OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Discussing the game, editor (Suite) and the related tools.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC12 (1-Oct-2020))

Post by lvjtn »

sympatyk wrote: 2020-12-03 15:15, Thursday I saw that all the correct names are in Polish, and incorrect in English -> finding an incorrect signature - does not translate into Polish (leaves an original)

No expression/name - Air Attack and Air defense
They were replaced by - Naval Attack and Naval defense
is the strings_efile.txt used and/or translated to polish in the TEXT-PL folder? (see gce or son efiles for templates)
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC12 (1-Oct-2020))

Post by sympatyk »

lvjtn wrote: 2020-12-03 17:22, Thursday
is the strings_efile.txt used and/or translated to polish in the TEXT-PL folder? (see gce or son efiles for templates)
Yes, it is in use, it is in a folder TEXT-PL(and translated to polish)
If I choose the default (English) - the error persists - just everything in English now

This is the exe fault
version 093,3,99RC3 has no error
version 093,4,29OGX has a bug (from March 20)
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC15 (4-Dec-2020))

Post by LuisGuzman »

OpenGen (RC) updated to 0.93.3.99.RC15 at my site

Fixing:
  • Some tips in unit dialog was wrong
  • Obsolete units included in .buy4 was not included in the view if it was the only unit in the group.
  • Embarked units (NTP) assigned an OH inside land, made OG to enter in a loop.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC12 (1-Oct-2020))

Post by LuisGuzman »

randowe wrote: 2020-12-02 23:03, Wednesday Btw, Luis do you have plan for a date, when the next full official installer will be released? I see people play all with different exe files. Some with different RCs, some with latest full installer from last year. This is just a question, no request :lol
That's the problem ... only a few people updates to the last RC as to test it better, so I have to wait more than desired to be sure there are no more bugs.

Anyway,I'm pretty sure the RC is stable enough ( no serious bugs have been detected so far) thus, if no important bugs are raised before Christmas, I'll release a new official by then, and will rethink the Test .. RC .. Official sequence :huh
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by LuisGuzman »

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Open General Christmas edicion (0.93.4.0) is already available in the All-In-One Installer

The Core Pack is also available.

This release is the same than latest RC promoted to official version and so includes the improvements in the AI3 and all fixes reported for 0.93.3.0 (previous official version).

Can check the full change-log since offical 0.93.3.0 at my site
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by sympatyk »

:howdy
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Thank you for your work and effort - fulfilling the expectations and suggestions of players :cool :clap :clap
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by randowe »

:gracias That's a nice christmas present :cool
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by randowe »

Hello Luis :howdy

I have a question. Is it currently possible to deny the AI to purchase any units on campaign level?

I do not use any Supply Hex for AI in my campaign, so it can not buy any ground units. But AI uses the pp which is intended for in-scenario-refits to purchase planes, what can be pretty annoying.

I know there is a "purchase units cap" on scenario level but i don't like to use it because i can not see the # units ( number of units of a player in scenario) anymore when the "purchase units cap" is enabled.

This is just a question, no request! :lol


EDIT: So, while investigating the settings i found out that the AI may carry over a lot of prestige from one scenario into the next one. Never payed attention to that detail. I just checked at the start of the Thermopylae scenario i am currently playing and the AI had like 1200pp :eek So i set the prestige that can be carried over to 100 in all scenarios of all campaigns. I guess that will also help to prevent the AI from buying planes :ihope In the aforementioned Thermopylae scenario the AI will now start with 250pp in the first turn. That's better.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by LuisGuzman »

randowe wrote: 2021-02-06 00:33, Saturday Hello Luis :howdy

I have a question. Is it currently possible to deny the AI to purchase any units on campaign level?

I do not use any Supply Hex for AI in my campaign, so it can not buy any ground units. But AI uses the pp which is intended for in-scenario-refits to purchase planes, what can be pretty annoying.

I know there is a "purchase units cap" on scenario level but i don't like to use it because i can not see the # units ( number of units of a player in scenario) anymore when the "purchase units cap" is enabled.

This is just a question, no request! :lol
The only way to avoid AI to purchase anything is creating a .buy4 file (for each scenario) having, for AI player, a single GTP in the custom purchase list.

GTP units cannot be purchased as independent units, thus ... if only a GTP unit is available to purchase, no units can be purchased at all.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by randowe »

LuisGuzman wrote: 2021-02-06 10:20, Saturday The only way to avoid AI to purchase anything is creating a .buy4 file (for each scenario) having, for AI player, a single GTP in the custom purchase list.

GTP units cannot be purchased as independent units, thus ... if only a GTP unit is available to purchase, no units can be purchased at all.
:howdy
Thanks :howdy Maybe i'll do that since i just have to create the file once and then copy it and rename/change scenario number.
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gun over a bridge

Post by Eridano »

hi, I have been playing OpenGen for a very short time, and there is a behavior that puzzles me: if I drive a gun on a bridge (built by me) over a river, the gun does not come out anymore. I went through 5 rounds, but there is no way to get it out of there: fuel is always Zero.
Is this a deliberate behavior or a bug?
(I've sent a mail using ctrl-B)

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by LuisGuzman »

Sorry for delay ...

Unit #35 cannot resupply because it is located on Impassable river and BaseKorp efile define supply-factor as 0 for that terrain, so no ground units can resupply over that terrain, regardless you build a pontoon.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Eridano »

LuisGuzman wrote: 2021-03-16 20:06, Tuesdayregardless you build a pontoon.
A bit strange. I'll study how to modify BaseKorp with your Suite.
Thank you for the fast answer! :howdy
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by randowe »

Eridano wrote: 2021-03-17 12:35, Wednesday
LuisGuzman wrote: 2021-03-16 20:06, Tuesdayregardless you build a pontoon.
A bit strange. I'll study how to modify BaseKorp with your Suite.
Thank you for the fast answer! :howdy
Suite is not needed. The terrain supply-factor is set in (every) efile's TerrainEx text file.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Eridano »

randowe wrote: 2021-03-17 12:58, Wednesday Suite is not needed. The terrain supply-factor is set in (every) efile's TerrainEx text file.
Done! I put Impassable river to Allow bridge = 0.
Thank you for the tip.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by randowe »

Eridano wrote: 2021-03-17 13:42, Wednesday Done! I put Impassable river to Allow bridge = 0.
Thank you for the tip.
I wouldn't do that. If you want to allow some minimum supply on impassible rivers, so units do not get stuck like in your picture, i'd set the supply factor to something like 20 or 30%.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Eridano »

randowe wrote: 2021-03-17 14:05, Wednesday
Eridano wrote: 2021-03-17 13:42, Wednesday Done! I put Impassable river to Allow bridge = 0.
Thank you for the tip.
I wouldn't do that. If you want to allow some minimum supply on impassible rivers, so units do not get stuck like in your picture, i'd set the supply factor to something like 20 or 30%.
You are right. Thst was my First edit, but I read the word "Impassable" so I thought that was more correct to forbid the unit to build a bridge.Btw in that efile a bridge can be built on ocean too (?)
Last edited by Eridano on 2021-03-17 18:29, Wednesday, edited 1 time in total.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by randowe »

Eridano wrote: 2021-03-17 15:16, Wednesday Btw a bridge can be built on ocean too (?)
Basically that is possible, yes, but that depends on efile and scenario settings, so sometimes it is possible/sometimes not.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by lvjtn »

randowe wrote: 2021-03-17 14:05, Wednesday
Eridano wrote: 2021-03-17 13:42, Wednesday Done! I put Impassable river to Allow bridge = 0.
Thank you for the tip.
I wouldn't do that. If you want to allow some minimum supply on impassible rivers, so units do not get stuck like in your picture, i'd set the supply factor to something like 20 or 30%.
it's much better to give +10% supply for roads and railroads, that should be enough to cross the major (impassable) river :2cents

* Supply modifiers
[road-supply=%10]
[rail-supply=%10]
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by randowe »

lvjtn wrote: 2021-03-17 18:01, Wednesday it's much better to give +10% supply for roads and railroads, that should be enough to cross the major (impassable) river :2cents

* Supply modifiers
[road-supply=%10]
[rail-supply=%10]
BK (and me and none and others...) use these modifiers, but without % sign. So it is only working with this % sign? Because in the description only the value is mentioned?:

Code: Select all

***
* Supply modifiers: will be added to terrain supply percentage
* replace 0 (default with proper values
***
[road-supply=20]
[rail-supply=20]
[frozen-supply= -30]
[mud-supply= -30]
And from opentxt_sample:

Code: Select all

 ***
* Supply modifiers: will be added to terrain supply percentage
* replace 0 (default with proper values
***
[road-supply=0]
[rail-supply=0]
[frozen-supply=0]
[mud-supply=-0]
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by lvjtn »

randowe wrote: 2021-03-17 18:11, Wednesday So it is only working with this % sign?
imo these values work with and without % sign (at least they should ;) ). it's an old habit from the old terrain.txt times that i use them like that
randowe wrote: 2021-03-17 15:57, Wednesday
Eridano wrote: 2021-03-17 15:16, Wednesday Btw a bridge can be built on ocean too (?)
Basically that is possible, yes, but that depends on efile and scenario settings, so sometimes it is possible/sometimes not.
for testing purpose, i have updated my efile_test (see my signature for the dl link), and created a test scenario (it's title is "building road (bridge) over unusual terrains"), and i can confirm, it's possible to allow building roads over any kind of terrains, but it's possible only at efile level:

bocage:
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ocean:
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escarpment:
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see the terrainex.txt, equip.cfg of the efile and the scenario settings for further details
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by randowe »

lvjtn wrote: 2021-03-17 18:40, Wednesday and i can confirm, it's possible to allow building roads over any kind of terrains, but it's possible only at efile level:
What i meant with "scenario level" is, for example, when building facilities is not allowed in scenario settings, a player can not build a bridge, even when it is allowed at efile level. And most player will not know what is the exact reason why it is not possible.

EDIT: i remember there was some talk at JP's about building roads using the bridges. But of course it is too slow building a road that way. Maybe if a unit could build in 3 adjecent hex at the same time... :lol :lol

EDIT2: May i take the chance and ask if there is a update planned for the openicons.dat with my icons from last year september/october?
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Eridano »

lvjtn wrote: 2021-03-17 18:01, Wednesday it's much better to give +10% supply for roads and railroads, that should be enough to cross the major (impassable) river
* Supply modifiers
[road-supply=%10]
[rail-supply=%10]
sorry i am really new to this game, only 10 days of play, so i would like to ask you to explain me what roads and railways have to do. :huh
My question concerned a pontoon built by me on a "not passable" river, which has no road either before or after it .

I understood that if a truck ends up on the pontoon its movement, it no longer receives gas in the following turns, because it is considered "as if" it had fallen into the river (hence: gas = 0), and not parked on a pontoon.
This does not seem correct to me.
- or the river is not passable * at all *, so I can't even build a pontoon over it;
- or the river is not passable * only by some vehicles *. In this case, to make them pass, I just build a pontoon between the two banks.
In this case, a 10% refueling seems reasonable to me, allowing my truck to slowly escape from the "pontoon-on-the-impassable-river" trap.

PS - to favor playability, after some slippage, in the end I definitely chose this second correction.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by lvjtn »

randowe wrote: 2021-03-17 19:26, Wednesday (...) ask if there is a update planned for the openicons.dat with my icons from last year september/october?
:-o yep, i always plan to release them. i've actually decided last week to add icons without checking images and writing the decent descriptions, and do it later when things will calm down or i ask somebody else to do this job and i'll just add the files
Eridano wrote: 2021-03-17 20:51, Wednesday i would like to ask you to explain me what roads and railways have to do. :huh
My question concerned a pontoon built by me on a "not passable" river, which has no road either before or after it .
bridge = road over a terrain. built or predefined or a unit acting like a pontoon do exactly the same thing: they provide a special layer what efiles can use for faster movement or, in this case: more supply

but you, as a player shouldn't concern about them, it's a task for the efile makers and campaign designers. actually, you as a player shouldn't modify any of these files. if your unit is stuck on a wrong terrain, just reload the last savefile and don't move on that bridge before the unit is not fully resupplied. the designers created these rules and settings for a purpose, if you randomly change them, the result will be chaotic. moreover, we can't help you as we have the original efiles and campaigns. so i strongly recommend NOT touching any files with suite unless it's a special efile what you use for practicing to be a designer :2cents
Eridano wrote: 2021-03-17 20:51, Wednesday if a truck ends up on the pontoon its movement (...)
a truck usually can move 50-100 hexes, why the hell you moved it to end its journey on a bridge? even if it could be resupplied there, everything is vulnerable standing on a river/water hex. moreover, when a unit has no fuel or ammo, it's more vulnerable. that's not a design flaw, that's just a wrong playing tactics. instead of hacking the files what you barely understand, just play differently :2cents
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Puma »

Csaba is correct, make sure you have enough fuel so you don’t stop on rivers/bridges.
Altering the efile or scenarios because of incorrect tactics will create more problems for you and other players will not be able to help.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Eridano »

Puma wrote: 2021-03-18 06:01, Thursday Csaba is correct, make sure you have enough fuel so you don’t stop on rivers/bridges.
Altering the efile or scenarios because of incorrect tactics will create more problems for you and other players will not be able to help.
Thanks to @Csaba and you, I will follow.
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info about building airport(s)

Post by Eridano »

Is there a limit to the number of airport a unit (Baupionier) can build?
I've found that 20 prestige points are spent, but I wish to know if this is the only condition needed, or a single Baupioner can build - say - 3 or more airports.
Thank you.
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Re: info about building airport(s)

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Eridano wrote: 2021-04-19 09:48, Monday Is there a limit to the number of airport a unit (Baupionier) can build?
I've found that 20 prestige points are spent, but I wish to know if this is the only condition needed, or a single Baupioner can build - say - 3 or more airports.
Thank you.
I see two more limitations:
1. The number of turns you have available to build airfields before the scenario ends.
2. The pioneer needs the right terrain. Airfields cannot be built in forests, mountains, swamps, etc.
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Re: info about building airport(s)

Post by Eridano »

Parabellum wrote: 2021-04-19 10:09, Monday
Eridano wrote: 2021-04-19 09:48, Monday Is there a limit to the number of airport a unit (Baupionier) can build?
I've found that 20 prestige points are spent, but I wish to know if this is the only condition needed, or a single Baupioner can build - say - 3 or more airports.
Thank you.
I see two more limitations:
1. The number of turns you have available to build airfields before the scenario ends.
2. The pioneer needs the right terrain. Airfields cannot be built in forests, mountains, swamps, etc.
Exact. Thank you for remembering. My question was about a hypotetical additional coded limit.
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Re: info about building airport(s)

Post by lvjtn »

Eridano wrote: 2021-04-19 10:32, Monday Exact. Thank you for remembering. My question was about a hypotetical additional coded limit.
some part of the building rules are hard coded, but the values can be customized, so when you play different campaigns, the requirements can be different

1. most importantly: "allow to BUILD" scenario option should be enabled by the scenario maker
2. the efile/campaign/scenario config file should allow building airport (it's possible to allow building bridge but not airport, which is the case for pre-ww1 efiles, e.g.)
3. the player should have a unit with "z" special ("sapper can build and repair")
4. the efile/campaign/scenario config file defines on which terrain you can build
5. the efile/campaign/scenario config file defines how long it lasts
6. the efile/campaign/scenario config file defines how much it costs

so don't be surprised if things are completely different in differing campaigns
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by randowe »

7. The "fast builder" attachment, if enabled by efile/campaign/scenario designer also reduces the number of turns needed to build an airfield.
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Re: info about building airport(s)

Post by Eridano »

lvjtn wrote: 2021-04-19 16:34, Monday so don't be surprised if things are completely different in differing campaigns
I see. Thank you.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by 68yxr »

Hello everyone, I have a question related to the exp bar of the units. Currently, the highest exp bar is 5, could anyone help me about how to actually make units gain more bars? I tried to change the bar value to 15 in the opensuite, but there was no effect in the game. What should be the right way to do it? Is it something related to efile versions?

Thank you for your response.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by LuisGuzman »

Hi 68yxr :welcome to this forum

No, there is no way to raise unit's bars higher than 5 bars the engine cuts down any higher value you set with Suite.

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Dimitris GR »

Is there a chance to make a change to rule with the 15Leaders limit?
I believe that if a unit deserves a leader, must have it.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by LuisGuzman »

Dimitris GR wrote: 2021-06-07 07:41, Monday Is there a chance to make a change to rule with the 15Leaders limit?
I believe that if a unit deserves a leader, must have it.
There's not, sorry.
That option requires deep changes in code and would raise lot of undesired side effects, making the executable un-stable again.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Dimitris GR »

That's OK. Once more, THANK YOU!!!!!!!!!
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by 68yxr »

LuisGuzman wrote: 2021-06-06 07:39, Sunday Hi 68yxr :welcome to this forum

No, there is no way to raise unit's bars higher than 5 bars the engine cuts down any higher value you set with Suite.

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Thanks for your response!
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by PrinzMurmel »

Hi,
I discovered OpenGeneral a few months ago while looking for something like the old Panzer General or Battle Isle.
I must say I am impressed by its quality, and the whole for free! So much effort, so many details, and also not to forget the many documents and manuals, not every game you can buy has this. :yes
So thanks to everyone who worked on making this so good! :notworthy

A couple of things I find not perfect... For one it's the small map scale and tiny icons, which is a pity because the unit pictures are quite nice. However, after reducing my screen resolution (zooming blurs the images too much in my opinion) I got used to it.
Then, most scenarios are soo tough, it's hard to get a BV without retrying parts or the whole of it, and then you of course know the critical enemy positions and that feels like kind of cheating.
I started with the EFILE_OPENAK 'Das Reich' campaign: Germany got kicked in the ass by the Polish every second turn, and when you think 'finally, I am almost there', another bunch of enemy units jumps out of the woods. :rip
I understand now why the Germans lost WWII early on in 1939 - they didn't have any tanks! :P

I played the EFILE_OPENPG campaign a bit, which was better, though it uses some 'PGen1' mode without split unit actions (move now, attack later), no leaders etc., so for now I switched to the Blitz from EFILE_COMWW2.

A few things could be explained better; only after a while I found out that anti-tank units get a penalty when moving before an attack. Maybe this should be made more obvious in the unit profile (what in fact is the attack value then - 50%?).
Sometimes when I select a unit, the stats (entrenchment, ammo, etc.) shown at the bottom of the page are shown in red instead of white. What does this mean?
Finally, is there a way to undo a move? I read about it, but didn't find a way. I sometimes move units by accident because they are still selected and somehow I tend to miss it. :doh

All in all I love to play and look forward to many more hours of virtual battles! :clap
Best regards,
P.M.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by hoza »

Sometimes when I select a unit, the stats (entrenchment, ammo, etc.) shown at the bottom of the page are shown in red instead of white. What does this mean?
Finally, is there a way to undo a move? I read about it, but didn't find a way. I sometimes move units by accident because they are still selected and somehow I tend to miss it. :
red means that they have reduced strength, ammo and so on and the undo button is second in the upper right corner of the main screen or simply press x. :grumpy
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by LuisGuzman »

Hi Andreas, :welcome to the forum
PrinzMurmel wrote: 2021-06-22 14:01, Tuesday A few things could be explained better; only after a while I found out that anti-tank units get a penalty when moving before an attack. Maybe this should be made more obvious in the unit profile (what in fact is the attack value then - 50%?).
This is a feature inherited from PG2, and thus is not specifically explained.
I'd suggest to read the PG2 manual that you can find at my web site: http://www.luis-guzman.com/links/PG2_manual.pdf

The zoom feature works better if you use: 120%, 150% or 200% ratios

I guess Hoza's replay answer the rest of your questions, otherwise do not hesitate to ask agai,
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by PrinzMurmel »

Aaah, the 'cancel move' button - I totally overlooked that one. :yes
Thank you Hoza and Luis for your replies!
I think one feature would be nice to add to the stats line, the effective attack and defense values of attacker/defender for the specific situation could be shown on mouseover. This would make it easier understand the way they are used (especially for close combat) ;)
Best regards, P.M.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by LuisGuzman »

PrinzMurmel wrote: 2021-06-25 09:13, Friday I think one feature would be nice to add to the stats line, the effective attack and defense values of attacker/defender for the specific situation could be shown on mouseover. This would make it easier understand the way they are used (especially for close combat) ;)
Best regards, P.M.
You can show a kind of comparative panel, clicking "Q" (which is a toggle) to show/hide a left panel showing the stats of the selected unit and the one under the mouse. Obviously the combat forecast is not very accurate as range of combat is taken always as 1

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by PrinzMurmel »

LuisGuzman wrote: 2021-06-25 10:25, Friday
PrinzMurmel wrote: 2021-06-25 09:13, Friday I think one feature would be nice to add to the stats line, the effective attack and defense values of attacker/defender for the specific situation could be shown on mouseover. This would make it easier understand the way they are used (especially for close combat) ;)
Best regards, P.M.
You can show a kind of comparative panel, clicking "Q" (which is a toggle) to show/hide a left panel showing the stats of the selected unit and the one under the mouse. Obviously the combat forecast is not very accurate as range of combat is taken always as 1
Hm, it seems like the stats shown are only the basic ones from the unit profiles, and all of them (i.e. hard, soft, air etc.), so I don't see which would the effective attack/defense strengths used in case I attack. But what the 'Q' panel is really helpful for: I can see the combat odds for any pair of units also from a distance, not only after actually moving my piece adjacent to a unit; this makes it much easier to decide with which unit to move! :clap
So thanks for the hint!
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by PrinzMurmel »

The EFILE_OPENPG uses a 'PG1Mode', which does not allow split actions (move now, attack later), auto-unmount and others. There is a file pg1mode.cfg in the top-level folder, and when I remove (or rename) it, I can play in normal OG mode, which is much nicer :2cents

One thing I am missing though, and that is the button for 'green' replacements. As with all other efiles, I can only 'elite' replace, which sometimes is quite expensive. Is there a way to activate just those 'green' replacements for a certain efile or campaign, without switching OG mode?

And second question, does every experience point count for combat odds, or does it not matter whether a unit has 500 or 1000 (since there are only 5 bars max.)? I guess it does, but just to be sure.. ;)

Regards, P.M.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Ale »

PrinzMurmel wrote:And second question, does every experience point count for combat odds, or does it not matter whether a unit has 500 or 1000 (since there are only 5 bars max.)? I guess it does, but just to be sure
since your question is clear and precise - i'm not answering you, you'll have to wait for someone konwing game better, Luis etc.

but i'll use this chance to put something else - we had previous questions about some "exact formulas" on combat result (you asked about odds and exp bars, clear) i'll just say for other readers that game seamingly doesn't have some strict "idea" on how to calculate result and some sort of arbitrary, "dice-roll" system is in place regardless of stats and experience, or better said beside them... everyone can just reload same battle/attack few times and there is great chance that combat result will always be different. as i type i'm attacking with TK at 3 strength ATY at 3 as well. Odds are 0-2 for my side always, however result is 0 kills in first try, 1 kill 1 suppressed in second, and 2 kills 1 supp and retreat in third etc. etc. i only loaded save 3 times.

as said it is not answer to you, Luis and other guys are for that, i just wanted to put this "guide" to all players because some asked before or maybe wondered about exact combat result formulas, as game has some "dice" flaw. naturally, good luck with your questions.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Dimitris GR »

Sorry for my off topic, but as far i know, luck was always a part for so many things in real life (war, sports, sex :lol ), so thats why i like Open General (and Panzer General of course). If you like reload, you can do this. But the best in OG is that even 1000 times to play a scenario, the battle will never be the same. At the end, the best army and the best strategy wins.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by PrinzMurmel »

A bit of luck as influencing factor definitely makes things more interesting! When a game allows reloading with combat results changing, it's certainly unfair to the AI. But now and again I face situations where I am really glad I can do it :)

About the 'green' replacements, I found out myself: You just need to create a file equip.cfg in the top-level efile folder containing the line
green=1
and it works (see other efiles with such files)!
:idea

Regards,
P.M.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by Duke Falcon »

Greetings everyone!

I remember there were something about bunkers able to house units inside. If I remember correctly that need to set up on scenario-level and not in equipment (or hangar size in equipment were the corresponding attribute?). Such "holder places\caches" could be used for any unit class or only fortification? I want for some units what could load other units to carry them while constantly present on the map and the AI could attack them.
Like this example:
There is a "sand-crawler", a big tracked monster able cruise through the map and could load and unload other ground units. A tank and two infantry stand adjacent to the sand-crawler enter into it and the crawler moves a few turns away where the carried units could disembark like from a transport. So it is like a transport for more units instead of one and the AI could treat it like a tank for example (on AI side the AI could handle it the same way as the player may?)...
And helo-transport could carry common units and deploy them or only airborne ones? So it could lift a tank and drop it somewhere else? For infantry and guns it worked with air-movement ground transports but tracked units perhaps act differently...

Thanks for the answers guys!
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))

Post by wertyu7878456 »

Error.log shows as below every time when I quit the game to desktop:
Couldn't find file:
Couldn't find file:
Couldn't find file:

Sometimes three lines and sometimes four lines without other information or missing file names. When I open a new campaign, it shows error 12007 when downloading the map, but when I close the error information, the mapname.jpg will appear in the map folder and seems to play the campaign well.
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