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    Red Sun Over China - Possible Bugs (RESOLVED)

    Scheduled Pinned Locked Moved Bug Reports
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    • M Offline
      mattbarnes
      last edited by

      And I really really hope someone helps fix the game. I just found that bombers can "damage" the countryside, stopping the Nationalists placing any units at all! Ahhhhh!!!!!

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      • C Offline
        Cernel Moderators Lobby Moderators @mattbarnes
        last edited by

        @mattbarnes said in Red Sun Over China - possible bugs:

        The game has a territory called Yenan which I assume is the same place and is the centre of the Communist forces in the game.

        Of course, no problem for Yenan, but, right under it, Sian, also known as Changan, and nowadays known as Xi'an, as far as I know, should instead be a Nationalist territory.
        However, again, I don't really know what was the Communist influence in Sian at the end of 1937, when I assume the game is set, but I would need to be convinced about accepting it as the most important (highest production) Communist territory, as what I know is that the Communists were only in Yenan, plus I guess some surrounding territories, while neither of the two circles/cities there in the map should be Communist, with "Sian" that should be Nationalist and "Lanchow" that should be Muslim, thus Nationalist, as well, but I don't actually know if something happened there, after the Sian incident, that made Sian and the couple territories south of it becoming Communist, at this point.

        Also, I would remove the "merely decorational" flag, as I don't see the point of showing a capital that doesn't exist.

        C 1 Reply Last reply Reply Quote 0
        • C Offline
          Cernel Moderators Lobby Moderators @Cernel
          last edited by

          @cernel Side note, in my original WWII sources, from 1940 to 1945, "Yenan" is called "Fushih", but maybe the name already changed, at that point, and just what I have was outdated.

          I found this map, that is what I use and used to know as being Communist:
          https://en.wikipedia.org/wiki/Shaan-Gan-Ning_Border_Region

          Thus when I saw so much more assigned to the Communists in this map I was very perplexed about its historicity and never understood where that came from, but I am not sure it is wrong, I don't know (and pulicat believes it is right, but we didn't talk so much, and he didn't convince me specifically).

          I was just saying that is the reason I never played (or tried to play) this map.

          M 1 Reply Last reply Reply Quote 0
          • M Offline
            mattbarnes @Cernel
            last edited by

            @cernel Yeah, I think the Red Star book that Pulicat was leaning on was quite communist-favouring and gave the impression of them dominating a wider region. Reading around the history, the muslim Ma clique in the NW remained Nationalist and most Soviet aid to China went to the Nationalists, who reoccupied Xian after the Incident. However, it's undeniable that the communists were very influencial in that period so maybe Pulicat had to find a way within the triplea engine to ensure they get enough game resources. Since the game has the Chinese allied with each other, maybe the "communists" can just be seen as "the northern chinese forces", incorporating Ma troops, communists and other armies in that area?

            It remains a fascinating and highly playable game, all the better for the dynamic of having to manage the northern forces separately and play the guerrilla war. I don't think we should let some historical liberties and poor labelling detract from that fun.

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            • wirkeyW Offline
              wirkey Lobby Moderators @mattbarnes
              last edited by

              @mattbarnes I've played this map several times years ago. The reason for the factories not working might be that they were damaged at the beginning of the game. With one of the engine updates this might cause the problem. Back at the time of this map lots of features where not available.
              The main reason I stopped playing was the huge inbalancy towards Japan and as pulicat had vanished for some time nobody to was willing to fix that together with me.

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              • redrumR Offline
                redrum Admin
                last edited by

                Well, I'll try to take a look at the map to see if I think it has potential and is worth fixing up. Let's try to use the first post of this thread to collect all the current known problems in detail and how to reproduce them so if I or someone else decides to fix it up then they can jump right in.

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                wirkeyW 1 Reply Last reply Reply Quote 2
                • wirkeyW Offline
                  wirkey Lobby Moderators @redrum
                  last edited by

                  @redrum I don't remember all the errors, but I do remember some user enforced rules which could be coded with todays engine:

                  • Cities working as transporting hubs: can move from one adjacent territory of the city to (any) other adjacent one (through the city) for only one movement point if your side controls the city

                  • All the building restrictions

                  E 1 Reply Last reply Reply Quote 0
                  • E Offline
                    erik542 @wirkey
                    last edited by

                    If this map is getting touched up, it'd be nice if the railroads got implemented in a more reasonable fashion. As it stands, the trains are boats that move through two off map territories to get to their destination.

                    HeppsH 1 Reply Last reply Reply Quote 1
                    • HeppsH Offline
                      Hepps Lobby Moderators @erik542
                      last edited by

                      @erik542 Yeah I remember moving trains in this being very undesirable.

                      "A joyous heart sours with the burden of expectation"
                      Hepster

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                      • M Offline
                        mattbarnes @mattbarnes
                        last edited by

                        As requested by @redrum, here's a short list of what I think are bugs:

                        • nationalists cant build in their factories (except the capital)
                        • nationalist factories are supposed to start damaged and require a premium to repair but this isn't functioning; neither the nationalists nor japan (after capture) can repair/use them
                        • nationalists can build in the countryside but japan can "damage" the countryside with strat bombing, which is probably not intended
                        • 2 hit battleships fail to repair
                        • communists seem to get "no allies in my territory" bonus regardless of where allies are
                        • the trains don't seem to be captured when the city is captured; they otherwise seem to operate as described
                        • nationalists are supposed to only be able to make infantry and cavalry in the countryside but the engine allows anything to be built
                        • the PUV bonuses for Objectives are not per the Notes (I'm not sure if the Notes or the Game are the intention)
                        • there are a few rules listed in the Notes which players are supposed to self-impose; it would be neater if these can be built into the game
                        M 1 Reply Last reply Reply Quote 0
                        • M Offline
                          mattbarnes @mattbarnes
                          last edited by

                          And

                          • odd turn order wrt Thailand's turn being interwoven with Japan's (unless that is deliberate?)
                          E redrumR 2 Replies Last reply Reply Quote 0
                          • E Offline
                            erik542 @mattbarnes
                            last edited by

                            @mattbarnes

                            Thailand's turn order is deliberate but I think unnecessary.

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                            • redrumR Offline
                              redrum Admin @mattbarnes
                              last edited by

                              @mattbarnes So decided to take a shot at some of these. Here is the PR that is merged and if you redownload the map then you can test them out: https://github.com/triplea-maps/red_sun_over_china/pull/5

                              Here are the ones that should be fixed:

                              • nationalists cant build in their factories (except the capital)
                              • nationalist factories are supposed to start damaged and require a premium to repair but this isn't functioning; neither the nationalists nor japan (after capture) can repair/use them
                              • nationalists can build in the countryside but japan can "damage" the countryside with strat bombing, which is probably not intended
                              • 2 hit battleships fail to repair
                              • communists seem to get "no allies in my territory" bonus regardless of where allies are

                              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                              1 Reply Last reply Reply Quote 1
                              • redrumR Offline
                                redrum Admin
                                last edited by redrum

                                @mattbarnes @wirkey @erik542 So I started reviewing the objectives in the XML vs the notes and here are the discrepancies:

                                1. British: Phase II is ON. - 40 in the notes and 30 in the XML
                                2. Thailand: Territorial Intergrity - 10 in the notes and 5 in the XML
                                3. Thailand: Indochinese resources - 10 in the notes and 5 in the XML
                                4. Japanese: Operation Ichi-Go - 30 in the notes and 20 in the XML

                                Any thoughts on which is correct?

                                Also there are 2 weird objectives that I'm not sure what they are for or if they were just for testing?

                                    <!-- Functional NOs -->
                                    <!-- UK Cap -->
                                    <attachment name="objectiveAttachment101" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                      <option name="objectiveValue" value="-27"/>
                                      <option name="alliedExclusionTerritories" value="Phase II" count="1"/>
                                    </attachment>
                                    <attachment name="objectiveAttachment101" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                      <option name="objectiveValue" value="-1"/>
                                      <option name="alliedOwnershipTerritories" value="Myitkyina" count="1"/>
                                    </attachment>
                                

                                PR for a few more fixes: https://github.com/triplea-maps/red_sun_over_china/pull/6

                                • nationalists are supposed to only be able to make infantry and cavalry in the countryside but the engine allows anything to be built
                                • TripleA now enforces "Manchukwo, Japanese, and British may build ONLY in FACTORIES."

                                PR for another round of improvements: https://github.com/triplea-maps/red_sun_over_china/pull/7

                                • TripleA now enforces "Movement from one side of an enemy city to another is technically possible, but is considered ILLEGAL."
                                • Fixed missing images in the notes unit table

                                PR for another round of improvements: https://github.com/triplea-maps/red_sun_over_china/pull/8

                                • TripleA now enforces "British are not allowed to fight Axis for the first 3 rounds (Phase I), unless any Axis country attacks it first."

                                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                • redrumR Offline
                                  redrum Admin
                                  last edited by redrum

                                  @mattbarnes @wirkey @erik542 @Hepps So the next thing I'd like to address now that bugs and player enforced rules have been fixed are trains. The trains in this map are pretty funky as Pulicat had to work around lots of TripleA limitations that no longer exist now.

                                  The idea is merging the train concepts from Civil War (cleaner version of the existing ones in RSOC) and Total World War. This leaves a system where the following can be done:

                                  • Trains move on 'rails' which are static units defined in certain territories instead of only station to station
                                  • There are no separate station territories just station units in the city territories and trains are now land transports
                                  • Trains can only load units if they start where there is a 'station'
                                  • Trains can unload units in any territory they move to along the 'rails'
                                  • Trains are either captured or destroyed when an enemy moves into the territory they are in

                                  The main pros of this system are:

                                  • More flexible train movement
                                  • No more weird dummy territories in top left
                                  • No longer need trains to be sea units or have separate station territories
                                  • Trains still should strive to end their turn in territories with stations so they can load the next turn
                                  • Trains can unload units in places besides stations
                                  • Avoids weirdness of trains still being alive in stations when enemy captures the city

                                  Thoughts?

                                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                  wirkeyW HeppsH 2 Replies Last reply Reply Quote 2
                                  • wirkeyW Offline
                                    wirkey Lobby Moderators @redrum
                                    last edited by

                                    @redrum sounds good, although I'd like to keep some sort of rail lines, like in CW and not the way it is in TWW

                                    redrumR 1 Reply Last reply Reply Quote 0
                                    • redrumR Offline
                                      redrum Admin @wirkey
                                      last edited by

                                      @wirkey Yeah, my idea is to have a much lower percentage of territories with rails (essentially those that it runs through now) vs TWW has rails in just about every territory (mostly due to its scale).

                                      Thoughts on my previous post around the NOs?

                                      Really looking for some more insight from those that originally helped test this map when Pulicat was around as I don't have any experience on it yet.

                                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                      wirkeyW C 2 Replies Last reply Reply Quote 0
                                      • wirkeyW Offline
                                        wirkey Lobby Moderators @redrum
                                        last edited by

                                        @redrum i really can't remember what we had, but as the Axis were overpowered anyway, I'd go with the lower values for them

                                        redrumR 1 Reply Last reply Reply Quote 0
                                        • redrumR Offline
                                          redrum Admin @wirkey
                                          last edited by redrum

                                          @wirkey Alright. I'll at least make the XML and notes in sync to start and lean towards helping China. After I rework the trains, want to start up a game?

                                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                          wirkeyW 1 Reply Last reply Reply Quote 0
                                          • C Offline
                                            Cernel Moderators Lobby Moderators @redrum
                                            last edited by

                                            @redrum If there is the intention to redraw the rail connections based primarily on historicity, I may provide a draft (tho there would still be the other main issue of no Muslims and Lanchow and Sian Communist, if it is an issue, as I'm almost sure it is).

                                            However a fully correct representation would likely require the use of canals, because with the allow-movement units' way you cannot represent the case of two adjacent territories both having rail lines, yet not connecting to each other (almost sure there would be a few cases, maybe also important ones).

                                            E 1 Reply Last reply Reply Quote 0

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