Bug in Pre-Bombardment showing Reinforcements

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Skotty
Posts: 82
Joined: Tue Jul 18, 2000 8:00 am
Location: Las Vegas, NV, USA

Bug in Pre-Bombardment showing Reinforcements

Post by Skotty »

While trying out the "French Move" scen in 1939, I noticed a major weird thing happen. During the pre-bombardment of French Airstikes I noticed it showed ALL the reinforcement units for BOTH sides. The German reinforcements even fired on the passing aircraft, damaging them into suppression.

I then tired the scen w/ the comp playing the french and Human German. This time time only the French reinforcements showed up, not the German.

Anyone else noticed this situtuation??
Wild Bill
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Post by Wild Bill »

That would appear to be a bug, Skotty. Good job. I'll report it...WB

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renwor
Posts: 118
Joined: Wed May 17, 2000 8:00 am
Location: czech republic

Post by renwor »

I can confirm the bug.
In "No easy place" one of attacking Pe-2 was shot down by Skdfz 250, from the reinforcement hex. on the edge of map.

Imagine my surprise, when in turn 1 there was no halftrack there or anywhere on the map Image
"Superman" halftrack kind of???

Oh, in case Paul V. needs help to reason this out:

If reinforcement is supposed to arive in few turns, it must already be nearby, so it may shoot at planes over the map, even if the unit itself is still off-map. So that it could be depicted somehow, unit is placed to reinforcement hex, for the animation purposes. Image

It would be interesting to know if one can actually bombard reinforcements by bombarding reinforcement hexes Image I'll try this one
David
Posts: 25
Joined: Tue Jul 11, 2000 8:00 am

Post by David »

I had this happen last night in the Steel Shield scenerio. The US Aircraft attacked, I could see the US positions as well as the German reinforcements.
BryanMelvin
Posts: 1048
Joined: Fri Jul 28, 2000 8:00 am
Location: Colorado, USA

Post by BryanMelvin »

I noticed this too during Beta Testing and discovered that when you save the scenario from player two's side this happens. For example, you design a scenario, select player's one forces and two's forces. Many designers then go back to player one's side -deploy then deploy side's two units. If your last save was from Side Two, then prebombardment and airstrikes will reveal Player's Two Forces. If your last save was from Side One's Deployment, then Side's two units remain hidden. So, those of you seeing this: go into editor, open the scenario, select player one deployment option, go back to editor screen and save scenario (do not change it). This usually takes care of this problem. Let me know if it works for you.
Mel


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MarauderMel
Skotty
Posts: 82
Joined: Tue Jul 18, 2000 8:00 am
Location: Las Vegas, NV, USA

Post by Skotty »

I attempted the editor.side 1, save fix and it still showed the side 2 reinforcements and this time they shot down 2 planes. Maybe it didn't work with this scen cuz both sides have reinforcements, of which both sides did show up in this case.... again.
BryanMelvin
Posts: 1048
Joined: Fri Jul 28, 2000 8:00 am
Location: Colorado, USA

Post by BryanMelvin »

Which scenario was it (French Move)? I'll check it out and see what it is doing. Also, did you save from the editor screen? Saving from the deployment screen causes problems too.


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MarauderMel
Skotty
Posts: 82
Joined: Tue Jul 18, 2000 8:00 am
Location: Las Vegas, NV, USA

Post by Skotty »

Yes, it was the "French Move", and I did save from the editor, not the deployment screen.
Graf Speer
Posts: 99
Joined: Sun Jul 23, 2000 8:00 am

Post by Graf Speer »

If reinforcement is supposed to arive in few turns, it must already be nearby, so it may shoot at planes over the map, even if the unit itself is still off-map. So that it could be depicted somehow, unit is placed to reinforcement hex, for the animation purposes.
LOL . . . brilliant 'pre-analysis', Renwor Image; but am not sure if the battlefield sighting / visibility / LOS rules are being accurately reflected in this instance, ya? Image

Incidentally, this SPWAW board is chock full of some of the best grog-minds and nard-brilliant brainstormers ever witnessed on any website . . . keep it up guys Image

Albert



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Dice4Eyes
Posts: 59
Joined: Wed May 17, 2000 8:00 am
Location: Sweden

Post by Dice4Eyes »

Yes there seems to be a lot of strange things going on in the pre-bombardment turn. Apperently these are old legacy bugs thats been around a while.

See thread "Nasty bug in 2.3" that i bumped up from the past.

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BryanMelvin
Posts: 1048
Joined: Fri Jul 28, 2000 8:00 am
Location: Colorado, USA

Post by BryanMelvin »

Originally posted by Skotty:
Yes, it was the "French Move", and I did save from the editor, not the deployment screen.
Okay, I did discover the scenarios saved in version 2.0 do not correct. I resaved Fabs scenario about Arhnem Bridge using the method I descrided earlier and it did fix the prebombadment bug. I did this with other scenarios and it fixed these too, as long as they are Versions, 2.1 or greater.



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MarauderMel
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