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Bugs: prestige cap and others

Posted: Tue Dec 17, 2013 1:35 pm
by Horst
- The AI turns take very long if you increase the Movement value of transport planes beyond 20.
It almost looks like the AI is scanning thoroughly each single hex in range which could be favourable to drop its cargo. Things get really sleepy during the AI turns if there are a hand full AI transport planes out there, like waiting five minutes in AK: Gazala Line.
Things get normally again if you manage to finally kill all the AI transport planes which sometimes don’t bother to drop their paratroopers and hover instead over own victory hexes forever thanks to no fuel consumption, like they try to defend them somehow with their paras inside.

- You can get too much prestige than normally with very high average unit costs beyond the max cap.
While testing out prestige gains with average unit cost numbers, I've stumbled upon a flaw in the prestige cap formula giving more prestige in the end than usually.
I’ve tested this with the Wehrmacht Inf cost on the Poland map of the Wehrmacht campaign. I gave myself only 16 infantry core units at 10-strength and modified their cost. This should give an exact average prestige value of my core with 16 slots available. The prestige cap settings in gamerules.pzdat are untouched:

UseSoftCap 1
NormalPrestige 400
MaxPrestige 800
MinKoff 20

Here's an overview which average unit cost will give what prestige when capturing a victory hex. It should give a good impression how quickly the prestige will drop by just passing the NormalPrestige barrier with medium standard tanks.

Cost: Prestige gain by capturing victory hex (vanilla unit values)
0: 100
1: 100
400: 100 (~ Panzer IIIL)
450: 77
500: 56 (~ Panzer IVJ)
550: 39
600: 25 (~ 15-strength Panzer IIIL)
650: 20 (~ Panther A)
700: 20 (~ Tiger I)
750: 20
800: 20
850: 20
900: 20
950: 20
1000: 25 (~ Tiger II or 15-strength Panther G)
1050: 39 (~ 15-strength Tiger I)
1100: 56 (~ Maus)
1650: 452 (~ 15-strength Maus)
2000: 900 (Battleship)
3000: 3025 (15-strength Battleship)

That means, if you use a core of only Tiger II, you would start to gain more prestige again, even better using only Maus tanks. This normally doesn't happen in vanilla campaigns, but if other campaign designers allow capital ships in the core or a small core with only heavy tanks, then the prestige cap could weird out providing plenty prestige.

Re: Bugs: transport planes and prestige cap

Posted: Tue Dec 17, 2013 1:47 pm
by bebro
Horst wrote:- The AI turns take very long if you increase the Movement value of transport planes beyond 20.
Similar stuff happens when you mod arty to have much longer ranges. Would surely nice to see this improved, but it's not something I'd call a bug though when the AI needs more computing time to compute more stuff.

Re: Bugs: transport planes and prestige cap

Posted: Tue Dec 17, 2013 2:18 pm
by Horst
Yes, no "bug" but still an issue that I wanted to add to my prestige find.
I haven't noticed any severe slow-downs with my artillery ranges of up to 6. Waiting 30-60s for each transport plane is ridiculous though. I first thought the game is freezing until I noticed the game still goes on after a very long while. Luckily, there aren't many maps with AI transport planes out there, hence endurable for me once in a while.

Re: Bugs: prestige cap and others

Posted: Thu Dec 26, 2013 8:39 pm
by Horst
Here's another bug: the briefing speech of East Africa in Afrika Korps won't play.

Reason: A typo in Audio\Voice\EastAfrikaA.mp3
Solution: Rename the file to EastAfricaA.mp3

Re: Bugs: prestige cap and others

Posted: Fri Dec 27, 2013 1:36 am
by Kerensky
Horst wrote:Here's another bug: the briefing speech of East Africa in Afrika Korps won't play.

Reason: A typo in Audio\Voice\EastAfrikaA.mp3
Solution: Rename the file to EastAfricaA.mp3
Interesting, and confirmed. Thanks for the report!