for developers? If so, please discuss. How should a developer design and test his or her campaign in light of this bug?
Thanks,
Abraham
Not really just assume it will be fixed so test as normal & set game length as you think appropriate. Of course it will still end early if one side is nearly wiped out & not contesting victory hexes.
Mobhack
June 2nd, 2013, 02:39 AM
Now fixed - scenarios (and a user campaign is a list of scenarios) had a test put in way back in 25 April 2002 to end them on the allocated turn, if the forces weren't engaged (somebody healthy and near enough to an enemy objective that they might take it).
Nobody had noticed that the test was chopping it short by 1 turn until now, 11 years later!..
(It used a >= test, when it should have been a > test, is all :doh:)
So - good catch on the part of the Original Poster there!:up:
Andy
Roman
June 2nd, 2013, 07:49 PM
Maybe nobody noticed the problem because they missions ended much earlier than expected. Have to see how many people play these campaigns.
I finished the campaign with a marginal victory. And that is due to a couple of battles with a turn less. :D
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