Siege artillery bug

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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hjaco
Posts: 872
Joined: Fri Mar 23, 2007 4:09 pm

Siege artillery bug

Post by hjaco »

Am I the only one who have noticed a tendency for siege artillery not to fire on all occurrences although specifically ordered to?

It frequently happens to me with the German siege artillery and is quite frustrating [:@]

As it was not difficult enough playing CP.

I don't have problems with normal artillery barrages though although I find it quite stupid that the Germans are not capable of firing poison gas without having emptied barrage preloaded artillery without firing the shells [&:] One should imagine that simply taking unfired shells out of the cannons would be the simpler solution [8|]
Hit them where they aren't
FrankHunter
Posts: 2111
Joined: Fri Mar 26, 2004 6:07 am

RE: Siege artillery bug

Post by FrankHunter »

Sorry hjaco but I've not seen or even heard of siege artillery not firing. Has it just occurred? If you have a save (autosaveOrders is best) I'd be happy to look at it for you.

As for what the game calls "reloading", its more like that's the type of ammunition that is already taking up several square miles of ground around the guns. But since "loaded" artillery is allowed to move then yes logic would say the ammo type can be changed too.
hjaco
Posts: 872
Joined: Fri Mar 23, 2007 4:09 pm

RE: Siege artillery bug

Post by hjaco »

You should not apologize for players not suffering a bug [;)]

Nah its not a periodic occurrence and I can't duplicate it so don't bother.
Hit them where they aren't
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