Custom Campaign - Operation Olympic - West

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gw15
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Custom Campaign - Operation Olympic - West

Post by gw15 »

Great campaign but after finishing the West selection first scenario and moved on to the second one the Japanese never attack and only release 2 K planes and a few K boats but that's it. I played 8 turns of the second scenario and they never attacked me.

This wasn't designed that way, correct?
Erik2
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Re: Custom Campaign - Operation Olympic - West

Post by Erik2 »

The scenario following Western is Sendai. Sounds familiar?
I'll put it on my to-do-list.
Thanks for reporting.
gw15
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Re: Custom Campaign - Operation Olympic - West

Post by gw15 »

Yes, The Advance North from Sendai

Fantastic campaign, I switched to the eastern campaign now and it is really good. Thank you!
Erik2
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Re: Custom Campaign - Operation Olympic - West

Post by Erik2 »

Happy you like it.
This campaign is part of the 'BrucErik CSD Studio' projects.
You'll find more campaigns here:
https://www.slitherine.com/forum/viewtopic.php?t=94345
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Re: Custom Campaign - Operation Olympic - West

Post by Erik2 »

Re the Sendai scenario.

Most of the Japanese units are no longer linked to an AI-team thus making the idle. This smells like a v10.0 bug since this worked pre-10...
Unfortunately there is no easy fix here.
Most of the scripting in this campaign was done by bru888, my partner-in-crime in this campaign. Bru has not been present on the forum for a long time. I can't second-guess his excellent scripting.
So the only option for me is to redo the Sendai scenario and I do not have time to do this now.
Sorry.

Erik
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Re: Custom Campaign - Operation Olympic - West

Post by bru888 »

gw15, I got your PM about this and I replied to it in the affirmative. Your enthusiasm for the campaign did the trick.

Erik got a copy of the messages, but I also searched and found this thread. As I said in my PM, I will take a look at the situation and either fix it or revise what was done in the programming to achieve the same or similar results. Watch this space and/or your message box.

Erik, I will need your assistance on this, as you host the BrucErik CSD Studio stuff in your Dropbox account. Also, and as always, I would value your assessment of whatever gets done to address the issue.
- Bru
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Re: Custom Campaign - Operation Olympic - West

Post by bru888 »

Wow, this campaign was one of our humdingers for sure!

Just so I am on the right track, you are saying you encounter this problem when you choose the Western Beaches path and only in the Sendai scenario?

Also, can you describe in more detail the issue(s) that you are encountering?

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- Bru
gw15
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Re: Custom Campaign - Operation Olympic - West

Post by gw15 »

Thank you for taking the time to look at this. Well, I may have to play the scenario again, which would be fun anyway, but based on what I wrote and my bad memory it would be the second scenario taking the western path; the one after Sendai.

The Kamikaze air and boats don't do anything and if memory serves me correct Japan doesn't attack at all. Like Eric said, maybe the AI got wacked with V10 OOB. The other scenarios work fine as I played all of them. :D :D
gw15
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Re: Custom Campaign - Operation Olympic - West

Post by gw15 »

I decided to start the campaign over again and ran into another issue. The very first scenario froze on the 4th turn. After the Japanese finished. If you want a save file let me know.
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Re: Custom Campaign - Operation Olympic - West

Post by bru888 »

gw15 wrote: Tue Apr 08, 2025 4:30 pm Thank you for taking the time to look at this. Well, I may have to play the scenario again, which would be fun anyway, but based on what I wrote and my bad memory it would be the second scenario taking the western path; the one after Sendai.

The Kamikaze air and boats don't do anything and if memory serves me correct Japan doesn't attack at all. Like Eric said, maybe the AI got wacked with V10 OOB. The other scenarios work fine as I played all of them. :D :D
I will indeed take a look. Tell you what. Hold off playing this campaign; I think you are talking about the Sendai scenario and I ought to be able to find a bug if there is one. Don't waste your time in the meantime.
gw15 wrote: Tue Apr 08, 2025 9:10 pm I decided to start the campaign over again and ran into another issue. The very first scenario froze on the 4th turn. After the Japanese finished. If you want a save file let me know.
But this is something that I will not be able to fix, I think. Here is why: You said you played this campaign and that scenario before. If I do the same successfully, then it's something to do with the interaction of the program and your computer. That I can't address. Games use up system resources and a program will crash when it runs out of resources. Plus, a complicated campaign and scenario will use up those resources more quickly. Sometimes the best policy is to start your computer fresh and run only OOB, nothing else.

Anyway, please bookmark this thread and keep an eye on it. I want to finish what I am doing on another campaign that I am improving before tackling this job, so it may be a few days to a couple of weeks. But I will not forget.
- Bru
gw15
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Re: Custom Campaign - Operation Olympic - West

Post by gw15 »

Thank you so much and I will try to fix my computer memory issue.
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Re: Custom Campaign - Operation Olympic - West

Post by bru888 »

Also, temporarily disable your anti-virus program (Temporarily! Don't forget to restart it!) or look into the program and see if it offers the capability of excluding the OOB game folder and OOB documents (i.e., saves, settings, etc.) folder.
- Bru
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Re: Custom Campaign - Operation Olympic - We

Post by sjford1950x »

Hi Guys,
First love the game and custom scenarios, the first Scenario Tanegashima island I noticed after may 15 turns after using available AirPower I sent the Carrier Planes back to refuel and after a turn or so tried get them airborne and saw no icon of an aircraft, is this a bug or something I am doing.

Great work you all have done,
Scott

Guys this is not an issue pressed the wrong mouse button
gw15
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Re: Custom Campaign - Operation Olympic - West

Post by gw15 »

The virus protection had no effect, but I did notice in the task manager that UnityCrashHandler64 was created under OOB as soon as it froze. I understand that data is sent somewhere but I can't find the file on my PC. One other observation, starting with turn 1 and ending every turn until the freeze happens the game notifies the player his planes are not in range of airfields...but they are.
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Re: Custom Campaign - Operation Olympic - West

Post by bru888 »

I am on scenario 11 of 12 of the campaign that I am upgrading. When I am done with 12, I will jump over to this task.
- Bru
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Re: Custom Campaign - Operation Olympic - West

Post by bru888 »

bru888 wrote: Tue Apr 08, 2025 11:35 pm Anyway, please bookmark this thread and keep an eye on it. I want to finish what I am doing on another campaign that I am improving before tackling this job, so it may be a few days to a couple of weeks. But I will not forget.
I nailed it, on the far end. Exactly two weeks. Looking at Sendai now.
- Bru
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Re: Custom Campaign - Operation Olympic - West

Post by bru888 »

bru888 wrote: Tue Apr 22, 2025 5:14 pm Looking at Sendai now.
Bruce, Bruce, Bruce. Thou art indeed wondrous but also strange. What didst thou mean by this seeming nonsense? :roll:
- Bru
gw15
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Re: Custom Campaign - Operation Olympic - West

Post by gw15 »

LOL!!!
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Re: Custom Campaign - Operation Olympic - West

Post by bru888 »

gw15 wrote: Tue Apr 22, 2025 7:28 pmLOL!!!
I am glad you appreciated my humor. :wink:

However, I was able to decipher and find the problem(s). I want to fix those things but there are some other alterations that I want to do, so check back in a day or two. I will have a detailed report of my findings and edits.
- Bru
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Re: Custom Campaign - Operation Olympic - West

Post by bru888 »

Okay, here we go. (The parts that deal directly with the reported issues are in bold.)

First, Erik and I collaborated on this project, so I hesitated to change too many things. Also, if I started, say, to highlight certain points by revealing them during the briefing, why then would we have not done so in the other scenarios?

But still, there are some improvements that I could immediately identify and I did implement some of them. Erik will have further opportunity to address and redress these if he wishes, prior to updating the campaign with this revised scenario. Here is a list:

- Clarified what was meant by "HQ wants us to try and take this key road and rail junction" in Briefing #4. It is now made clear by rephrasing the text and simplifying the map hex names so that they are larger. (Right-click and open the image in a new tab to view it.)

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- There was a big potential problem with the "Important" Primary Objective. This, of course, was not a true objective but information.

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That's fine, except that it should have been marked completed at start. It was not, and I see no triggers that dealt with it at all. How did one advance through this scenario without satisfying this "objective"? I removed it in favor of two back-to-back popup messages with new photos on Turn 3:

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- Moreover, the part about "will spawn suicide naval vessels until the land units in the villages are destroyed" was an inadvertent inaccuracy anyway. There were no repeating mechanisms in the triggers for this; only four script triggers with Check Unit(s) Near Hex conditions producing a total of eight Suicide Boats and Subs.

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- And the other part about "will spawn kamikaze air units until the airstrips are destroyed" was negated by faulty trigger logic.

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The condition here is asking whether there is an airstrip on a certain hex but no Target Hex was assigned and the trigger failed. But this may have been good news! For, it would have fired repeatedly on ANY EVENT (turn, move, combat, etc.) and once it selected a random spawn trigger, that would have also continued to fire on any event (once turned on, there was no provision for turning it off). You would have had a cloud of kamikazes flying around like gnats! :shock:

- So, I completely redesigned the kamikaze aircraft spawning module to generate three random aircraft (every kamikaze plane is included) every certain amount of turns depending on how many airstrips are alive: 3 airstrips = 3 planes every 3 turns; 2 airstrips = 3 planes every 6 turns; 1 airstrip = 3 planes every 9 turns. When there are 0 airstrips alive, the mechanism is turned off and a new popup message appears. (I would have made it an objective but all 5 secondary objective slots are full.)

- All of the sea kamikaze spawn triggers required a U.S. naval vessel to come to within 3 hexes of the villages. That's probably too close in most circumstances. I changed some of those to up to 8 hexes depending on village location. Also, I spread the action down the coast a bit, adding two more village kamikaze sets, as the action was concentrated only on the peninsula. These I did leave at 3 hexes because the U.S. naval deployment is right in front of them. Now you should have up to 12 suicide boats and subs to deal with (but no requirement to take the villages to shut them off; just sink them).

- Now, concerning the airstrips themselves. They looked lame, arranged in a direct line from west to east across the top of the map. We are supposed to find them by aircraft, which is reasonable, but once you notice the first two, it's not hard to figure out where the last one will be. So, I moved them around and provided for a random positioning mode; three alternative arrangements. And I added an AA gun to guard each airstrip to make it more interesting.

- Added the phrase "These are concrete bunkers" to the Locate and destroy HQ/supply objective, as it was not clear what to look for and the locations of the bunkers are hidden and randomized so they cannot be pointed at.
- Bru
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