Unit Remnant Size 9999 Unloadable - Known Bug?

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LowCommand
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Unit Remnant Size 9999 Unloadable - Known Bug?

Post by LowCommand »


I now have had two units break into two pieces when loaded on AK's. One piece behaves normally, the other becomes size 9999 and can Not be loaded onto anything. Is this a known bug, a sign my save files are corrupt, or what?

"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
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rtrapasso
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by rtrapasso »

ORIGINAL: LowCommand


I now have had two units break into two pieces when loaded on AK's. One piece behaves normally, the other becomes size 9999 and can Not be loaded onto anything. Is this a known bug, a sign my save files are corrupt, or what?
i can think of a way or maybe two that this could happen... post a screen shot... i suspect that you are dealing with a Dutch Naval Base Force.

Post details! Mod, Scenario, unit, etc.
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2ndACR
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by 2ndACR »

Yep, need details.......unit helps, screenshot of the units etc. Sounds like a static equipment.
LowCommand
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by LowCommand »


Sorry about the lack of details, I thought it might be well known. Stock scenario 41B Dec 41 to Mar 46 against the AI game date Sep 14, 1944. The OS is Win XP SP2, otherwise fully patched (I have one of the motherboards that can't use SP3). The first unit I discovered with the problem is indeed Dutch 3rd DAF Base Force at Maumere, but the second is US 122nd USAAF Base Force at Madang. I have tried to load weird unit bit, but it won't budge. I have tried sending the main unit back and combining the two then reloading it. The weird bit stays put.

Here is the first screen shot.
Attachments
WitP9999..eUnit1.jpg
WitP9999..eUnit1.jpg (180.99 KiB) Viewed 362 times
"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
LowCommand
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by LowCommand »


Screen Shot 2.
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WitP9999..eUnit2.jpg
WitP9999..eUnit2.jpg (165.62 KiB) Viewed 348 times
"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
LowCommand
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by LowCommand »


OK, lets try embedding the picture.

Image
Attachments
WitP9999..eUnit1.jpg
WitP9999..eUnit1.jpg (180.99 KiB) Viewed 325 times
"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
LowCommand
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by LowCommand »


And for my next trick, nothing up my sleeve, screen shot 2.


Image
Attachments
WitP9999..eUnit2.jpg
WitP9999..eUnit2.jpg (165.62 KiB) Viewed 325 times
"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
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rtrapasso
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by rtrapasso »

OK - this looks very strange: there is nothing in the units to start with, so the load cost should be zero... but if there is nothing in the unit (assuming the screen shot hasn't been censored or something), then you won't be able to load it or move it...

It appears that these units are both defunct (no squads, etc.), so best to ignore them... don't know why the load cost is off, and don't know why the unit strength at the top is reported as 1 gun 30 men when there are no squads present.

If for some reason you are determined to rescue the apparently non-existent (i.e. for the commanding officers), you MIGHT try shipping in a squad and letting it recombine, then trying to move it again... of course, you might lose the squad.
Yamato hugger
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by Yamato hugger »

Is this a fragment where the parent died elsewhere of attrition? I suspect it is. This is one spot in WitP that has a number of bugs. As far as I can tell these have been fixed in AE btw.

Edit: If not, send me a save please.
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rtrapasso
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by rtrapasso »

ORIGINAL: Yamato hugger

Is this a fragment where the parent died elsewhere of attrition? I suspect it is. This is one spot in WitP that has a number of bugs. As far as I can tell these have been fixed in AE btw.

Edit: If not, send me a save please.
This sounds right, though i've never seen the load cost change like this...

LowCommand: Usually, when a parent unit dies from attrition, the other fragments just vanish, but sometimes the fragments turn into "ghost" units... they usually start to vanish over the next few turns, although you can sometimes see traces of them over considerable periods of time.
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Charbroiled
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by Charbroiled »

ORIGINAL: Yamato hugger

Is this a fragment where the parent died elsewhere of attrition? I suspect it is. This is one spot in WitP that has a number of bugs. As far as I can tell these have been fixed in AE btw.

Edit: If not, send me a save please.

Those units ARE the parent units.

I would bet that it is related to the "lost parent" bug, but the parent isn't "lost"...yet. If it was me, and I had time, I would load the rest of the unit up again and recombine them...then try to load normally.
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mlees
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by mlees »

The summary in the upper center of the screen shows "1 Gun, 30 Troops", but there is nothing in the TOE field below. [&:]
Oldguard1970
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by Oldguard1970 »

It is odd that both unit screens show the "1 gun, 30 troops."  It is odd that the unit screens show the units to be parents, not fragments.  As others have noted, it is REALLY odd to see nothing in the section that shows the composition of the unit.
 
I have never seen such things.  While it may be a "bug", I suspect it is some sort of interface problem or installation problem. 
 
What to do?  A.  Ignore the goofy units and see if one of the loaded fragments becomes a proper "parent unit" when you unload it at its destination.  B.  Go to an earlier saved game and try again.  C.  Land the loaded fragments, recombine, and try again.
 
Good luck!
 
 
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rtrapasso
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by rtrapasso »


ORIGINAL: Charbroiled

ORIGINAL: Yamato hugger

Is this a fragment where the parent died elsewhere of attrition? I suspect it is. This is one spot in WitP that has a number of bugs. As far as I can tell these have been fixed in AE btw.

Edit: If not, send me a save please.

Those units ARE the parent units.

I would bet that it is related to the "lost parent" bug, but the parent isn't "lost"...yet. If it was me, and I had time, I would load the rest of the unit up again and recombine them...then try to load normally.


what i THINK what is happening is the parent starved to death, and the game is now trying to simultaneously change a fragment to a parent, and at the same to kill it off... weird stuff like this happens when the parent dies from attrition. You can't access the unit (although you can see it) - thus it is a ghost.
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rtrapasso
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by rtrapasso »

ORIGINAL: OldGuard1970

It is odd that both unit screens show the "1 gun, 30 troops."  It is odd that the unit screens show the units to be parents, not fragments.  As others have noted, it is REALLY odd to see nothing in the section that shows the composition of the unit.

I have never seen such things.  While it may be a "bug", I suspect it is some sort of interface problem or installation problem. 

What to do?  A.  Ignore the goofy units and see if one of the loaded fragments becomes a proper "parent unit" when you unload it at its destination.  B.  Go to an earlier saved game and try again.  C.  Land the loaded fragments, recombine, and try again.

Good luck!



This probably is a ghost unit from a parent unit dying from attrition - however, if LowCommand says this is NOT the case, then something else is going on.

If it is a ghost unit, you can do nothing with it. It should eventually vanish.
Rainer
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by Rainer »

In my campaigns Allied vs Japanese AI I see this happen always with a couple of units.
These units so far have always been Engineer units (currently 117, 122, 123, 125 USN Base Force all at Solomon Islands, Game Date August 1944. In another campaign it's the 116 USN Base Force and some Engineer Units of South East Asia, Game Date July 1945).
The units are not fragments.
Nothing under computer control, so this is not causing it.
Could be an OOB error.
I believe this is a bug ( and I'm surprised rtrapasso never heard of it).
However, this bug is not a game breaker. I can live with it.

What I do when this bug bites: I load from the unit in question as much as a usual transport TF can load. Most engineer units fit on a 6000 TF, so I load the unit onto such a TF. The unit is then transported to wherever I need it. This part of the unit can be used as usual.
The reminder of the unit is left wherever it happened to be. Even if the remnants are tiny (as in your example) the load coast still will be shown as very high. From that point on I don't bother about this anymore.

No bad consequenses experienced. Again, a bug I can live with (probably and hopefully fixed with AE).


WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
Yamato hugger
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by Yamato hugger »

I had an intersting one pop up in a game I have going right now. I had divided the 4th division at Singapore and a turn later the "A" regiment teleported itself to southern Borneo (to an enemy controlled base no less). I tried several times to move it back to Singapore but it refused to go. The first time I finally got it all to Singapore it again teleported itself this time to Makasar (which I did control). Every time I tried to move it after that it bounced right back there. Finally I had the "A" parent on the base and - AND mind you - the "a" parent on an over loaded AP (was loaded to 200+%). I finally loaded up the "B" and "C" regiments and moved them to Makasar and recombined them. When I did that, the "parent" on the transports went away. Frankly I was surprised it let me re-combine the unit.
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rtrapasso
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by rtrapasso »

ORIGINAL: Rainer

In my campaigns Allied vs Japanese AI I see this happen always with a couple of units.
These units so far have always been Engineer units (currently 117, 122, 123, 125 USN Base Force all at Solomon Islands, Game Date August 1944. In another campaign it's the 116 USN Base Force and some Engineer Units of South East Asia, Game Date July 1945).
The units are not fragments.
Nothing under computer control, so this is not causing it.
Could be an OOB error.
I believe this is a bug ( and I'm surprised rtrapasso never heard of it).
However, this bug is not a game breaker. I can live with it.

What I do when this bug bites: I load from the unit in question as much as a usual transport TF can load. Most engineer units fit on a 6000 TF, so I load the unit onto such a TF. The unit is then transported to wherever I need it. This part of the unit can be used as usual.
The reminder of the unit is left wherever it happened to be. Even if the remnants are tiny (as in your example) the load coast still will be shown as very high. From that point on I don't bother about this anymore.

No bad consequenses experienced. Again, a bug I can live with (probably and hopefully fixed with AE).


Well, i am not sure this is the same bug... i've never seen something like this unless it was a ghost unit... however, if you have a unit that is doing this in your game, it might be nice to show a screen shot to compare it.

You can get very high load costs if a unit upgrades to have static pieces of equipment (i.e. 6" CD guns) which happen in Base Force/Engineer units, but these are usually Dutch units, not USN BF's.
Rainer
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by Rainer »

Thanks for your interest [:)]

I attach a screen with one those units. Another one in the next post.
The images are fairly poor because of upload limits. If you want to I can send you a complete save so you have all the details.

Image
Attachments
Image2.jpg
Image2.jpg (178.36 KiB) Viewed 325 times
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
Rainer
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RE: Unit Remnant Size 9999 Unloadable - Known Bug?

Post by Rainer »

Sized it a bit ...

Image
Attachments
Image2.jpg
Image2.jpg (125.95 KiB) Viewed 325 times
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
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