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Yolo911
01-08-2009, 07:41 PM
I prefer to have short turns otherwise it seems like I'm watching a movie and not really involved in the action. I set the turns to one week, both strategic and operational but it always reverts back to one month and runs for 30 days. Any suggestions as to what is happening?

Kriegsspieler
01-08-2009, 07:56 PM
Yup, that happens to me, too. Another item for the patch list, I think.

oldspec4
01-08-2009, 08:00 PM
Same for me...can't hold at either a one or two week turn. Always reverts to one month.

awolf
01-08-2009, 10:07 PM
Tested it today, set time to two weeks ran calc on the > button, disabled all report stuff for this test and it ran for full month.

tony_glazebrook
01-08-2009, 10:17 PM
All - A fix for this will be out soon, but in the meantime, try this anytime you want to change the trun lengths (stragetic and/or operational). Suppose here you are playing player A

1. Load up one player A's side, make the change, save
2. Load up player B's side, make the same change, save
3. Load up player A's side again. You should be ready to run with the new setting.

tony_glazebrook
01-08-2009, 11:14 PM
I prefer to have short turns otherwise it seems like I'm watching a movie and not really involved in the action. I set the turns to one week, both strategic and operational but it always reverts back to one month and runs for 30 days. Any suggestions as to what is happening?

Yolo - re the comment about feeling like you are a spectator on the monthly turns, have you tried any of the tac response options?

If you have them all enabled, for all fleets and carriers, you will definitley not feel like a spectator as there will be many decision points required of you during the month turn. Before you go to shorter turns, please ty the tac response options if you haven't already. My adbvice would be to start small - just some of the options, with some of the fleets. There is in-game (and manual) help on how to do these tac responses

Yolo911
01-08-2009, 11:53 PM
Tony,

The map is so busy with ship ICONS and task force names jumping around when things are running that my eyes glaze over. Hard to keep track of all of the names when freind and foe alike are the same(I know there is a color difference).
I have everything checked so that I receive all data and make all tac decisions. But a month is a long time and I would prefer to issue my own ship deployment orders but I would have trouble thinking a month in advance that is why I would use the one week turns, when they become available.
I downloaded and printed the manual when you made it available some time ago. I actually read it cover-to-cover, something I've always down. I find it enjoyable. But I still have to do a lot of trial and error to get things to work.
I appreciate all of the tips and personal advice you are giving to me and others. This is a big difference in basic philosphy from the majority of the other game producers.

tony_glazebrook
01-09-2009, 12:02 AM
Tony,

The map is so busy with ship ICONS and task force names jumping around when things are running that my eyes glaze over. Hard to keep track of all of the names when freind and foe alike are the same(I know there is a color difference).
I have everything checked so that I receive all data and make all tac decisions. But a month is a long time and I would prefer to issue my own ship deployment orders but I would have trouble thinking a month in advance that is why I would use the one week turns, when they become available.
I downloaded and printed the manual when you made it available some time ago. I actually read it cover-to-cover, something I've always down. I find it enjoyable. But I still have to do a lot of trial and error to get things to work.
I appreciate all of the tips and personal advice you are giving to me and others. This is a big difference in basic philosphy from the majority of the other game producers.


Thanks Yolo - we do try our best. We really want this game to be a success and a great experience for players and we will continue to work at that.

All the best

Kriegsspieler
01-09-2009, 12:24 PM
FWIW -- I've been playing a game of UK against Germany that has managed to remain in "one-week" mode, even after having been saved, quitted, and reloaded. So while I too have had the experience of other games going to "one-month" after having been selected for one week, in this case it seems to be working as intended.
Another annoying ghostly bug to track down . . . . :rolleyes:

tony_glazebrook
01-09-2009, 12:37 PM
FWIW -- I've been playing a game of UK against Germany that has managed to remain in "one-week" mode, even after having been saved, quitted, and reloaded. So while I too have had the experience of other games going to "one-month" after having been selected for one week, in this case it seems to be working as intended.
Another annoying ghostly bug to track down . . . . :rolleyes:

Kriegspieler - once a game turn length setting has been changed by a player and then saved, it stays when it is reloaded, so this is as it should be.

The issue I will deal with in an upcoming bug fix - but for which there is a workaround now (as per my previous post) - is that a change of game turn length by one player is not being recognised at turn calculation. This is because of some rules I have built in to protect one player arbitrarily changing things without the consent of his opponent. It needs both players to register the same change before the change is validated. Think of the change of setting by one player as a bid, which must be accepted by the other player. For obvious reasons, the length of the strategic and operational turn affects planning; so both players must be on the same page so to speak.

The bug I will fix is that, in any game where you let the computer take over the other side, your 'bid' is meant to be automatically accepted. This is not happening.

Yolo911
01-09-2009, 03:35 PM
I am experiencing something different than Kreigs- I am in the third turn playing as Germany against the UK in the Atlantic campaign. I am in the third month of the war when I should only be in the third week. After I have saved it three times after making the choice of one week turns and each time it reverts back to one month turns. I am not trying to hammer this issue I just want to make sure all of the circumstances are clear. It doesn't matter how many times I save it.

awolf
01-09-2009, 04:55 PM
During the turn sequence, click on the "S" buttton to delay it a couple seconds, makes alot of difference.

awolf

tony_glazebrook
01-10-2009, 02:01 AM
I am experiencing something different than Kreigs- I am in the third turn playing as Germany against the UK in the Atlantic campaign. I am in the third month of the war when I should only be in the third week. After I have saved it three times after making the choice of one week turns and each time it reverts back to one month turns. I am not trying to hammer this issue I just want to make sure all of the circumstances are clear. It doesn't matter how many times I save it.

Yolo - to go down to 1 or 2 week turns from the default montly turn you need to change the option for BOTH players, and save. There is a slight bug in the way this is handled at the moment, as explained on another thread, but the workaround is good - just make the same change for both players. Once saved for each player, the change sticks - for the rest of that campaign - until you change it again.

Also, make sure you change both the strategic turn length and the operational turn length. They can be different, and there is a reason for this, but some folks are confused about why there can be a difference. If you want to keep things straightforward, make sure the strategic turn length and the operational turn length are the same, and the same for both players.

Yolo911
01-10-2009, 07:55 PM
Tony,

I am about to shoot myself over this game. I can not get the game to run in one week turns and I cannot get that &%&^%$^& 2IC from letting go of sending my subs and ships out. When you are back to work on Monday can you give me a step by step (and I mean don't leave anything out) how to do these two things?
I don't understand your directions about loading up two sides:
1. Load up one player A's side, make the change, save
2. Load up player B's side, make the same change, save
3. Load up player A's side again. You should be ready to run with the new setting.
Do I continue the game or is it a restart? for the 2nd player since it is a completely new game for him?
And is there a way to execute the 2IC? Or maybe just waterboard him into submission?

Scott Chisholm
01-10-2009, 09:24 PM
Yolo,

Put the gun down, and step away from the computer. We can work this out. ;)

Try this - it worked for me. I was well into the Intro scenario, so I scrapped everything to make sure I was starting from a clean slate. You should not have to start from scratch....

1. Start the game and click "Select Campaign".
2. Click "Intro" and exit out of the Campaign Briefing.
3. Select a side (doesn't matter which - let's go with "United States").
4. Click "Re-start Game from beginning". The following should still work if you click "Continue Game" instead....
5. Click "Ok" to close the warning. This screen only pops up if you clicked "Re-start Game from beginning in paragraph 4.
6. In the Admiral's Office, click "Options".
7. The turn lengths should both be at the default one month settings. Change the Strategic turn length to one week; the Operational turn length will automatically change to one week.
8. Click "Ok" and you should be back at the Admrial's Office.
9. Click "Game", then click "Save".
10. Click "Ok" to exit the pop-up. You're done with the United Stated. Now, for Japan....
11.Click "Game", then click "Load".
12. Click "Intro" and exit out of the Campaign Briefing.
13. Select "Japan", then click "Continue Game".
14. In the Admiral's Office, click "Options".
15. The turn lengths should both be at one month. Change the Strategic turn length to one week; the Operational turn length will automatically change to one week.
16. Click "Ok" to return to the Admiral's Office.
17. Click "Game", then click "Save".
18. Click "Ok" to exit the pop-up.

That should do it. To go back to playing the United States:

1. Click "Game", then click "Load"
2. Click "Intro" and exit out of the Campaign Briefing.
3. Select "United States", then click "Continue Game".
4. Click "Options" and you should be at the one week settings.

If you exit the game and restart this particular scenario, you should still be at the one week settings.

I haven't experienced the 2IC issues you describe, but I seldom do everything myself. I'm having some computer issues today that are preventing me from doing any serious playtesting, but as soon as I get back in battery I will try to recreate what you describe and see if I can better help you.

I hope this helps!

PDF
01-10-2009, 09:31 PM
With a 1-week setting for both strat and op turn, do we have "real" 1-week turn - ie the ships moves (approx) 1/4 of a month's move, RPs accumulate 4 times slower, the calendar advances 7 days, etc ?
That may be a silly question, but the manual and Scott's description of time management let my mind in a alternate warped-time universe :D

tony_glazebrook
01-10-2009, 11:55 PM
With a 1-week setting for both strat and op turn, do we have "real" 1-week turn - ie the ships moves (approx) 1/4 of a month's move, RPs accumulate 4 times slower, the calendar advances 7 days, etc ?
That may be a silly question, but the manual and Scott's description of time management let my mind in a alternate warped-time universe :D

PDF - yes. When stratgeic time and op time are the same, everything is in synch. There is an explanation of all this in the help files (and manual) - I think in the 'Overview' section.

thewood
01-11-2009, 12:14 AM
Thanks, Scott, that detailed list is what I needed.

Yolo911
01-12-2009, 10:00 PM
Scott, Thank you for the detailed response. I printed it and followed it. I ran the turn and it was still one month. I stopped it but this time the options said one week but still ran as a month. I uninstalled the game. I give up. I am 60 years old and have the money just to toss stuff, which I did. I have played war games since I was 20, board and pc, so it isn't that I'm not familiar with them. Plus I'm in I.T for the 911 Center here so I know pc/servers. I just can't get this to work.
I even told the 2IC that I would control the fleet missions and removed all but reconnainsance and minelaying from his orders. I then I formed a fleet around the Bismark but left it in port and no steaming orders. The 2IC had that fleet in the English Channel within 5 days. I can't control the ships.
I assigned the subs hexes to patrol but every hour the 2IC wanted to send the subs to intercept convoys. That isn't what my plan was so I had to keep selecting ignore every hour for all of my sub patrol missions or the 2IC would have had them chasing after every sighting report. Very tedious.
And when I created the sub patrols I could not figure out how long the patrol could be out before it ran out of fuel. I couldn't see that information anywhere. So I might have made the patrol too long and the subs would either run out of fuel, but I think they would have been detached and sent to the nearest port by the AI. But that means the subs would have failed to patrol the objective hexes. How do you know what the range is when assigning a path to the subs?
I may come back to this at a later date. I play for relaxation, not frustration. Scott, thanks for your patience and assistance.

Scott Chisholm
01-13-2009, 01:20 AM
Scott, Thank you for the detailed response. I printed it and followed it. I ran the turn and it was still one month. I stopped it but this time the options said one week but still ran as a month. I uninstalled the game. I give up. I am 60 years old and have the money just to toss stuff, which I did. I have played war games since I was 20, board and pc, so it isn't that I'm not familiar with them. Plus I'm in I.T for the 911 Center here so I know pc/servers. I just can't get this to work.
I even told the 2IC that I would control the fleet missions and removed all but reconnainsance and minelaying from his orders. I then I formed a fleet around the Bismark but left it in port and no steaming orders. The 2IC had that fleet in the English Channel within 5 days. I can't control the ships.
I assigned the subs hexes to patrol but every hour the 2IC wanted to send the subs to intercept convoys. That isn't what my plan was so I had to keep selecting ignore every hour for all of my sub patrol missions or the 2IC would have had them chasing after every sighting report. Very tedious.
And when I created the sub patrols I could not figure out how long the patrol could be out before it ran out of fuel. I couldn't see that information anywhere. So I might have made the patrol too long and the subs would either run out of fuel, but I think they would have been detached and sent to the nearest port by the AI. But that means the subs would have failed to patrol the objective hexes. How do you know what the range is when assigning a path to the subs?
I may come back to this at a later date. I play for relaxation, not frustration. Scott, thanks for your patience and assistance.


Yolo,

I really don't understand why the turn length settings are not working for you; I just confirmed that all I detailed worked. I took me five turns to play five 7-day weeks. I need to defer to Tony on this.... :confused:

The rest of your concerns are game-engine considerations that I will also defer to Tony.

As I tell Tony, I serve to live....

Frank
01-13-2009, 08:58 AM
On my pc the first turn of a new campaign is always 1 month even if i set the time to one week. After the second turn it works normal.

Scott Chisholm
01-13-2009, 03:37 PM
On my pc the first turn of a new campaign is always 1 month even if i set the time to one week. After the second turn it works normal.

Frank,

I verified my post #15 last night, starting the Intro scenario from scratch. What you describes still happens after you do all of that?

Frank
01-13-2009, 03:46 PM
Scott,

yes the first turn of is always one month. Maybe it has something to do that on the first turn the missions are already scheduled?

Scott Chisholm
01-13-2009, 04:32 PM
Scott,

yes the first turn of is always one month. Maybe it has something to do that on the first turn the missions are already scheduled?

Frank,

The missions and the turn length should not be linked in that manner.... :confused:

The very first turn of the campaign? Is this common to all scenarios, or one in particular?

Matto
01-14-2009, 10:32 PM
Playing Med campaign and successfully (after two tries) set one month strategic and one week operational turn ... BUT for all that Operational turn really takes just one week, I can after each turn set all strategical parts of game and all my reports all after one month ... so I played just two weeks, but has report from second month !!!

Christian Schwietzke
01-14-2009, 10:43 PM
I have now succeeded in setting the turn length to one week in the game I´m in right now.

It seems to help if, after setting Strategic Turn length to one week, you click the Operational Turn length box and confirm that it is indeed one week.

Matto
01-14-2009, 10:53 PM
It looks, that I must have both on the same rate ... so on week strategical and one week operational ...

tony_glazebrook
01-15-2009, 12:20 AM
It looks, that I must have both on the same rate ... so on week strategical and one week operational ...

Matto - It's simplest and for most players best to have strategic time and op time the same, so I'd suggest you do that for now. But please read the Overview in the Manual or in-game help - here it explains why there are the two time scales, and the options of having them different.

Matto
01-15-2009, 09:38 AM
Matto - It's simplest and for most players best to have strategic time and op time the same, so I'd suggest you do that for now. But please read the Overview in the Manual or in-game help - here it explains why there are the two time scales, and the options of having them different.

Sure, I must be blind ... thanks ;)

tonedog
01-23-2009, 08:03 PM
has this issue been resolved or must the workaround still be used?

William Miller
01-23-2009, 09:55 PM
has this issue been resolved or must the workaround still be used?

As I recall from our internal discussions on near-future updates that issue should be addressed in either the v1.04 update or the v1.1 update. Until then the workaround discussed earlier appears to be the best solution.

tonedog
01-23-2009, 11:20 PM
no worries.

tonedog
01-24-2009, 12:00 AM
im afraid to say im havin the same problems as yolo with regards to the monthly turns:(

ive followed the workaround instruction to the letter twice now and each time i run the turn it runs for 1 month. im attemptin to play the german atlantic scenario.

any ideas?

Banquet
01-24-2009, 12:56 AM
As I recall from our internal discussions on near-future updates that issue should be addressed in either the v1.04 update or the v1.1 update. Until then the workaround discussed earlier appears to be the best solution.

'discussed earlier' is fairly vague bearing in mind the workaround mentioned in this thread doesn't actually seem to work for a lot of people.

tonedog, here is Matto's description of how to workaround the problem. This one actually seems to work;

I sucesfully used this one:
Start a MED game like British (want to play). Set week/week settings. Save the game but NOT by save button but by OUT button !!! Open MED campaign like Italian (continue !!!). Set week/week ... save by OUT button !!! Open British and play ... for me works for all predefined campaigns exclude Intro ...'

As the fix didn't make 1.03, and now seems uncertain for even 1.04, maybe the working workaround could be stickied as it seems to be a recurring issue on the forum?

tony_glazebrook
01-24-2009, 05:18 AM
All - as William noted a fix for the game turn issue was not in R1.03 but will be in R1.04 or R1.1. Until then, the workaround that has been mentioned should work.

I WILL get around to making the change in game turn length 'seamless' as they say - if I can just ask for a little time to do this :)