A list of core game bugs left in WITP:AE
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A list of core game bugs left in WITP:AE
Felt the itch to have a summary of the few remaining core game bugs somewhere, in case an opportunity to fix those comes along in the future. Will also update the list when more info and tests are available.
Fully tested by me as reproduceable in 1126b. No database, map, script, mod or program compatibility bugs here, only core gameplay ones.
1. All heavy industry is wiped out from the base if vacated base is auto-captured at the start of turn by row-boat party or enemy LCU presence. Other industries act as normal capture.
2. LCU moving in Strat movement mode jumps off RR track into the random neighboring hex at start of movement if the RR track path is cut this turn by enemy movement.
3. Ports which have a base level of (0) will not utilize Naval support, even if built up. https://www.matrixgames.com/forums/tm.asp?m=4820039
4. Setting NavSearch arcs makes patrols almost blind to enemy subs when in NavSearch mode. Other TFs are detected fine. Subs are detected fine when no arcs are set.
5. Random destruction on a captured base goes to extremes (either 100% trashed or 100% intact) with sufficiently large battles. It's not how RNG is supposed to work.
6. In AI game, if a player captures all main national bases for a nation (e.g. Chunking and Chengtu for Chinese), AI would keep spawning arriving national units in the shore base of this nation that has the largest airfield + port, as long as this sum is larger than 4. In stock 2 game against Allied AI I now have a POW camp for an entire Brit/Indian army in Chittagong, and another camp for an entire Chinese army in Foochow. Daily bombardments ahoi, let's see how much troop VPs it can harvest... Had an entire ANZAC army biding time on some remote atoll in some previous game.
7. When opposing LCUs arrive to a hex simultaneously, the hex will not display hexside control information (with "w" hotkey) until one of the sides vacates the hex. Hexside control seems to keep working as designed when subsequent entries into the hex are made even if side info is not displayed, at least with respect to movement restrictions. So it's a visual bug mostly, but annoying nonetheless.
8. BBs taking automatic reload from almost empty AKEs when returning to port with "Refuel on" will often trigger stack overflow which will overuse AKE action points, fully reload BBs, and show 60k+ supplies in affected AKEs the next turn. 60k+ overload disappears the turn after the next.
9. 3 available ways of pulling a pilot into an airgroup from the reserve pool all produce different results with respect to arrival delay and XP loss. https://www.matrixgames.com/forums/tm.a ... ey=�
10. In a game against Allied AI, Japan-controlled Sydney will generate computer controlled transport TFs out of AK/APs disbanded in port.
11. It is possible to rearm Yamato 18.1" from AKEs regardless of the port. Not WAD, devs state overwise: https://www.matrixgames.com/forums/tm.asp?m=2927474 . Probably connected with #8.
Fully tested by me as reproduceable in 1126b. No database, map, script, mod or program compatibility bugs here, only core gameplay ones.
1. All heavy industry is wiped out from the base if vacated base is auto-captured at the start of turn by row-boat party or enemy LCU presence. Other industries act as normal capture.
2. LCU moving in Strat movement mode jumps off RR track into the random neighboring hex at start of movement if the RR track path is cut this turn by enemy movement.
3. Ports which have a base level of (0) will not utilize Naval support, even if built up. https://www.matrixgames.com/forums/tm.asp?m=4820039
4. Setting NavSearch arcs makes patrols almost blind to enemy subs when in NavSearch mode. Other TFs are detected fine. Subs are detected fine when no arcs are set.
5. Random destruction on a captured base goes to extremes (either 100% trashed or 100% intact) with sufficiently large battles. It's not how RNG is supposed to work.
6. In AI game, if a player captures all main national bases for a nation (e.g. Chunking and Chengtu for Chinese), AI would keep spawning arriving national units in the shore base of this nation that has the largest airfield + port, as long as this sum is larger than 4. In stock 2 game against Allied AI I now have a POW camp for an entire Brit/Indian army in Chittagong, and another camp for an entire Chinese army in Foochow. Daily bombardments ahoi, let's see how much troop VPs it can harvest... Had an entire ANZAC army biding time on some remote atoll in some previous game.
7. When opposing LCUs arrive to a hex simultaneously, the hex will not display hexside control information (with "w" hotkey) until one of the sides vacates the hex. Hexside control seems to keep working as designed when subsequent entries into the hex are made even if side info is not displayed, at least with respect to movement restrictions. So it's a visual bug mostly, but annoying nonetheless.
8. BBs taking automatic reload from almost empty AKEs when returning to port with "Refuel on" will often trigger stack overflow which will overuse AKE action points, fully reload BBs, and show 60k+ supplies in affected AKEs the next turn. 60k+ overload disappears the turn after the next.
9. 3 available ways of pulling a pilot into an airgroup from the reserve pool all produce different results with respect to arrival delay and XP loss. https://www.matrixgames.com/forums/tm.a ... ey=�
10. In a game against Allied AI, Japan-controlled Sydney will generate computer controlled transport TFs out of AK/APs disbanded in port.
11. It is possible to rearm Yamato 18.1" from AKEs regardless of the port. Not WAD, devs state overwise: https://www.matrixgames.com/forums/tm.asp?m=2927474 . Probably connected with #8.
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RE: A list of core game bugs left in WITP:AE
ORIGINAL: GetAssista
Felt the itch to have a summary of the few remaining core game bugs somewhere, in case an opportunity to fix those comes along in the future. Will also update the list when more info and tests are available.
Fully tested by me as reproduceable in 1126b. No database, map, script, mod or program compatibility bugs here, only core gameplay ones.
1. All heavy industry is wiped out from the base if vacated base is auto-captured at the start of turn by row-boat party or enemy LCU presence. Other industries act as normal capture.
2. LCU moving in Strat movement mode jumps off RR track into the random neighboring hex at start of movement if the RR track path is cut this turn by enemy movement.
3. Ports which have a base level of (0) will not utilize Naval support, even if built up. https://www.matrixgames.com/forums/tm.asp?m=4820039
4. Setting NavSearch arcs makes patrols almost blind to enemy subs when in NavSearch mode. Other TFs are detected fine. Subs are detected fine when no arcs are set.
5. Random destruction on a captured base goes to extremes (either 100% trashed or 100% intact) with sufficiently large battles. It's not how RNG is supposed to work.
6. In AI game, if a player captures all main national bases for a nation (e.g. Chunking and Chengtu for Chinese), AI would keep spawning arriving national units in the shore base of this nation that has the largest airfield + port, as long as this sum is larger than 4. In stock 2 game against Allied AI I now have a POW camp for an entire Brit/Indian army in Chittagong, and another camp for an entire Chinese army in Foochow. Daily bombardments ahoi, let's see how much troop VPs it can harvest... Had an entire ANZAC army biding time on some remote atoll in some previous game.
7. When opposing LCUs arrive to a hex simultaneously, the hex will not display hexside control information (with "w" hotkey) until one of the sides vacates the hex. Hexside control seems to keep working as designed when subsequent entries into the hex are made even if side info is not displayed, at least with respect to movement restrictions. So it's a visual bug mostly, but annoying nonetheless.
8. BBs taking automatic reload from almost empty AKEs when returning to port with "Refuel on" will often trigger stack overflow which will overuse AKE action points, fully reload BBs, and show 60k+ supplies in affected AKEs the next turn. 60k+ overload disappears the turn after the next.
1. WAD. HI in the game is targeted to creating components of enemy weapons. Your side cannot use enemy weapons, therefore the HI is useless to you. And if you shut down a coal-fired blast furnace, the iron hardens and it is very hard to get the furnace working again without dismantling it.
2. Never had a unit jump into a neighbouring hex. In fact, in stock my Strat moving LCUs just stop where they are, still in Strat mode. An actual attack on the LCU can knock it out of Strat mode, but unless it retreats it stays in the same hex.
3. This is annoying, but the designers made the port level to include lighters and such to help transfer cargo ashore. This is the kind of work the NS is supposed to be helping with. Docked ships can use their cranes to unload to the dock where standard support can move the goods - no NS needed. So if the designers imagined the (0) SPS port to have no lighters or cargo nets or other means of assist, even as they were built to ports with docks later, I could see the rationale. I don't really agree with it, but I understand that argument.
4. Haven't seen that myself, but I don't use arcs all that often.
5. I haven't seen this as so extreme all the time. If the fight is fairly closely fought, the defenders seem to have time to use their demolitions before they lose control of the industry, but if the fight is a rout for the defenders, they flee before they can take time to set of the demolitions. And if the defenders lose after a moderate fight, they seem to destroy part of the industry but not all. It's a die roll, but I don't know if their are modifiers that take into account the severity of the battle - it just looks like it to me.
6. Agree about the spawning of reinforcements offshore or in isolated bases with no supply path. But in your example Chittagong troops can be gradually removed by Patrol Aircraft, subs or APDs using the "Pick up troops" option. Yeah, it's risky, but saving a cadre for later rebuild may be worth it.
7. When both sides cross a hexside on the same turn, no one owns the hexside so there is nothing to show on the "w" key press. Did I misunderstand about your situation description?
8. I have at least three bombardment TFs replenishing in port every turn (from about 20 bombardment TFs, at least six of which have BBs), and I have never seen the bug you mention. Is that a PBEM synch bug issue?.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
- geofflambert
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RE: A list of core game bugs left in WITP:AE
1. I've captured all sorts of HI and it produces supply and HI points. I don't get BB's comment. However, if your enemy voluntarily abandoned such a city before you got there, he would have utterly destroyed all the HI. So, not a bug.
Another thing about the HI, typically the destruction may consist only of removing key pieces of equipment, dies and molds and such, making the rest useless. Then the enemy can bring that equipment back if they recapture the city. The Soviets moved a heck of a lot of stuff East of the Urals before the Germans could capture it.
Another thing about the HI, typically the destruction may consist only of removing key pieces of equipment, dies and molds and such, making the rest useless. Then the enemy can bring that equipment back if they recapture the city. The Soviets moved a heck of a lot of stuff East of the Urals before the Germans could capture it.
- geofflambert
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RE: A list of core game bugs left in WITP:AE
2. I believe I did have that happen to me once, moving something from Adelaide to Perth and it ended up in the middle of the desert with no roads. I don't believe it's ever happened to me as the Japanese.
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RE: A list of core game bugs left in WITP:AE
Just a reminder. I don't throw "bugs" word lightly, and I'm generally aware of what constitutes WAD, so keep that in mind before commenting. This is not a roll-call on my part to ask for similar experiences cause I'm sure a vast majority of players never encountered or paid attention to most of those occurrences. WITP is remarkably clean for a game of that scale after all. So "I for one have never seen anything like this" adds no value, sorry. Many of those things require specific circumstances. But each of these was ->
Instead what I'm interested in is reminders of other bugs of gameplay variety from the forum oldtimers. Links to related discussion threads will be greatly appreciated. I will do the testing and if it is reproduceable and indeed a bug I'll add it to the list
ORIGINAL: GetAssista
Fully tested by me as reproduceable in 1126b.
Instead what I'm interested in is reminders of other bugs of gameplay variety from the forum oldtimers. Links to related discussion threads will be greatly appreciated. I will do the testing and if it is reproduceable and indeed a bug I'll add it to the list
RE: A list of core game bugs left in WITP:AE
Flying patrol boats do not use defensive fire unlike 2E and 4Es bombers, thus they die very easily in air combat. The discussion starts from post no.13
https://www.matrixgames.com/forums/tm.asp?m=3722974
https://www.matrixgames.com/forums/tm.asp?m=3722974
RE: A list of core game bugs left in WITP:AE
ORIGINAL: geofflambert
2. I believe I did have that happen to me once, moving something from Adelaide to Perth and it ended up in the middle of the desert with no roads. I don't believe it's ever happened to me as the Japanese.
I remember this one. I believe Michael squashed it years ago....GP
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RE: A list of core game bugs left in WITP:AE
The infamous "too many pilots in TRACOM" bug which results in skyrocketing initial experience levels for new pilot graduates. Here's the link to your post (with the first definitive screenshot).
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RE: A list of core game bugs left in WITP:AE
ORIGINAL: Yaab
Flying patrol boats do not use defensive fire unlike 2E and 4Es bombers, thus they die very easily in air combat. The discussion starts from post no.13 https://www.matrixgames.com/forums/tm.asp?m=3722974
Yeah, thanks, I remember that discussion. Have an experiment design in mind to check this, but will take some time.
ORIGINAL: Kull
The infamous "too many pilots in TRACOM" bug which results in skyrocketing initial experience levels for new pilot graduates. Here's the link to your post (with the first definitive screenshot).
+1. Also need some free time for testing that one. "Know how" is obvious in this case - just edit starting airgroups full of 90 xp pilots, cram TRACOM full and flip turns. I mean, I saw several final results of the bug, my games included, but never came to sit and observe the process unfolding in detail.
ORIGINAL: Kull
"There are three ways to get a pilot out of the Reserve Pool, and they provide three completely different outcomes"
This one goes right in, thanks
RE: A list of core game bugs left in WITP:AE
ORIGINAL: btd64
ORIGINAL: geofflambert
2. I believe I did have that happen to me once, moving something from Adelaide to Perth and it ended up in the middle of the desert with no roads. I don't believe it's ever happened to me as the Japanese.
I remember this one. I believe Michael squashed it years ago....GP
Pretty sure that's so.
I don't believe it's ever happened to me as the Japanese.
IIRC it happened to me in Malaya. Buggers ended up in the middle of the jungle.[:@]
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
RE: A list of core game bugs left in WITP:AE
4. Setting NavSearch arcs makes patrols almost blind to enemy subs when in NavSearch mode. Other TFs are detected fine. Subs are detected fine when no arcs are set.
I definitely disagree with this as a bug. I've always used search arcs, and I routinely find subs.
Now does that mean I find every sub that is under my searches. I doubt it, and that's as it should be. Those of us that have been here for a while know that one ship TF's are more difficult to locate, and that's how subs are deployed. In addition to that they are 'stealthy', and that makes them more difficult to locate. BTW that is reflected in the code in how their DL is handled.
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
RE: A list of core game bugs left in WITP:AE
ORIGINAL: Kull
The infamous "too many pilots in TRACOM" bug which results in skyrocketing initial experience levels for new pilot graduates. Here's the link to your post (with the first definitive screenshot).
Yup. This one crept in some time ago. Probably went unnoticed for two reasons. Not all players place bunches of pilots in the TRACOM, and most games don't get that far into its depth.
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
RE: A list of core game bugs left in WITP:AE
Torpedo bombers using bombs consistently outperform other level bombers in naval attack.
https://www.matrixgames.com/forums/tm.a ... age=1&key=
https://www.matrixgames.com/forums/tm.a ... age=1&key=
RE: A list of core game bugs left in WITP:AE
Merchant ships do not get EXP gains from firing their AA weapons (bug last observed in Dec 2021, updated stock scen001)
Post 27
https://www.matrixgames.com/forums/tm.asp?m=4041972
Post 27
https://www.matrixgames.com/forums/tm.asp?m=4041972
RE: A list of core game bugs left in WITP:AE
Flak and artillery values on base screen are reset to 0 everywhere if only one unit on map is divided into A/B/C subunits (last observed in December 2021, updated stock scen001)
https://www.matrixgames.com/forums/tm.asp?m=4654995
https://www.matrixgames.com/forums/tm.asp?m=4654995
RE: A list of core game bugs left in WITP:AE
Supply cap values for the bases in Burma, India and Northern Australia are incorrect at game start (bug last observed in December 2021, updated scenarios 001 and 007)
Post 298 and later
https://www.matrixgames.com/forums/tm.a ... ge=10&key=
Post 298 and later
https://www.matrixgames.com/forums/tm.a ... ge=10&key=
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RE: A list of core game bugs left in WITP:AE
Yaab, thanks! I'll have some free time after NY and get to those hopefully.
Supply cap though seems a scenario issue, not an .exe one?
Edit: oh, and maybe Michaelm picks them up before me
Supply cap though seems a scenario issue, not an .exe one?
Edit: oh, and maybe Michaelm picks them up before me

RE: A list of core game bugs left in WITP:AE
Disappearing pilots


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