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  #21  
Old August 25th, 2019, 05:22 PM
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Default Re: Questions

Quote:
Originally Posted by rel19 View Post
I mean the case when I forse a crew to get out of vehicle with keyboard @ key.

First I noticed this when AI began to pound abandoned vehicles with all tubes of artillary. AI could not spot and see them normally because that vehicles were behind hills and trees and AI had not got LOS to them.
After that I made a PBEM battle test. There is no LOS but all vehicles become visible to enemy after turn transition if unload crew.
Just confirmed this

Set up a scenario in WW2, and exited crews. Did not see anything, so went back for the next player's turn - duh! - remeber to walk crews away from the vehicles or they remount.... Slaps self with big trout..

After that, ended that player turn (both human) and on starting that player turn, the exited vehicles were all displayed on the map.

Something to look into. The code may be rolling in abandoned vehicles with destroyed (and so marking as spotted)- but as I have played many games against the AI where vehicles behind a hill to me were abandoned, and this did not happen, then it may be something wrong with the code segment that is run by the @ key sequence.
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  #22  
Old August 26th, 2019, 02:39 PM
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Default Re: Questions

added to the list........
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  #23  
Old August 26th, 2019, 08:17 PM
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Fallout Re: Questions

For what it's worth, Andy I agree with you concerning your last post, last para, I always play against the AI and have never seen that situation as described.

"- but as I have played many games against the AI where vehicles behind a hill to me were abandoned, and this did not happen,"

For the newer players, kill the enemy crews if possible! First the AI will have no problem killing yours. I've seen routed crews in the earlier phases of the games "get their act together" AND reoccupy their tanks. Needless to say, you could be in for unpleasant surprise!

Regards,
Pat
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  #24  
Old August 31st, 2019, 09:19 AM

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Default Re: Questions

There is one another oddity with @ key vehicle exiting.

Some of crew units have size 1 after they exit. And some of crew units have size of their vehicle!
I have seen jeep crew with size 2, APC crew with size 3, and tank crew with size 4 or 5.
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  #25  
Old August 31st, 2019, 12:03 PM
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Default Re: Questions

Quote:
Originally Posted by rel19 View Post
There is one another oddity with @ key vehicle exiting.

Some of crew units have size 1 after they exit. And some of crew units have size of their vehicle!
I have seen jeep crew with size 2, APC crew with size 3, and tank crew with size 4 or 5.
Another thing to go on the list!
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  #26  
Old August 31st, 2019, 05:04 PM
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Default Re: Questions

A save game that shows this would be helpful
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  #27  
Old August 31st, 2019, 07:01 PM
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Default Re: Questions

Looks like the crews take their size from the vehicle they bail out of - and that looks like it has been so since SSI days. Good catch - nobody has spotted that bug in 15+ years!.
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  #28  
Old September 1st, 2019, 07:53 AM

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Default Re: Questions

Quote:
Originally Posted by Mobhack View Post
Looks like the crews take their size from the vehicle they bail out of -
The same relationship goes for an unspecified number of women and their sofas.

You probably did not notice it, because you are all married?
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  #29  
Old September 3rd, 2019, 01:29 AM

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Default Re: Questions

Quote:
Originally Posted by DRG View Post
A save game that shows this would be helpful
Here are saves. In the second you can find crews with size 6 which survived in tanks destroyed by enemy not abandoned with @ key.

It's also interesting, why vehicle crews of 2-5 men have default size 1? It seems they should be zero size.
Attached Files
File Type: zip 1.zip (81.8 KB, 324 views)
File Type: zip 2.zip (185.9 KB, 303 views)
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  #30  
Old September 3rd, 2019, 01:12 PM
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Default Re: Questions

making them size 0 would result in the end user utilising them as scouts - and in SP1 days that was a complaint IIRC. So later versions used size 1.
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