Bugs and Problems

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RickyB
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Post by RickyB »

Originally posted by jamesm:
Have install wir a few times but I can never start the game I keep getting the following error message:
Fault Location FFFF.FFFF
Interupts to Service None
Haven't heard of anyone with this problem yet, although it could be similar to one that I and a couple of others have had. When I first installed the game, it would not run, although I did not get this error message, or if I did it disappeared before I read it. However, I did something else and tried again and it mysteriously ran. Maybe you should try installing it and the re-booting.
I have written programs that error out with that type of a message because of a database link that was not active, saying the error was at ffffffff. Again, I have no idea about your problem but it sounds like there is an odd problem and maybe a reboot would help.




------------------
Rick Bancroft
Semper Fi
Rick Bancroft
Semper Fi


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gdpsnake
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Post by gdpsnake »

Found some bugs I think. First, sometimes after a sucessful attack against a hex that forces the defender to retreat (you clearly see this result both on the screen and in the text- the defender clearly moves out of the hex), the computer creates a new unit (same unit?) immediately in the hex so that on the next round my units must attack again. Shouldn't I be advancing into the hex after the attack?
Also, the computer is creating new units in it's turn and attacking and moving them immediately. If this isn't a bug it should be stopped. A player can't use units (new corps) on the turn he creates them and neither should the computer. This also happens in human vrs human mode with HQ's that are under the computer's control. Just to check it out, I moved the computer controlled units way back/used up ops points/swapped divisions etc. and sure enough during execution none of my changes manifested themselves. The computer reset/redid all sorts of things without any penalty/readiness/unit loss! Danger Danger Will Robinson!
Question. What happens to obselete equipment when you switch it out (say swapping Pz-IIIh's for R-35"S). Do they go into the pool or are they 'scrapped'. I can't find them or any result from their exchange.
Do leaders surrender (leave game) when their Hq surrenders?
Can you make it so panzer corps do not take infantry as reinforcements unless it's mechanized/motorized? I get tired of having to re-transfer infantry out of my tank/panzer corps.
Did you tweek any unit values? If so, no changes were made in the manual to reflect new values. Also, mixed ftr/other A/C/units values are absent.
The Ai is tougher in the North but hopeless in the south. It didn't even garrison half the cities. Sevastopol used to be hard to get- now nobody was home! Also, defense in the major cities used to be a lot tougher - now they fall as low as 7 or 11 to one odds. I got Leningrad on one try at 11-1!
I may be wrong, but the shattered HQ A/C seem to be coming right back and getting used at full effectiveness the next turn. Shouldn't 1/2 be destroyed and the other 1/2 go into the pools? The same HQ (just shattered) shows up right away with all the A/C (no penalty/loss of readiness that I can tell even though the combat results listed an A/C loss).
Several of the problems I've noted seem to be connected with what the computer is allowed to do perhaps due to tweeks in the AI compared to what the book says should happen/what a player can do.
RickyB
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Post by RickyB »

Originally posted by gdpsnake:
Found some bugs I think. First, sometimes after a sucessful attack against a hex that forces the defender to retreat (you clearly see this result both on the screen and in the text- the defender clearly moves out of the hex), the computer creates a new unit (same unit?) immediately in the hex so that on the next round my units must attack again. Shouldn't I be advancing into the hex after the attack?
Good point, I remember this bug from the earlier versions but I forgot all about it. We never looked for this bug and did not have it happen. Now that you reminded us, we'll have to try and track it down. Thanks.
Also, the computer is creating new units in it's turn and attacking and moving them immediately. If this isn't a bug it should be stopped. A player can't use units (new corps) on the turn he creates them and neither should the computer. This also happens in human vrs human mode with HQ's that are under the computer's control. Just to check it out, I moved the computer controlled units way back/used up ops points/swapped divisions etc. and sure enough during execution none of my changes manifested themselves. The computer reset/redid all sorts of things without any penalty/readiness/unit loss! Danger Danger Will Robinson!
Another good point. I haven't really noticed this one recently, but I agree it is not a good cheat (some are necessary, but this kind shouldn't be).
Question. What happens to obselete equipment when you switch it out (say swapping Pz-IIIh's for R-35"S). Do they go into the pool or are they 'scrapped'. I can't find them or any result from their exchange.
Do leaders surrender (leave game) when their Hq surrenders?
Replaced equipment is supposed to go into the pools and then rebuilt into newer equipment. I just tested this and got expected results, the replaced equipment went up by the number replaced and the new equipment dropped.

Leaders do not normally disappear, unless a special event happens. I have shattered Guderian's HQ and he comes right back. Now I did one time manage to drop a bomb that killed Rundstedt-that was a shock (it wasn't from an actual air raid, I think. The message said he had been killed by a bomb, though:-)).
Can you make it so panzer corps do not take infantry as reinforcements unless it's mechanized/motorized? I get tired of having to re-transfer infantry out of my tank/panzer corps.
Another good suggestion for Arnaud, the programmer.
Did you tweek any unit values? If so, no changes were made in the manual to reflect new values. Also, mixed ftr/other A/C/units values are absent.
Most of the aircraft ratings were changed.
The Ai is tougher in the North but hopeless in the south. It didn't even garrison half the cities. Sevastopol used to be hard to get- now nobody was home! Also, defense in the major cities used to be a lot tougher - now they fall as low as 7 or 11 to one odds. I got Leningrad on one try at 11-1!
I may be wrong, but the shattered HQ A/C seem to be coming right back and getting used at full effectiveness the next turn. Shouldn't 1/2 be destroyed and the other 1/2 go into the pools? The same HQ (just shattered) shows up right away with all the A/C (no penalty/loss of readiness that I can tell even though the combat results listed an A/C loss).
Several of the problems I've noted seem to be connected with what the computer is allowed to do perhaps due to tweeks in the AI compared to what the book says should happen/what a player can do.
Maybe the fortification level needs reviewed, but this was a purposeful change. Some other changes weakened the attacker, and the game played out like WW1 rather than 2. Weaker fortifications were the result. We probably need to see how the overall play balance looks from everyone on the total game.

I think you are right on the other issues being AI advantages. Again, some probably need to be kept - some were already taken away in this version, maybe not enough?

Thanks for everything. Great ideas.
------------------
Rick Bancroft
Semper Fi

[This message has been edited by RickyB (edited August 29, 2000).]
Rick Bancroft
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Nick Papp
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Post by Nick Papp »

Originally posted by Mike Tremblay:
Played two '41 campaigns in a row (as the Axis) and found my forces in Africa surrendering in July '41 - two turns into the game. Read the posts on another thread about this happening and tried a few experiments. eventually I discovered that if you move the Italian Front (I usually move it into Florence - a one hex move) it will cause them to surrender in Africa Image
Several confirmations of this problem due to movement of the Italian Front HQ. This one we will considered confirmed! ;-)

Originally posted by Mike Tremblay:

I also found that I am able to use my air units at OKW and OKH to bomb the Soviet HQ's (Western and SWestern Fronts) at the beggining of the game - even with Do-17's and Me-110's even though the objectives are beyond the range of the aircraft; don't know if that is a bug or just some rule that I haven't read.
We changed the aircraft values for the '41 Campaign, so it it possible that the values were increased due to the recalculations done by Valery Zhigarev of the team. I'll try to see if there is a difference.

Thanks for the post Mike!

Regards,

Nick

[FONT=Garamond][FONT=Arial Black]Magyar[/FONT][/FONT]

[FONT=Arial Narrow][FONT=Arial Black]"All battles are won in the end by infantrymen." [/FONT][/FONT]

[FONT=Arial Narrow]Field Marshall Viscount
Nick Papp
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Post by Nick Papp »

Originally posted by Rowdy:
I think what you guys are doing is fantastic! Good work! I love this game! Sorry, but there are problems in this version.


Thanks Rowdy, glad you like the rework. And we expect some problems and appreciate the fact that people are reporting in on what they see.
Originally posted by Rowdy:
The first I have experienced is the collapse of the Afrikan theatre even though I did not transfer out any units and bumped the replace rate to 90%.
Did you move the HQ by chance? From the other posts it seems that perhaps this is the trigger for the front shattering. Can you give us a post back on this?

Originally posted by Rowdy:
The second is the appearance of Panthers, Tigers, JSIII, T-34 85 etc... before the end of '41. I used the edit scenario option to find out what the problem was and discovered that all the units in Div delay and Bn delay are set very low. (ie/ both sides will have all there land Bns and Divs by Dec. 1941 . The air units are normal, it's just the land units are all operational by Dec. '41. This doesn't mean that the factories are turning out Tigers and Panthers but when the div becomes active in O.K.H. it shows an allocation of 4 or 5 units. These units never recieve replacements unless you change them to PzIIIh's so that is O.K. I just thought you guys needed to know this and that there are alot of people out here who really appreciate the time and effort you guys and girls( if there is any ) have put into this and other projects. thanks!
Rick from the Beta Team put up a note today that is seems the tanks and some divisions showing up before the end of '41 is a code problem. Swap out the old '41 campaign and you should see the same issue. We'll have to wait till Arnaud comes back from vacation to fix this one.

Thanks for the observations and kind words Rowdy - we do it for the gamers.

Regards,

Nick

[FONT=Garamond][FONT=Arial Black]Magyar[/FONT][/FONT]

[FONT=Arial Narrow][FONT=Arial Black]"All battles are won in the end by infantrymen." [/FONT][/FONT]

[FONT=Arial Narrow]Field Marshall Viscount
Rowdy
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Post by Rowdy »

Thanks for the reply! The only change I made to the Italian front was I removed some of the Italian Air div and Strengthen the remaining units ala scenario editor. When the front collapsed, all units disappeared but Rommel remained. I have no idea where they went and could not find them. However, the next turn 2 air div returned (german) and no more other land units showed up. The next turn Sicily was captured but the 2 air div remained and still no land units?!? Anyway, thanks for the rework I can't wait for the Pac War patch.
Bill Wong
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Location: Singapore

Post by Bill Wong »

The delay penalty of 4 to 10 weeks for voluntary factory production changes does not appear to have been implemented although it is referred to in the list of "what's new"

My Italian front also collapsed on the 2nd turn when I did no changes. Replayed the previous turn but with replacement level upped from 50 to 85 and this time OK.
Pertti Mikkonen
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Post by Pertti Mikkonen »

Hi all,

there was a bug (or a feature ;-) allready in the 1.13x where your available rail-pool was reduced if you accidentally selected (highlighted) wrong unit for rail-tranfer and then cancelled it. Railpool was reduced as if the unit was actually transferred. Same thing happens in the Matrix version. I know I'm *a bit* late, but if you guys have extra time Image maybe you could fix this?
daniel123
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Post by daniel123 »

on page 24 of the manual under production it states that a play when capturing a city with factories these resources will be add to the capturing player. this is not the case i started a two play game moved the soviet's out of the way moved the german's up to kiev then made sure the factories were there and captured the city. the next german turn i checked out kiev under city and no factories were there.

also if you surround two armies is a turn and attack one of them causing it to retreat i will shatter instead of surrending due to the other unit still being in a hex with a supply greater than 0.
maurfal
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Location: Italy

Post by maurfal »

I have exactly the same problem.
I reinstalled the game twice, but the problem remains.
Originally posted by RickyB:
Originally posted by jamesm:
Have install wir a few times but I can never start the game I keep getting the following error message:
Fault Location FFFF.FFFF
Interupts to Service None

Haven't heard of anyone with this problem yet, although it could be similar to one that I and a couple of others have had. When I first installed the game, it would not run, although I did not get this error message, or if I did it disappeared before I read it. However, I did something else and tried again and it mysteriously ran. Maybe you should try installing it and the re-booting.
I have written programs that error out with that type of a message because of a database link that was not active, saying the error was at ffffffff. Again, I have no idea about your problem but it sounds like there is an odd problem and maybe a reboot would help.


Bill Wong
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Location: Singapore

Post by Bill Wong »

Originally posted by Nick Papp:
I'm sure the factory delay is a mistyped value. Thanks for the diligent report!

Regards,

Nick

After 4 turns, this Danzig factory is still delayed for another 102 so it seems that there is a bug here not just a text issue. I confirmed this by switcing production and it worked properly i.e. different equipment came off production as expected
smiley
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Joined: Wed Aug 30, 2000 8:00 am

Post by smiley »

Originally posted by jamesm:
Have install wir a few times but I can never start the game I keep getting the following error message:
Fault Location FFFF.FFFF
Interupts to Service None


I also have this same problem. I've installed couple of times but still not working. Does anyone know what this might be?
smiley
Posts: 2
Joined: Wed Aug 30, 2000 8:00 am

Post by smiley »

Originally posted by smiley:

I also have this same problem. I've installed couple of times but still not working. Does anyone know what this might be?

Okey. I now know a solution for this problem.

I renamed my config.sys and autoexec.bat files so that they won't load at all. And the problem is fixed =). I hope that this works for others too.
JamesM
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Location: QLD, Australia

Post by JamesM »

Originally posted by smiley:

I also have this same problem. I've installed couple of times but still not working. Does anyone know what this might be?

Further on this problem, I have done some experimenting and found out it has something to with my Sound Blaster Live DOS driver SBEINIT.COM when doing a step by step loading of my startup routine and getting into DOS I am able to get the game to work.

However, I eventually get an out of memory error message when accessing the aircraft screen after moving a few units around and creating HQ's.

I tired the same thing but get into windows instead, the old error message comes up again. I have indicated no sound in the sound setup.

I hope this helps.

cheers
Jim


[This message has been edited by jamesm (edited August 30, 2000).]
Ed Cogburn
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Post by Ed Cogburn »

Originally posted by daniel123:
on page 24 of the manual under production it states that a play when capturing a city with factories these resources will be add to the capturing player.

This is true with the original version as well. The manual is wrong, although I mentioned elsewhere that factories should be capturable, but it should take a substantial amount of time before those factories could start producing again.

I guess we'll have to wait for the programmer to get back and then beg him to change this.
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mcuom
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Post by mcuom »

Great work by Matrix games, and I can't wait for PacWar. A 'bug' has been inherited from SSI's WIR. Try editing the 1941 scenario, save the scenario and then look at the force pools. Both the Russians and Germans have lots of tanks and airplanes. You have to use EDITWIR to get the numbers back to normal levels.
Ed Cogburn
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Post by Ed Cogburn »

Originally posted by mcuom:
A 'bug' has been inherited from SSI's WIR. Try editing the 1941 scenario, save the scenario and then look at the force pools. Both the Russians and Germans have lots of tanks and airplanes. You have to use EDITWIR to get the numbers back to normal levels.

See the "Some small stuff - Part 2" thread.

Its a bug in the editor, not really a problem with the game itself or the original "obwir" scenario file.
Bill aka Bearwolfen
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Post by Bill aka Bearwolfen »

Originally posted by Ed Cogburn:

This is true with the original version as well. The manual is wrong, although I mentioned elsewhere that factories should be capturable, but it should take a substantial amount of time before those factories could start producing again.

I guess we'll have to wait for the programmer to get back and then beg him to change this.
Image
WIR has an internal clock for converting captured factories to the new owner. Within xtime the conversion will take place. I do not have the program info to tell you how many months or weeks.
Bill Velovich
WIR2000
"You can't say that civilization don't advance...
for in every war they kill you a new way." Will Rogers
Bill aka Bearwolfen
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Joined: Mon Apr 17, 2000 8:00 am
Location: Hornets' Nest, NC, U.S.A.

Post by Bill aka Bearwolfen »

Originally posted by Pertti Mikkonen:
Hi all,

there was a bug (or a feature ;-) allready in the 1.13x where your available rail-pool was reduced if you accidentally selected (highlighted) wrong unit for rail-tranfer and then cancelled it. Railpool was reduced as if the unit was actually transferred. Same thing happens in the Matrix version. I know I'm *a bit* late, but if you guys have extra time Image maybe you could fix this?
Yes, that is a game fault and we'll get to it asap.
Bill Velovich
WIR2000
"You can't say that civilization don't advance...
for in every war they kill you a new way." Will Rogers
Bill aka Bearwolfen
Posts: 7
Joined: Mon Apr 17, 2000 8:00 am
Location: Hornets' Nest, NC, U.S.A.

Post by Bill aka Bearwolfen »

Originally posted by daniel123:
on page 24 of the manual under production it states that a play when capturing a city with factories these resources will be add to the capturing player. this is not the case i started a two play game moved the soviet's out of the way moved the german's up to kiev then made sure the factories were there and captured the city. the next german turn i checked out kiev under city and no factories were there.

also if you surround two armies is a turn and attack one of them causing it to retreat i will shatter instead of surrending due to the other unit still being in a hex with a supply greater than 0.
Factories take a while to come back after capture. Also look under keyboard: shift/f. Good point about the surrounded
units Shatter vs. Surrender. It will be addressed and the next version may have that resolved.
Bill Velovich
WIR2000
"You can't say that civilization don't advance...
for in every war they kill you a new way." Will Rogers
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