is the strings_efile.txt used and/or translated to polish in the TEXT-PL folder? (see gce or son efiles for templates)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
OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )
- lvjtn
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC12 (1-Oct-2020))
Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC12 (1-Oct-2020))
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))
OpenGen (RC) updated to 0.93.3.99.RC15 at my site
Fixing:
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))
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
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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))
Luis
Thank you for your work and effort - fulfilling the expectations and suggestions of players
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
That's a nice christmas present
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
Hello Luis
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!
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 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 In the aforementioned Thermopylae scenario the AI will now start with 250pp in the first turn. That's better.
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!
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 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 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))
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.randowe wrote: ↑2021-02-06 00:33, Saturday Hello Luis
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!
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))
Thanks Maybe i'll do that since i just have to create the file once and then copy it and rename/change scenario number.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.
gun over a bridge
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)
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))
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.
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))
A bit strange. I'll study how to modify BaseKorp with your Suite.
Thank you for the fast answer!
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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%.
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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))
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]
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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]
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))
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
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:
ocean:
escarpment:
see the terrainex.txt, equip.cfg of the efile and the scenario settings for further details
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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...
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?
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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.
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))
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
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
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
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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.
Altering the efile or scenarios because of incorrect tactics will create more problems for you and other players will not be able to help.
BaseKorp Efile
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
Thanks to @Csaba and you, I will follow.
info about building airport(s)
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'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)
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)
Exact. Thank you for remembering. My question was about a hypotetical additional coded limit.Parabellum wrote: ↑2021-04-19 10:09, MondayI 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)
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
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
7. The "fast builder" attachment, if enabled by efile/campaign/scenario designer also reduces the number of turns needed to build an airfield.
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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.
Thank you for your response.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
Hi 68yxr 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.
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))
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.
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))
There's not, sorry.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.
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))
That's OK. Once more, THANK YOU!!!!!!!!!
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
Thanks for your response!LuisGuzman wrote: ↑2021-06-06 07:39, Sunday Hi 68yxr 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))
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.
So thanks to everyone who worked on making this so good!
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.
I understand now why the Germans lost WWII early on in 1939 - they didn't have any tanks!
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.
All in all I love to play and look forward to many more hours of virtual battles!
Best regards,
P.M.
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.
So thanks to everyone who worked on making this so good!
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.
I understand now why the Germans lost WWII early on in 1939 - they didn't have any tanks!
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.
All in all I love to play and look forward to many more hours of virtual battles!
Best regards,
P.M.
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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.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. :
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
Hi Andreas, to the forum
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,
This is a feature inherited from PG2, and thus is not specifically explained.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%?).
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))
Aaah, the 'cancel move' button - I totally overlooked that one.
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.
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))
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 1PrinzMurmel 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.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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!LuisGuzman wrote: ↑2021-06-25 10:25, FridayYou 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 1PrinzMurmel 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.
So thanks for the hint!
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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
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.
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.
Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
since your question is clear and precise - i'm not answering you, you'll have to wait for someone konwing game better, Luis etc.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
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))
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 ), 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))
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)!
Regards,
P.M.
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)!
Regards,
P.M.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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!
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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My E-files: viewtopic.php?f=8&t=107
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.4.0 (25-Dec-2020))
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.
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.