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AP and VP bugs
Posted: Sat Nov 27, 2010 5:18 pm
by Merr
Pip,
Scattered around in other threads were two "bugs" that have been mentioned but I wanted to make sure you had some more info on them.
I've been running tests using the VP PLUGIN to get an idea on how that all works and I came across some issues ...
1. AP for Side(1) showing large values, like 737363661267, random stuff.
2. AI team won't attack 1 VP.
The AP problem "might" appear to be something with how a team "groups" itself to stay together. A few of the AI's units in the team look confused or something and their AP's (shown on the UI) go crazy with large numbers.
Here's the test that was done ...
2 VP's, both set to side(1).
Capture VP set to 2s
3 AI teams.
Team 0 placed at VP 0, set to be aggressive to VP 0.
Team 1 placed at VP 1, set to be aggressive to VP 1.
Team 2 placed approximately 10 tiles behind both VP's, set to be aggressive towards both VP 0 and 1.
The first turn for the AI had Team 2 mill around and made some noise, showing the odd AP numbers now and then, after that they settled down.
I captured VP 0 and Team 2 did not react ... I waited a few turns.
I captured VP 1 and the game ended, winner!
I ran this test several times, same result.
Thanks for listening, hope this helps if you haven't already solved it.
Rob
Posted: Sat Nov 27, 2010 11:15 pm
by pipfromslitherine
I'm not sure what you mean when you say "set to be aggressive to VP..". The plugin will generally override the settings that the AI groups have, although I confess that I haven't checked to make sure that some of the AI settings couldn't carry over incorrectly.
I will give this a whirl when I get a chance - still under the Blitzkreig atm..
Cheers
Pip
Posted: Sun Nov 28, 2010 6:57 am
by Merr
pipfromslitherine wrote:I'm not sure what you mean when you say "set to be aggressive to VP..".
I'm sorry, I meant each team (actually all the teams, even the ones not active) set to be aggressive towards the Vp's, not a specific VP (can't do that). Also, I was using the Random Enemy generator.
I will give this a whirl when I get a chance - still under the Blitzkreig atm..

That's good! It means there's still time for me to look at how the PLUGIN's behave., or misbehave for that matter.
Thanks.
Merr
Posted: Sun Nov 28, 2010 10:35 pm
by pipfromslitherine
Ah - OK. I did notice the behaviour on another mission I was taking a look at. I think it is more likely to be some general AI issue that I have missed
Cheers
Pip
Posted: Mon Nov 29, 2010 9:58 pm
by pipfromslitherine
Just to let you know that I tracked down this issue. It was a general bug which was passing back a flag to a script call rather than the movement cost. Doh!
Thanks for the help in tracking it down. Will be fixed in the next update.
Cheers
Pip
Posted: Tue Nov 30, 2010 2:49 am
by Merr
pipfromslitherine wrote:Just to let you know that I tracked down this issue. It was a general bug which was passing back a flag to a script call rather than the movement cost. Doh!
Thanks for the help in tracking it down. Will be fixed in the next update.
Great news!
I figure that eventually you are going to do an overhaul on the PLUGINS ... so, I came across another "bug" regarding victory conditions.
Using the same conditions as above, when all of the HUMAN player (side 0) units are destroyed it won't end the battle

.
I could use a turn limiter to fix that but if a scenario designer doesn't want that it breaks the scenario ending, ie never ends!
I didn't check the code because when the German side is all eliminated, it will end properly ... so basically it's not checking side(0) for this end condition.
Thanks!
Merr
Posted: Tue Nov 30, 2010 3:46 pm
by pipfromslitherine
Hmmm - that's odd. I will take a look again - thanks!
Cheers
Pip
Posted: Tue Nov 30, 2010 4:10 pm
by Merr
pipfromslitherine wrote:Hmmm - that's odd. I will take a look again - thanks!
Here's another strange thing ... I don't know if you fixed this part as you mentioned a few posts ago ...
Now, in my original test (posted above), I set the CAPTURE VP to a value of 2, resulting in the AI (team #2) not going aggressive to a VP that was taken.
If I set CAPTURE VP to ALL (or leave it as default, same value -1 ?), the AI Team #2 will come running, as I wanted in the first place.
Basically, if set to ALL, and the AI team is set to aggressive, it works! Any other specific CAPTURE VP value (above 1?) won't get the AI to move to the VP when taken.
Thanks!
Posted: Wed Dec 01, 2010 3:26 am
by pipfromslitherine
One thing to note is that the logic to head out to a flag only updates at the start of the turn. If I set up a (what I assume to be) similar situation, all my teams seem to head off to the captured point without any issue. If you continue seeing the issue then if you can post your scenario and a step by step to repeat then I can better take a look at what you are seeing.
Thanks a lot
Pip
Posted: Wed Dec 01, 2010 4:10 pm
by Merr
pipfromslitherine wrote:One thing to note is that the logic to head out to a flag only updates at the start of the turn. If I set up a (what I assume to be) similar situation, all my teams seem to head off to the captured point without any issue. If you continue seeing the issue then if you can post your scenario and a step by step to repeat then I can better take a look at what you are seeing.
Thanks a lot
Pip
Wilco ... I'll do some checks and balances on my test scenario and post within a few days.
Regarding the HUMAN players demise not setting off the end battle conditions? .... Well, apologies all around ... It does end battle if all the human units are destroyed. I ended up having a stray unit in the corner that I missed totally and I opened my mouth too soon !!
Your logic for taking VP's is quite complicated indeed ... I've looked at the code and tried to setup battles that result in behavior that I would normally see in other games. The problem I'm having is trying to understand the logic in every setup and perhaps it's "operator error" compunded by my belief that something is fishy when the end result doesn't occur.
Thanks for your work! I'm glad to hear that you're close to getting your expansion out ... It's about time we gave you some compensation for all the great work and support!
Merr
Posted: Wed Dec 01, 2010 10:13 pm
by Merr
Pip,
real quick .... My fussing about the "bugs" appear to once again be an operator error, unknown to me.
I built one fresh, new campaign to test and DID NOT see the previous problems (AI not reacting to captured VP).
The problem? I had a folder in my campaign scenario ... DATA/PLUGINS ...

... it contained the VictoryCondition folder. This appeared to conflict with the AI, causing that weird actionpoint value and confusing the AI altogether.
Now, I am seeing another strange thing (clean camp folder) ... Dead Unit firing on AI turn following it's death in human player. I'll report that later IF it's indeed a bug ... I've seen it before several times but considered it an "out of LOS" unit firing on my units.
Anyway ... sorry for the goose chase! I'm glad you found "something" to fix from this exercise in futility!
Merr
Posted: Thu Dec 02, 2010 2:28 am
by pipfromslitherine
If you do find odd things which seem to be interacting oddly, then feel free to punt me the folders - if only to work out what is going on and prevent things like this catching other people out. Unless it's an obvious user error - in which case I assume I can trust you to discipline yourself suitably

.
Cheers
Pip