Remove Unit Trigger - Not Working with AI

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earlecook
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Remove Unit Trigger - Not Working with AI

Post by earlecook »

Erik,
Do you know about this?

Remove Unit Trigger - Not working with AI Teams, in OoB World War II v.2.67c

Works fine with "manual" movement from players side.

Does NOT work with "AI Team Movement" from opposing AI side.

This Trigger worked for both sides - in OoB Pacific v2.40


PS - I have a small scenario that proves this.
AIRemoveUnit.zip
(1.84 KiB) Downloaded 136 times
Load this into the scenarios folder of MOD - BATTLE of BRITAIN. Open from the editor.

Read Briefing Notes: These explain the problem.

Thanks,
Earle
earlecook
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Re: Remove Unit Trigger - Not Working with AI

Post by earlecook »

redacted
Last edited by earlecook on Sat Sep 03, 2016 7:31 am, edited 2 times in total.
earlecook
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Not Satisfied!

Post by earlecook »

The reason I am so concerned about Remove Unit Trigger (Not Working!) is because it has stopped my two published scenarios from working correctly in (v.2.67c). I have spent an enormous amount of time learning the System (Which should be documented!).

Artistocrats - Why promote MODS??? -- Why promote player scenario development??? IF YOU ARE NOT GOING TO SUPPORT IT!!!

Artistocrats - You "Guys" have developed a great product - that has great potential: BUT, good coding is not enough - You are in Business now; Customer Service matters a great deal. It is the difference between Success and Failure. You are crapping on the very people who are excited and would promote your product (at no cost to you).

What I see is many people that are Ignored! --- What I see is very little real help of any kind -- Without Erik - You "Guys" would be dead in the water (so to speak). I used to really think - You "Guys" had a great product. -- It still can be --- I now think -- You "Guys" will follow so many other game companies and end up forgotten (Matrix has quite a collection).

Understand this --- (100) satisfied customers cannot override the damage done by (1) unsatisfied customer.

Not satisfied,
Earle

EDIT by AlbertoC: I've edited your post - please try to stay polite and be civil.
Last edited by earlecook on Sat Sep 03, 2016 7:32 am, edited 2 times in total.
adherbal
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Re: Remove Unit Trigger - Not Working with AI

Post by adherbal »

I've had a look at the test scenario (thanks for that). The cause is something which is probably pretty rare, but will certainly need better UI feedback:

Units cannot be added, removed or manupulated DURING the AI turn. The technical reason behind this: The AI simulates its moves and triggers are not part of that simulation. So after the AI has decided to make its moves "for real" and a trigger would change one or more units, the simulation would differ from the actual result and further moves would fail to execute.

So any trigger effect which does that will only run if the trigger event is set to "turn start" or "scenario start" (before the AI simulation runs). Or to limit it to player turns, use a "check turn: turn > 1 + player alliance selected" condition.

The freezing AI progress is in fact a bug, probably related to trying to kill an aircraft in hangar. I'll look into this, as well as displaying a warning popup for trigger effects which fail to execute during AI turns. This is already printed in the log file, but I can imagine that's not something most people take a look at :roll:
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AlbertoC
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Re: Not Satisfied!

Post by AlbertoC »

I understand that you feel frustrated, but remember, politeness before everything else. Be civil folks.
AlbertoC
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Re: Remove Unit Trigger - Not Working with AI

Post by AlbertoC »

As for the requests, questions and queries: they'll be answered. It just takes time, and human resources as well time aren't unlimited.

Please have a bit more of patience. We'll take care of it.
earlecook
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Log Files

Post by earlecook »

Adherbal,

You mentioned a "log file" -- I cannot find it? Where is it located?

Thanks,
Earle
earlecook
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Log files II

Post by earlecook »

Adherbal,
The freezing AI progress is in fact a bug, probably related to trying to kill an aircraft in hangar. I'll look into this, as well as displaying a warning popup for trigger effects which fail to execute during AI turns. This is already printed in the log file, but I can imagine that's not something most people take a look at :roll:
If you are talking about the "log" files with the date in the Slitherine folder, that are produced with a system crash, I know about those, I have been able to crash the game many times :D

However, the "Red Thinking Freeze" does not produce these reports, at least in OoB Pacific v.2.40. I have upgraded to V.2.67c and I do not see these "logs" with the "Red Thinking Freeze" now either.

I would like an answer "Please",
Earle
VPaulus
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Re: Remove Unit Trigger - Not Working with AI

Post by VPaulus »

Please don't spam the forum by opening more threads related with your issue.
Shards
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Re: Remove Unit Trigger - Not Working with AI

Post by Shards »

If adherbal is referring to the output_log file, then that's in the "Order of Battle - WW2_Data" folder
adherbal
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Re: Remove Unit Trigger - Not Working with AI

Post by adherbal »

If adherbal is referring to the output_log file, then that's in the "Order of Battle - WW2_Data" folder
Yes, that's the one. It prints "Executing Trigger: <trigger name>" whenever a trigger is executed, and if an effect is prohibited from running during AI turn this is followed by "Failed to execute during AI turn".
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