Re: Order of Battle Bug Database
Posted: Thu Dec 13, 2018 8:54 am
I just applied for this project.
Hi Gabe,GabeKnight wrote: ↑Tue Dec 18, 2018 5:46 pm @Adam
How would you assess, as an interim report of sorts, the entries done to the BugDB and progression of the BugDB in general so far?
I mean, is it going as expected or are we overcrowding things?
Should there be fixed rules for the names of the topics to easier identify them?
Or maybe some subfolder structure for a better overview?
I think this project's going the right way and if there's something we can do to help, please do tell.![]()
OK, noted.
In abundance, thank you very much, Adam.
That's up to you, brackets or no brackets is fine. I've previously found including them helps when quickly reading through a list of bugs.GabeKnight wrote: ↑Wed Dec 19, 2018 4:37 pm If I've understood the naming convention right, you want the brackets to be included in the text, yes?
(Just double-checking, because those brackets are often used to demonstrate optional inputs)
And I hope you don't mind if I'll continue to update the BugDB directly, without forum posts?
God...even one of the Slitherine people said that once...
Same for me, as the game saves every turn anyway. But I do need the screen capture hotkey quite often...bru888 wrote: ↑Fri Jul 31, 2020 8:30 pm - "maybe include in a future patch keys/shortcuts for save/load . . ."; I will be honest; I have been playing this game for over 4 years and I have yet to use these shortcuts. I am not sure what they do; trying them just now, both in the editor and gameplay, I crashed the program.
Noticed that as a "workaround", too. The message boxes appear to be on an inactive layer.
Sure. Got to the link that Bruce provided and see screenshot2. Basically you only have to check the "scen turn limit" checkbox within the scenarios for the respective objective triggers. But isn't it much easier to use the #overtime 1 cheat? It takes like 10 seconds to input and the scens work perfectly then.
Nope. To make that work with cheat codes - is a bit more complicated (but possible).Rork wrote: ↑Fri Jul 31, 2020 10:14 pm Forgot to add (and it's a bit besides the main point of the thread): if you nuke your way (as you so aptly put it) through a scenario while playing a campaign, will you get all secondary objectives too along with their rewards (commanders, extra units, campaign variables, etc.)?
You mean: Main menu, select Single Player, then activate the code while in Campaigns tab? If yes, it is quite possible that I haven't tried that yet. Will do so as soon as the freshly unlocked scenarios due to last night experimenting expire (they're a bit like fresh food, ennit?GabeKnight wrote: ↑Sat Aug 01, 2020 3:28 am Of course it works. Always has. The only "strange" thing is that it has to entered in the campaign screen.
Didn't even open them, perish the thought, just struck me as a nice unintended borderline fummy touch in an otherwise slightly surreal game, UI and allGabeKnight wrote: ↑Sat Aug 01, 2020 3:28 amAnd yes, it unlocks even scens from DLCs that you haven't bought, but you won't be able to play beyond deployment stage.
Minor detail, to be sure, but meaningful if you take into consideration a whole other bunch of needlessly convoluted UI "features" that sometimes seem to be there just for the sake of being... different.GabeKnight wrote: ↑Sat Aug 01, 2020 3:28 amSame for me, as the game saves every turn anyway. But I do need the screen capture hotkey quite often...
So let me get this straight, step by step:GabeKnight wrote: ↑Sat Aug 01, 2020 3:28 am Sure. Got to the link that Bruce provided and see screenshot2. Basically you only have to check the "scen turn limit" checkbox within the scenarios for the respective objective triggers. But isn't it much easier to use the #overtime 1 cheat? It takes like 10 seconds to input and the scens work perfectly then.
I suspected as much, which is why using this isn't an option. Thanks for clarifying this.GabeKnight wrote: ↑Sat Aug 01, 2020 3:28 amNope. To make that work with cheat codes - is a bit more complicated (but possible).
Ohhh, I have plenty more of those, all extremely unlike to be ever addressedGabeKnight wrote: ↑Sat Aug 01, 2020 3:28 am EDIT: And I have two more "WTF", if you want:
- right-click during the briefing on the mini-map (strat. view) and then back....
- if you upgrade units placed on the map during deployment, it reveals the FOW around those units, showing nearby enemy units.
Yeah, the screen between scens with the map where you can switch difficulties. You can start a new campaign and enter it there.Rork wrote: ↑Sat Aug 01, 2020 9:15 am You mean: Main menu, select Single Player, then activate the code while in Campaigns tab? If yes, it is quite possible that I haven't tried that yet. Will do so as soon as the freshly unlocked scenarios due to last night experimenting expire (they're a bit like fresh food, ennit?) and report back.
Yeah, but you have to do it inside EVERY trigger that's connected to a objective. Primary and sometimes even secondary. For every single scen! The screenshot was just ONE example.
The "#overtime 1" cheat (or rather: console command) gives you one additonal turn in the scen. Nothing more.Rork wrote: ↑Sat Aug 01, 2020 9:15 am The cheat code is the same for every scenario that is affected by this bug and works with existing saves? I've tried it with two different saves from Java Sea and in one instance it provided the campaign bonuses accumulated so far, in the other it didn't. It also worked with Pearl Harbor.
And it's not only with upgrading units, BTW, I think it also works if you use the "amphibious" switch, e.g. DUKW, LVTs, SBS with canoes, etc. during deployment stage. I remember once to have scouted a whole coast on some invasion/landing scen prior to deploying my forces. I could see every foxhole, mine or hidden infantry...Rork wrote: ↑Sat Aug 01, 2020 9:15 amHaven't yet noticed your second one (useful tip, I'll keep it in mindGabeKnight wrote: ↑Sat Aug 01, 2020 3:28 am EDIT: And I have two more "WTF", if you want:
- right-click during the briefing on the mini-map (strat. view) and then back....
- if you upgrade units placed on the map during deployment, it reveals the FOW around those units, showing nearby enemy units.), but I did notice in the Rising Sun campaign that I can deploy an unit from the imported Morning Sun core, upgrade it for free (it worked for infantry and recon planes), then undeploy it and get back the "money". You now have in your imported core new units kept up to date and with some XP as well.
This is finally working as it should. Every new unit that's bought and deployed (even reformed units) should have the minimal experience as stated by the spec. Working as designed (in my opinion).
I swear that I tried #gimmeall several times without result; I tried it again just now, and failed on the first time but finally succeeded on the second. I copied and pasted #gimmeall so it wasn't faulty typing.GabeKnight wrote: ↑Sat Aug 01, 2020 3:28 amGod...even one of the Slitherine people said that once...![]()
Of course it works. Always has. The only "strange" thing is that it has to entered in the campaign screen.
I'm lost here, because I was talking about another screen. Could you please post an image with the precise screen where you have to activate the console command?GabeKnight wrote: ↑Sat Aug 01, 2020 1:51 pmYeah, the screen between scens with the map where you can switch difficulties. You can start a new campaign and enter it there.
Um... actually it didn't. I mean, the scenario ended exactly as usual, but with the Victory outcome, there was no extra turn. Or maybe I didn't pay attention to that, elated as I was to be able to continue the campaignGabeKnight wrote: ↑Sat Aug 01, 2020 1:51 pmThe "#overtime 1" cheat (or rather: console command) gives you one additonal turn in the scen. Nothing more.
Oh, that's good to know, many thanks.GabeKnight wrote: ↑Sat Aug 01, 2020 1:51 pmThe "#igotnukes" cheat ends the scen as MajorVictory, but only for campaign progression. If you want the bonuses, the respective triggers must be activated inside the scen. You keep all unlocked rewards up until the time you enter the code in the scen. If you do it on turn 1, you get nothing. If you wait until the second last turn to enter it, you'll keep what you kill.
Oh yes, noticed that too, but I didn't file it under Bugs as I was still reeling from having discovered that a Jeep recon unit could be upgraded in the middle of the jungle to a recon plane... and back, if needs shoud dictate soGabeKnight wrote: ↑Sat Aug 01, 2020 1:51 pmAnd it's not only with upgrading units, BTW, I think it also works if you use the "amphibious" switch, e.g. DUKW, LVTs, SBS with canoes, etc. during deployment stage. I remember once to have scouted a whole coast on some invasion/landing scen prior to deploying my forces. I could see every foxhole, mine or hidden infantry...
Could be useful in tournaments...
Let me give you an example. I finshed Morning Sun with a Heavy Infantry 1940; through the method I described, it was still in the core, but upgraded to 1941 version with zero $ spent in the process. And yes, good point, it only works during deployment.GabeKnight wrote: ↑Sat Aug 01, 2020 1:51 pmThe imported units mechanic upgrades for "just" the differential RP amount. Works in every campaign. But only during deplyoment phase, not if you deploy mid-scen.