Artillery not allowed?

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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JudgeDredd
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Artillery not allowed?

Post by JudgeDredd »

Sorry to keep you busy.

My HQ has been in the church for about 4 or 5 turns now and it has had contact with arty for 2 of those turns and both times I could not order artillery.

The first time, they were suppressed, so I guessed that might have an effect.

The second time, however, they ARE NOT suppressed, the arty contact icon is green and, as you can see from the screen shot, I cannot order artillery.

From the manual...
All artillery purchased is considered to be off board; i.e. they have no representation on the map. Although there are on-map mortars and infantry guns, the rules for these are different than for “artillery”. To use artillery, any Command unit of a platoon that is in radio contact for the turn can spot and call in fire support. This does not necessarily represent the commander having a radio, though in some cases that may be true. In general, it represents an abstracted forward observer and his contact with the various battle elements.
It may well be that they have not cooled down (3 turns?) from the smoke barrage...but I am pretty certain they did...I am, after all, on turn 9. I ordered smoke on Turn 2 and it carries on for 3 turns? (I did only give the one order for smoke on turn 2), then that would take it to turn 8 for cool down


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Alba gu' brath
Capitaine
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RE: Artillery not allowed?

Post by Capitaine »

Did you try unselecting the HQ squad and then reselecting it?  It's a kind of glitch that somehow makes the artillery order unavailable on occasion.
rickier65
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RE: Artillery not allowed?

Post by rickier65 »


Also, did you hover over the grey mortar bar to see what the tool tip poopup said. I think it tells you how long is left in missions or how long for cool down.

Rick
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JudgeDredd
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RE: Artillery not allowed?

Post by JudgeDredd »

I don't think I deselcted and selected again. Also, afair, it didn't say there was a cool down period. I'm pretty sure it just said the type of arty.

As it is, they were able to lay it on the next turn (or order it at least...I think it showed up 2 turns later...might have been 1 orders phase and a reaction phase).

Lost the battle. Minor Defeat. I had got all 3 units to the church this time. Unfortunately, one of the squads was wiped out with the ZIS in the church. I then moved my other suqad in. They were eventually wiped out as well...on turn 11 I think. Arty was eventually called by the HQ (which had lost a step) and the ZIS by the flag survived. However, on turn 13 orders phase, my HQ unit eventually destroyed the ZIS...but I guess I didn't have enough men to win the battle.
Alba gu' brath
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Stridor
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RE: Artillery not allowed?

Post by Stridor »

Yes it is due to a little buglet. If you have a unit selected "across" a sim phase, the game gets confused that it is still selected in some ways. Just unselect and then click back on it and all will be well. Something on the fixit list.
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Erik Rutins
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RE: Artillery not allowed?

Post by Erik Rutins »

E-mail me a save the next time that happens please, I'd like to see if it's reproducible and make sure it's not something we haven't seen before.
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Erik Rutins
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RE: Artillery not allowed?

Post by Erik Rutins »

Also, if you're doing well, stop and save the game - then if something goes poorly you can replay from that point and try it again without having to start over.
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Stridor
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RE: Artillery not allowed?

Post by Stridor »

Erik, it is pretty easy to reproduce.

Just play BC2. Select the leader (keep him selected across sim turns) and then see if you can call down arty once it becomes live. You need to do this after at least one sim turn has passed with the commander selected.
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Erik Rutins
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RE: Artillery not allowed?

Post by Erik Rutins »

ORIGINAL: Stridor
Erik, it is pretty easy to reproduce.
Just play BC2. Select the leader (keep him selected across sim turns) and then see if you can call down arty once it becomes live. You need to do this after at least one sim turn has passed with the commander selected.

Thanks will do and it's going on the bug list for the first update then.

Regards,

- Erik
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JudgeDredd
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RE: Artillery not allowed?

Post by JudgeDredd »

I don't know if the problem is acknowledged...but I've jut come across it again.

This time, I've played 1 turn of boot camp (yes...I'm still on boot camp!).

After deployment, my HQ did not have Arty contact. I played the orders phase by moving the units forward 30 yards. During the Orders Phase, they move 15 yards of that distance. During Reaction Phase, they moved the other 15 yards.

At the start of the second turn, Orders Phase, I get the green light for comms to arty...but the option to call it in the command structure is not selectable. I get to Spot Indirect and 81mm Mor(2) shows up, but is a light brown colour...not red so unselectable.

Note that I have not fired arty yet, so it's not cooling down. The game is telling me I have arty but I can't call it.

I'll wager the start of Turn 3 Orders Phase I will be able to call it. This is a bit of an issue, because, in this particular case, I'm wasting a turn doing nothing because I need to move under smoke.

And sure enough, I've just started Turn 3 Orders Phase and I can call smoke now.
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Erik Rutins
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RE: Artillery not allowed?

Post by Erik Rutins »

Judge,

Bug has been found and will be fixed. If you select a squad other than your HQ squad, then re-select the HQ squad while it has arty contact, the arty should be active again in the menu.

Regards,

- Erik
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JudgeDredd
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RE: Artillery not allowed?

Post by JudgeDredd »

oic...nice one
Alba gu' brath
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