MCS User BUGS
Moderator: Jason Petho
RE: MCS User BUGS
I also had motorcycles firing and causing losses in one of the games I was playing. Seems like the fix is not taking. I also have 1.02a and b installed!?
Larry
- Jason Petho
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RE: MCS User BUGS
ORIGINAL: schaef
I also had motorcycles firing and causing losses in one of the games I was playing. Seems like the fix is not taking. I also have 1.02a and b installed!?
Hmm. Bizarre.
I will double check my install tonight.
Jason Petho
RE: MCS User BUGS
West Front
P10047 (M2A4 Light Tanks) and P10048 (M3 Light tanks) do not have weapons values in weapons.pdt nor weapons.pdx
P10708 (HQ M4A3E8 Shermans) and P10709 (T26E4-1 Super Pershing) have hard attack values are insane high - 71,69,66 down to 28 at distance 12 hexes
P10709's values are with error, there is additional space between second and third hard attack value
P10047 (M2A4 Light Tanks) and P10048 (M3 Light tanks) do not have weapons values in weapons.pdt nor weapons.pdx
P10708 (HQ M4A3E8 Shermans) and P10709 (T26E4-1 Super Pershing) have hard attack values are insane high - 71,69,66 down to 28 at distance 12 hexes
P10709's values are with error, there is additional space between second and third hard attack value

RE: MCS User BUGS
Got a small one.
-West Front-
The hex-side terrain feature "escarpment" shows up only in the 3-D views, not in 2-D views (#4 and #5 views). This appears to be true in the map & scenario editors and in the game itself. It's a user-made temperate map with normal ground conditions, if that matters. Thanks.
cw58
-West Front-
The hex-side terrain feature "escarpment" shows up only in the 3-D views, not in 2-D views (#4 and #5 views). This appears to be true in the map & scenario editors and in the game itself. It's a user-made temperate map with normal ground conditions, if that matters. Thanks.
cw58
RE: MCS User BUGS
ef - Barbarossa campaign XXXIX Pz Corps 29 Motorized division the motorcycle battalion is all cavalry. reads motorcycle on the org but the units are cavaly
PLEASE repair the battalion hqs and the artillery units - theyre a disaster.
in the old ef if an artillery unit entered the map all guns and the HQ came on.
now its 1 gun here and the wagon there or arriving 15 turns later.. very difficult and cumbersome - in addition you created those nightmare HQ units with a single scout ???? at gun, flak gun and mg squad... but removed the headquarters and now the artillery units cant be supplied except by corps or division hqs.. you replaced a single unit that worked with 10 useless units that are scattered all over the map - a total disaster. please return the artillery battalions to a simple hq and 3 batteries with vehicles.
PLEASE repair the battalion hqs and the artillery units - theyre a disaster.
in the old ef if an artillery unit entered the map all guns and the HQ came on.
now its 1 gun here and the wagon there or arriving 15 turns later.. very difficult and cumbersome - in addition you created those nightmare HQ units with a single scout ???? at gun, flak gun and mg squad... but removed the headquarters and now the artillery units cant be supplied except by corps or division hqs.. you replaced a single unit that worked with 10 useless units that are scattered all over the map - a total disaster. please return the artillery battalions to a simple hq and 3 batteries with vehicles.
- Jason Petho
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RE: MCS User BUGS
ORIGINAL: Hermann
ef - Barbarossa campaign XXXIX Pz Corps 29 Motorized division the motorcycle battalion is all cavalry. reads motorcycle on the org but the units are cavaly
Duly noted, I would imagine it is just a numerical error in the oob.
ORIGINAL: Hermann
PLEASE repair the battalion hqs and the artillery units - theyre a disaster. in the old ef if an artillery unit entered the map all guns and the HQ came on. now its 1 gun here and the wagon there or arriving 15 turns later.. very difficult and cumbersome - in addition you created those nightmare HQ units with a single scout ???? at gun, flak gun and mg squad... but removed the headquarters
The HQ units are still organic although they tend to come on as reinforcements, depending on the mission type. That has been the DCG way for as long as I can remember. Some people appreciate the extra units, some don't.
ORIGINAL: Hermann
and now the artillery units cant be supplied except by corps or division hqs..
I assume you realize that artillery units are supplied by the base ammo level, and not by HQs?
ORIGINAL: Hermann
you replaced a single unit that worked with 10 useless units that are scattered all over the map - a total disaster.
Units in DCGs are always scattered over the map, one of the major downfalls of DCGs and why it is recommended to play Linked Campaigns instead.
ORIGINAL: Hermann
please return the artillery battalions to a simple hq and 3 batteries with vehicles.
Probably not, no. But I will change the order of appearance of the artillery protection units so hopefully the guns will show up more often than not.
Jason Petho
RE: MCS User BUGS
Im stunned. Theres no basis in fact whatsoever. The games historical. The artillery security company or whatever you call it ahas absolutely no basis in fact. Any units sent to protect the artillery wouldve been donated by other units as part of the security rotation. The units never existed on any oob or toe at all and were put in place by you simply on a lark. It would be nice to have all the wierd toys youve added to oobs, and everyone has their own concept of "what if" and the perfect organization in hindsight. but we play the game for its realism and the ability to challenge ourselves by struggling under the same constrictions as the historical armies.
Im all for tweaking the oobs for a more historic feel. But adding fantasy units because "they look cool" or would be a nice thing to have "according to" destroys the fabric of the game. Adding HMG and AT units to the artillery brings in a whole different aspect of supply... units were provided with similar weps to centralize supple and maintenance.. Adding garbage units down to a single man ( scout patrol !! ) is ridiculous at best. I dont recall ever seeing anyone propose these ridiculous changes on any forums - they wouldve been laughed out immediately. Changing the order of battle and TOE of the german army isnt what you guys are here to do. Ive already seen a massive influx of mounted aa guns - more than i had ever imagined. Where did that come from ?
Self propelled Sig33 have completely replaced the 150mm towed inf guns - again with no basis in fact. Especially bothersome sinc ethe aa guns no longer shoot at planes. and those trucks get poofed when you breath on them.
Im all for tweaking the oobs for a more historic feel. But adding fantasy units because "they look cool" or would be a nice thing to have "according to" destroys the fabric of the game. Adding HMG and AT units to the artillery brings in a whole different aspect of supply... units were provided with similar weps to centralize supple and maintenance.. Adding garbage units down to a single man ( scout patrol !! ) is ridiculous at best. I dont recall ever seeing anyone propose these ridiculous changes on any forums - they wouldve been laughed out immediately. Changing the order of battle and TOE of the german army isnt what you guys are here to do. Ive already seen a massive influx of mounted aa guns - more than i had ever imagined. Where did that come from ?
Self propelled Sig33 have completely replaced the 150mm towed inf guns - again with no basis in fact. Especially bothersome sinc ethe aa guns no longer shoot at planes. and those trucks get poofed when you breath on them.
RE: MCS User BUGS
All I know is i just spent 2 days setting up an armored breakthough campaign
I had to seperate and remove no less than 145 individual units that NEVER existed before and have no base in fact. Im sorry but sdkz 221 attached to mot battalion headquarters along with engineers IN HALFTRACKS and HORSE MOUNTED at guns.. where did that bit of tomfoolery come from ?
reorganising the 29 motorised division with motorised units i need to look at but its still a shock to see youve thrown away the motorised rifle companies and added Sig33 sp guns .. theyre set up just like pz division motorised regts now.. cept recon is Cavalry and bicycle ?
I had to seperate and remove no less than 145 individual units that NEVER existed before and have no base in fact. Im sorry but sdkz 221 attached to mot battalion headquarters along with engineers IN HALFTRACKS and HORSE MOUNTED at guns.. where did that bit of tomfoolery come from ?
reorganising the 29 motorised division with motorised units i need to look at but its still a shock to see youve thrown away the motorised rifle companies and added Sig33 sp guns .. theyre set up just like pz division motorised regts now.. cept recon is Cavalry and bicycle ?
- Jason Petho
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- Joined: Tue Jun 22, 2004 10:31 am
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RE: MCS User BUGS
ORIGINAL: Hermann
All I know is i just spent 2 days setting up an armored breakthough campaign
I had to seperate and remove no less than 145 individual units that NEVER existed before and have no base in fact. Im sorry but sdkz 221 attached to mot battalion headquarters along with engineers IN HALFTRACKS and HORSE MOUNTED at guns.. where did that bit of tomfoolery come from ?
An error in the platoon id for the anti-tank gun transport. Obviously they should be truck bound.
ORIGINAL: Hermann
reorganising the 29 motorised division with motorised units i need to look at but its still a shock to see youve thrown away the motorised rifle companies and added Sig33 sp guns
An inherent problem of DCG's is the way the assign support units. It's a table that determines the odds of receiving support units, the type they would be and their amount.
It is a screwy way of doing it, but that's how it is done. Why the computer is attaching the Sig33 ALL THE TIME, I have no idea. I will see if I can fix it because, as you so blatantly point out, it is wrong.
ORIGINAL: Hermann
.. theyre set up just like pz division motorised regts now.. cept recon is Cavalry and bicycle ?
They shouldn't be. I will adjust it for the 1.03 patch.
Jason Petho
- Jason Petho
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- Joined: Tue Jun 22, 2004 10:31 am
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RE: MCS User BUGS
ORIGINAL: Hermann
Im stunned. Theres no basis in fact whatsoever. The games historical. The artillery security company or whatever you call it ahas absolutely no basis in fact. Any units sent to protect the artillery wouldve been donated by other units as part of the security rotation. The units never existed on any oob or toe at all and were put in place by you simply on a lark. It would be nice to have all the wierd toys youve added to oobs, and everyone has their own concept of "what if" and the perfect organization in hindsight. but we play the game for its realism and the ability to challenge ourselves by struggling under the same constrictions as the historical armies.
Im all for tweaking the oobs for a more historic feel. But adding fantasy units because "they look cool" or would be a nice thing to have "according to" destroys the fabric of the game. Adding HMG and AT units to the artillery brings in a whole different aspect of supply... units were provided with similar weps to centralize supple and maintenance.. Adding garbage units down to a single man ( scout patrol !! ) is ridiculous at best. I dont recall ever seeing anyone propose these ridiculous changes on any forums - they wouldve been laughed out immediately. Changing the order of battle and TOE of the german army isnt what you guys are here to do. Ive already seen a massive influx of mounted aa guns - more than i had ever imagined. Where did that come from ?
Self propelled Sig33 have completely replaced the 150mm towed inf guns - again with no basis in fact. Especially bothersome sinc ethe aa guns no longer shoot at planes. and those trucks get poofed when you breath on them.
I will go over my references again.
There are no 'single' men in the Campaign Series with the exception of Leaders. The Scout Patrol, keeping in mind that 1 SP is half a section, is serving one primary purpose: A place holder for a future function.
The problem of AA guns is due to the same issue I described in the above post with DCG's.
The SiG33 issue is described above.
Jason Petho
RE: MCS User BUGS
I may be mouthy but Im relevant and I still Luv ya Jason... ya threw me for a loop with that Artillery HQ thing... Im not even going to ask why they had HQs if the artillery never drew supply of em... all the hours ive spent fiddling around trying to keep the guns in command range =(... did you ever look at my arko post and using the HQs to direct the fire of sub units?
An please stop being so pleasant and efficient - makes it hard to take potshots at you.
An please stop being so pleasant and efficient - makes it hard to take potshots at you.
RE: MCS User BUGS
West front "big red one" campaign
nearly impossible to start for the germans. theres no battalion,regiment or divisions and the only way to beging a campaign is at corps level selecting infantry to control a panzer corps. the oob comes up blank and the game starts with no german troops. italian formations no longer exist. when a campaign does start even on a meeting engagement type scenario ( normally all units enter loaded ) individual units appear without vehicles.
totally unplayeable.
nearly impossible to start for the germans. theres no battalion,regiment or divisions and the only way to beging a campaign is at corps level selecting infantry to control a panzer corps. the oob comes up blank and the game starts with no german troops. italian formations no longer exist. when a campaign does start even on a meeting engagement type scenario ( normally all units enter loaded ) individual units appear without vehicles.
totally unplayeable.
- Jason Petho
- Posts: 17485
- Joined: Tue Jun 22, 2004 10:31 am
- Location: Terrace, BC, Canada
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RE: MCS User BUGS
ORIGINAL: Hermann
West front "big red one" campaign
nearly impossible to start for the germans. theres no battalion,regiment or divisions and the only way to beging a campaign is at corps level selecting infantry to control a panzer corps. the oob comes up blank and the game starts with no german troops. italian formations no longer exist. when a campaign does start even on a meeting engagement type scenario ( normally all units enter loaded ) individual units appear without vehicles.
totally unplayeable.
The Campaigns in West Front were not touched. They will be looked at in a future patch.
Jason Petho
RE: MCS User BUGS
ORIGINAL: Jason Petho
ORIGINAL: Hermann
West front "big red one" campaign
nearly impossible to start for the germans. theres no battalion,regiment or divisions and the only way to beging a campaign is at corps level selecting infantry to control a panzer corps. the oob comes up blank and the game starts with no german troops. italian formations no longer exist. when a campaign does start even on a meeting engagement type scenario ( normally all units enter loaded ) individual units appear without vehicles.
totally unplayeable.
The Campaigns in West Front were not touched. They will be looked at in a future patch.
Jason Petho
they were touched - theres truck units that say chevrolet and dodge now... maybe the oob editing in other areas did it - please take a minute to start a campaign using big red one.
- Jason Petho
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RE: MCS User BUGS
Alright.
I erred in the assigned units to the artillery battalions.
There should be 2 MGs per battery for 105mm and 150mm, so 6 MGs in an artillery battalion or 3 x 2SP MG sections. This is true for either wagon or truck borne batteries and fortress artillery units.
General Exceptions are:
Panzer artillery battalion had an additional battalion staff battery with 6 MGs and later in the war the staff Battery in a panzer artillery battalion had 2 MGs and 3 20mm FlaK.
Nebelwerfer Batteries had 3 MGs, mid 43 they had 2 MGs and 1 PaK, then 6 MGs and 1 PaK
Some heavy artillery batteries had 4 MGs
Of course, I will correct this.
Jason Petho
I erred in the assigned units to the artillery battalions.
There should be 2 MGs per battery for 105mm and 150mm, so 6 MGs in an artillery battalion or 3 x 2SP MG sections. This is true for either wagon or truck borne batteries and fortress artillery units.
General Exceptions are:
Panzer artillery battalion had an additional battalion staff battery with 6 MGs and later in the war the staff Battery in a panzer artillery battalion had 2 MGs and 3 20mm FlaK.
Nebelwerfer Batteries had 3 MGs, mid 43 they had 2 MGs and 1 PaK, then 6 MGs and 1 PaK
Some heavy artillery batteries had 4 MGs
Of course, I will correct this.
Jason Petho
- Jason Petho
- Posts: 17485
- Joined: Tue Jun 22, 2004 10:31 am
- Location: Terrace, BC, Canada
- Contact:
RE: MCS User BUGS
ORIGINAL: Hermann
they were touched - theres truck units that say chevrolet and dodge now... maybe the oob editing in other areas did it - please take a minute to start a campaign using big red one.
There was oob editing, but the Campaign files were not touched.
I started a Dynamic Campaign, there were ample infantry units to select from but there were no Panzer units. Whomever designed the Campaign, I would assume, decided that the Americans weren't facing armour units until after the start date of the Campaign.
Jason Petho
RE: MCS User BUGS
actually thats where the problem lies - the scout doesnt have a vehicle and the game keeps leaving the gun behind instead of the scout during setup.
RE: MCS User BUGS
no thats something that came out recently - theres armored units in the campaign just not the game you started.
the oob took out the whole italian contingent - its there but with no units.
you should be able to select infantry or armor all the way to battalion.
it wont let you select.. and some campaigns it gives you a command and theres no un its - you need to start and restart it a few times using differing size units and look at what happens when the map opens up -
i used to play the scenario all the time and theres always been a full italian complement..
if you cant start the game as either inf or armor at any formation down to battalion theres a problem. and ya cant
the oob took out the whole italian contingent - its there but with no units.
you should be able to select infantry or armor all the way to battalion.
it wont let you select.. and some campaigns it gives you a command and theres no un its - you need to start and restart it a few times using differing size units and look at what happens when the map opens up -
i used to play the scenario all the time and theres always been a full italian complement..
if you cant start the game as either inf or armor at any formation down to battalion theres a problem. and ya cant
RE: MCS User BUGS
ORIGINAL: Jason Petho
Alright.
I erred in the assigned units to the artillery battalions.
There should be 2 MGs per battery for 105mm and 150mm, so 6 MGs in an artillery battalion or 3 x 2SP MG sections. This is true for either wagon or truck borne batteries and fortress artillery units.
General Exceptions are:
Panzer artillery battalion had an additional battalion staff battery with 6 MGs and later in the war the staff Battery in a panzer artillery battalion had 2 MGs and 3 20mm FlaK.
Nebelwerfer Batteries had 3 MGs, mid 43 they had 2 MGs and 1 PaK, then 6 MGs and 1 PaK
Some heavy artillery batteries had 4 MGs
Of course, I will correct this.
Jason Petho
the mgs youre quoting are mounted on the vehicles - not sub units.. that includes the paks and flak most probably.