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 Post subject: scn #00a_2
PostPosted: Mon Aug 13, 2018 8:53 pm 
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Joined: Sun Jan 08, 2012 1:16 pm
Posts: 334
Location: New England, USA
a few observations.......and head scratchers

tec says pike is 2 for inf and cav.......when you move them it's 3

tec says clear is 4 for inf and cav.....when you move them it's 5

all the tec values are off by one....anyone have any idea why this is?

parameter data says dusk is at 18:00 (6:00 pm)...in the game, night starts at 18:00 (6:00 pm)

in the game, dusk starts at 17:20 (5:20 pm)

hex 332.57 has a road and it shows clear on the map. when you click on it, it is an orchard without the map designation.
if you are marching cavalry along that road (and you will), when you stack in that hex, your cavalry will disperse.

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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 14, 2018 3:16 pm 
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Joined: Mon Mar 29, 2004 12:32 am
Posts: 908
Location: Moscow, Russia
Clint,

the movement costs are different from the default values you quote due to weather conditions. In this particular case it's making movement cost 125% of the default value. Yes, it's not exactly so due to rounding up:
-for the movement along the pike it must have been 2*1,25=2,5 but being rounded it's 3. The movement cost is increased by 50%
-for the movement along it must have been 3*1,25=3,75. It's 4. Accordingly the increase is 33%.
In the clear it's the face value of 25%.

But all this is quite comprehensible. No errors here.

In this long scenarios the weather feature is used also to adjust the visibility. It's slowly decreasing since 17:00 or something and at 18:00 it's a complete darkness and the night turns begin. The dusk and dawn are used as a boundary between day and night. So here the dusk correctly begins at 18:00 and lasts 0 minutes. That is to say that the turn for 18:00 is already the night turn. Again all's correct and no mistake here.

Hope it helps. Bill, please correct me if I'm wrong

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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 28, 2018 4:20 am 
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Posts: 174
I checked the hex [332,57] with J-A 1.06 and it is displayed as clear with a pike. It's terrain data is also clear/pike. There are anamolies (strange hexside placements mostly) on the map but I have yet to find terrain graphics printed incorrectly and believe that should be impossible since the terrain info and graphic placement are from the same source.


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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 28, 2018 7:09 am 
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Location: New England, USA
I have the same version.

hex 332,57 shows road (not pike)/clear hex.

Terrain data shows "orchard".

When I have cavalry stack in this road hex..........all disrupt.

I have seen other games JTS games where "clear" hexes were "orchard"hexes.

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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 28, 2018 11:45 am 
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I believe your problem is due to having installed a JTS patch onto an unpatched HPS release.
https://www.hpssims.com/Pages/Updates/up_NapBats/up_NapBat.asp
JTS.com updates are for versions which have already been patched to a certain extent. You need to apply the 'legacy' HPS patches which is the same version number in this case but, contains map updates since release.


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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 28, 2018 1:37 pm 
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I don't think so.........not positive, but i don't think so.

I kept all my games up to date....via HPS and JTS

not sure if updated Jena via JTS or HPS



according to JTS and HPS web sites...........the updates are the same for Jena 10mar2015 1.06

fyi........I have seen this same issue with Leipzig and Leipzig was never HPS.

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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 28, 2018 2:09 pm 
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I just modified that scenario to test and move a mounted dragoon unit through that hex, nothing happened and I don't see it as orchard anywhere, neither graphically nor in the terrain info box.
And when you say it's a road, I have that as pike.
Something must have seriously mauled your installation, so I can only advise like I did shortly ago :
viewtopic.php?f=5&t=16047

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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 28, 2018 3:33 pm 
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In the case of HPS Jena v1.0 I believe all that is needed is the HPS 1.06 download. JTS update will not provide you an updated campaign map because it's integral with the direct download installer.
When you have time point out a problem hex in Leipzig. I find this "bug" interesting since both the terrain info and graphic printing should be sourced from the same *.map file which cannot have two different terrain table codes written in the same hex.


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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 28, 2018 3:52 pm 
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Location: New England, USA
Geoff McCarty wrote:
In the case of HPS Jena v1.0 I believe all that is needed is the HPS 1.06 download. JTS update will not provide you an updated campaign map because it's integral with the direct download installer.
When you have time point out a problem hex in Leipzig. I find this "bug" interesting since both the terrain info and graphic printing should be sourced from the same *.map file which cannot have two different terrain table codes written in the same hex.


I went back to the Leipzig game to search for that hex and I could not find it..........lol

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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 28, 2018 3:58 pm 
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Christian Hecht wrote:
I just modified that scenario to test and move a mounted dragoon unit through that hex, nothing happened and I don't see it as orchard anywhere, neither graphically nor in the terrain info box.
And when you say it's a road, I have that as pike.
Something must have seriously mauled your installation, so I can only advise like I did shortly ago :
http://www.wargame.ch/board/nwc/viewtop ... =5&t=16047


interesting.......

I am currently in the middle of a 500 turn game on my desktop.
I will try your suggestion on my laptop..........thanks.

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 Post subject: Re: scn #00a_2
PostPosted: Tue Aug 28, 2018 5:24 pm 
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Joined: Sun Jan 08, 2012 1:16 pm
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Kosyanenko wrote:
Clint,

the movement costs are different from the default values you quote due to weather conditions. In this particular case it's making movement cost 125% of the default value. Yes, it's not exactly so due to rounding up:
-for the movement along the pike it must have been 2*1,25=2,5 but being rounded it's 3. The movement cost is increased by 50%
-for the movement along it must have been 3*1,25=3,75. It's 4. Accordingly the increase is 33%.
In the clear it's the face value of 25%.

But all this is quite comprehensible. No errors here.

In this long scenarios the weather feature is used also to adjust the visibility. It's slowly decreasing since 17:00 or something and at 18:00 it's a complete darkness and the night turns begin. The dusk and dawn are used as a boundary between day and night. So here the dusk correctly begins at 18:00 and lasts 0 minutes. That is to say that the turn for 18:00 is already the night turn. Again all's correct and no mistake here.

Hope it helps. Bill, please correct me if I'm wrong


thank you for your help

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 Post subject: Re: scn #00a_2
PostPosted: Sun Sep 30, 2018 11:29 am 
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Joined: Wed May 23, 2001 10:18 am
Posts: 6099
Christian Hecht wrote:
I just modified that scenario to test and move a mounted dragoon unit through that hex, nothing happened and I don't see it as orchard anywhere, neither graphically nor in the terrain info box.
And when you say it's a road, I have that as pike.
Something must have seriously mauled your installation, so I can only advise like I did shortly ago :
viewtopic.php?f=5&t=16047


Yes, I see it as a Pike with Clear terrain. Must have been an older version of the map.

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