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Adjusted map for my game, gets stuck
Posted: Wed Jul 25, 2007 10:21 pm
by AlvaroSousa
I creates a very historically accurate game using the editor. Took 4 books and around 12 hours worth of work.
I load up the scenario on my new map (ww2.map) and it plays the 1st axis turn fine.
As soon as I hit done it locks up. It does the convoy phase, the pop up disapears and it locks.
I did adjust production of cities for all powers and war effort. I added units to the map.
I tested the .scn and the .txt files. Its neither of those. Its the ww2.map. I even had the wrong city file in there and it still worked with the original ww2.map.
Is there anything I CANT adjust on the map that will mess up the game and lock it up?
Maybe its the date. Should it be set to something specific
Or is there a maximum # of ports.
max # of cities
Max # of production from a city
Posted: Thu Jul 26, 2007 12:47 am
by AlvaroSousa
Exception in thread "Thread-8" java.lang.ArrayIndexOutOfBoundsException: -1
at game.Game._$2202(Game.java:1308)
at game.Game._$2499(Game.java:2870)
at game.Game.run(Game.java:10003)
I checked the error log and this is what error.log had in it.
Posted: Thu Jul 26, 2007 12:59 am
by Peter Stauffenberg
I had the same problem myself the first time when I made my modified map. I never found out what caused it, but suspected it had something to do with me altering the cities in USA and Canada. The probably culprit are the starting hexes for the convoys. If your modified map has by accident added a port etc. in a possible starting hex for a convoy then the convoy can't be added and the game is stuck. That is what I believe.
The second time I made my modified map I decided to leave USA and Canada as is and it didn't get any problems. I have added lots of ports and cities so I don't think there is a maximum there.
Have you changed the map in USA and Canada? One particularly vulnerable area is the area close to the original US capital Washington on the map. The map detail is actually Long Island so the city should be called New York and have a port. I moved the city to the coast and added a port there. Maybe that caused my problems. I know from other games that some convoys start along the coast of Long Island on the map.
Posted: Thu Jul 26, 2007 12:59 am
by firepowerjohan
have u messed with the transportation loop hexes?
Posted: Thu Jul 26, 2007 1:02 am
by Peter Stauffenberg
firepowerjohan wrote:have u messed with the transportation loop hexes?
I did not mess with those hexes when my game hung after modifying the map. But are there any specific hexes programmed in the game where the convoys start that MUST be sea hexes without ports? What happens if you place a naval unit or port in a convoy starting hex? Can that cause the game to hang when it comes to the convoy phase and new convoys are created?
Posted: Thu Jul 26, 2007 2:50 am
by AlvaroSousa
Hmm all I did was alter the production values. But I might have touched something, cant imagine what. I compared both maps and they look the same (scept minor changes). I added Bengazi, Plymouth, German synthetic plants. I think it has to do with convoys also.
--30 minutes later
I figured it out. They changed the map OR the map that comes with the editor is not correct. When I 1st made a map I used the ww2.map fromthe editor and modified it. Then I noticed that the ww2.map in the GAME was different.
Poland, Baltic States, Africa have different owners. Like algeria says 3 on the editor map, but another # on the game map.
So I modified my map ownership to match the game ww2.map (original) and it worked.
Posted: Thu Jul 26, 2007 8:55 am
by firepowerjohan
Stauffenberg wrote:firepowerjohan wrote:have u messed with the transportation loop hexes?
I did not mess with those hexes when my game hung after modifying the map. But are there any specific hexes programmed in the game where the convoys start that MUST be sea hexes without ports? What happens if you place a naval unit or port in a convoy starting hex? Can that cause the game to hang when it comes to the convoy phase and new convoys are created?
No it cannot because the conovy starting hexes are more of a formula for instance "find me the first clear sea hex with no unit on, on the 30th row" for instance.
Posted: Thu Jul 26, 2007 8:58 am
by firepowerjohan
winky51 wrote:Hmm all I did was alter the production values. But I might have touched something, cant imagine what. I compared both maps and they look the same (scept minor changes). I added Bengazi, Plymouth, German synthetic plants. I think it has to do with convoys also.
--30 minutes later
I figured it out. They changed the map OR the map that comes with the editor is not correct. When I 1st made a map I used the ww2.map fromthe editor and modified it. Then I noticed that the ww2.map in the GAME was different.
Poland, Baltic States, Africa have different owners. Like algeria says 3 on the editor map, but another # on the game map.
So I modified my map ownership to match the game ww2.map (original) and it worked.
Thats odd, my ww2.map in game and in editor both have Estonia with Estonian nationality, Latvia Latvian, Lithuania Lithuanian, Algeria Algerian, Egypt Egyptian. What hexes exactly differ?
Posted: Thu Jul 26, 2007 4:46 pm
by AlvaroSousa
the french colonies were FRENCH not algerian, morrocan, tunisian. The baltic states were all USSR owned not baltic states owned. The Eastern half of poland was OWNED by USSR not poland.
Strange. But its fixed now. I am fine tuning the specs of the scenario.
Posted: Thu Jul 26, 2007 4:59 pm
by firepowerjohan
winky51 wrote:the french colonies were FRENCH not algerian, morrocan, tunisian. The baltic states were all USSR owned not baltic states owned. The Eastern half of poland was OWNED by USSR not poland.
Strange. But its fixed now. I am fine tuning the specs of the scenario.
I know the error now. You must have first loaded map then load scenario and then wrongly picked save map afterwards. What it does then is to save the current ownership as nationality.