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changing garrison


delems
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There is a huge bug with changing garrisons. (frontline on town capture)

The warning says must do it in 5 min; but it won't change for 10 min.

Twice now, towns have been changed, well within the 5 min limit... but the town doesn't change nation.

 

Also, how come trickle times are variable?  1st town was 39 min;  2nd town is 9 min?
 

Something really messed up, twice now watched Zund trickle go to 1 min;  then it does NOT trickle, and instead jumps back to 4 minutes ????

Really really messed up, now it just went from 1 min to 30 minutes;  yet it never gave supply?

Confirmed now, Zund now shows 45 min trickle?  Yet was changed well within the 5 min system message.


 

Just tested a backline change nation, took like 7 ish minutes - so impossible to do in the 5 minute deadline given by system.

 

Edited by delems
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I suspect the timer problems we see with population difference vs. calc results are part of a similar issue.

There is a basic rule of any calculating process, and that is that you null out any previous value/data before starting the calc cycle again.  If the programs don't consistently do that, instead of starting at 0 then take in value state and calc from there you could have a leftover number from the previous calc and thus have wildly variable results.

You'll NEVER catch it starting up your calcs from scratch, have to catch it in state and output state by calc by new state several iterations in a row to make sure your calc isn't contaminated from a previous activity.

 

This would be really bad for towns if they don't all have unique IDs on in-memory values all the way through the process.  Bad for cap timers too, although I suspect that's more an out of sync or longer sample time.

 

Edited by Kilemall
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This is a really bad bug, can't change frontline towns on capture w/o severe penalty.

I get the backline town penalty, but it is applying to frontline town captures too.

Needs immediate attention imo. (and Zund USA garrison needs to be filled)

 

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  • CORNERED RAT

@delems @Capco Just got off the phone with @OHM, this is indeed an error, and has been corrected as of this writing on our toolset. We may need to restart the server for the changes to take place.

So here's what the settings are now:

  1. The time without penalty to change ownership of a Garrison:
    1. Previously: 5 minutes
    2. New setting (now): 10 minutes
  2. Time it takes for a Garrison to go active after manually changing it:
    1. Previously: 10 minutes
    2. New setting (now): 5 minutes
  • Like 1
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36 minutes ago, XOOM said:

@delems @Capco Just got off the phone with @OHM, this is indeed an error, and has been corrected as of this writing on our toolset. We may need to restart the server for the changes to take place.

So here's what the settings are now:

  1. The time without penalty to change ownership of a Garrison:
    1. Previously: 5 minutes
    2. New setting (now): 10 minutes
  2. Time it takes for a Garrison to go active after manually changing it:
    1. Previously: 10 minutes
    2. New setting (now): 5 minutes

why are allies allowed to change it anyway axis cant even though we have Italians that's not even right . What are you going to do give us the Russian units if not allies shouldn't be allowed to change ownership at all ever

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2 minutes ago, sgthenning said:

why are allies allowed to change it anyway axis cant even though we have Italians that's not even right . What are you going to do give us the Russian units if not allies shouldn't be allowed to change ownership at all ever

I think you're missing that it's very simple for the Axis Forces to manage their supply, as it's 100% interchangeable regardless of the layout of towns. 

The Allied forces, on the other hand, have three different nations to consider and you cannot drop a US tank in French supply, or Brit into the US, or any combination thereof. This presents a pretty significant challenge and it was the primary complication with rolling out 1.36 hybrid supply in the first place because we were committed to providing a better experience than the original town layout of "Town-based supply" back in the day.

It's not about what do the Germans get in return... it's really how do we make an already complicated situation a little less difficult. I think you should appreciate a little bit more the difficulty their HC has and their player base overall, the Germans in this regard have it substantially easier by comparison.

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1 hour ago, sgthenning said:

why are allies allowed to change it anyway axis cant even though we have Italians that's not even right . What are you going to do give us the Russian units if not allies shouldn't be allowed to change ownership at all ever

We have 2 Italian units currently, a rifle and a smg that you get in every town now...… 

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11 minutes ago, delems said:

So this fixed now?

 

 

On 10/29/2019 at 0:51 PM, XOOM said:

@delems @Capco Just got off the phone with @OHM, this is indeed an error, and has been corrected as of this writing on our toolset. We may need to restart the server for the changes to take place.

So here's what the settings are now:

  1. The time without penalty to change ownership of a Garrison:
    1. Previously: 5 minutes
    2. New setting (now): 10 minutes
  2. Time it takes for a Garrison to go active after manually changing it:
    1. Previously: 10 minutes
    2. New setting (now): 5 minutes

You tell us, the settings have been changed - have you observed the difference?

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As delems   ain't in HC, and capco never plays, unlikely.

good change tho, not sure why there needs to be a delay after enacting the change

Edited by goreblimey
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6 minutes ago, goreblimey said:

As delems   ain't in HC, and capco never plays, unlikely.

good change tho, not sure why there needs to be a delay after enacting the change

allows for the 'oh crap I didn't mean to do that'  or 'whoopsiedoodles wrong country'. 

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The real question is have you fixed the bug where a changed garrison that has Ao or do placed gets the change rejected and gets no supply.

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Just read slack AAR this bug reared its ugly head again....This need fixing pronto, we may as well not be able to change Nationality with this bug in place.

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