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Unit drops off map - game stops
Posted: Wed Jun 29, 2011 9:32 pm
by Fred98
Sometimes a unit withdraws and it withdraws off the side of the map.
As it off the map I cannot de-select the unit
The game stops.
You can test this in the Stalingrad scenario. Make an attack at the bottom of the map and watch a German unit withdraw off the map.
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RE: Unit drops off map - game stops
Posted: Thu Jun 30, 2011 1:13 am
by sabre1
Just to add to this. I have on several occasions, in every scenario I have played, units moving to hexes that I did not designate. Is this intentional based on some kind of command and control rules?
RE: Unit drops off map - game stops
Posted: Thu Jun 30, 2011 1:43 am
by Fred98
1. I think that if you do not de-select a unit you can accidently instruct that unit to move.
2. If "withdrawl" is set in the options as "automatic" in a PBEM game, units can withdraw during the advance /withdrawl phase without your orders.
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RE: Unit drops off map - game stops
Posted: Thu Jun 30, 2011 9:19 am
by PirateJock
ORIGINAL: Joe 98
Sometimes a unit withdraws and it withdraws off the side of the map.
As it off the map I cannot de-select the unit
The game stops.
That is spooky - I was going to post about this bug today. I had exactly the same happen to me this morning on the Celles map. Unit withdrawing, select hex on map edge as location to move to ... unit is eliminated and game hangs!
It appears that it only hangs when you're moving to the outer most hex on the horizontal edges. On the vertical edges and the inner horizontal edge it's OK. I've included the combat info box message - to show unit eliminated - and the buttons that show in the left hand panel.
I've uploaded the test map (
Withdraw_test.cc2me) to my Google site if anybody wants to see what is happening (Michael???)
Another aspect of the conundrum that is withdraw [&:]
Cheers
RE: Unit drops off map - game stops
Posted: Sat Jul 02, 2011 9:52 am
by MichaelCooney
Thanks, this is on the Issues list to be fixed.
RE: Unit drops off map - game stops
Posted: Sun Jul 03, 2011 5:34 am
by Obsolete
I did a little bit of investigation into that problem-hex Jock. Seems it is indeed reproducable when moving into that location. I then moved downward into the other outermost hex leaving 0 MPs left, and things worked normal as expected. At this point, I still had half a dozen ideas as to what could be at fault here, but felt pretty strong that it could be an MP remainder problem.
Sure enough, I edited the two infantry units on the map and moved them up one hex, so I could move the American down into the same problem hex, but have it with 0 MPs remaining when doing so. Suddenly, the hex doesn't cause any problems anymore.