Problems/bugs I've encountered

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gdpsnake1979
Posts: 138
Joined: Thu Apr 02, 2009 4:27 pm

Problems/bugs I've encountered

Post by gdpsnake1979 »

OK, I've been playing for a while until a game crash I can't get past and here is what I have learned:

1. I get a crash to the standard Microsoft box asking if I want to send the error report to them. The zip file I added is called error and contains the save game 'napoleon.' I backed up some turns and replayed but only to a point where I get a crash - may be associated with Russia trying to surrender....
2. I did have a generated map once where a victory city was completely surrounded by impassible mountain hexes and was thus not able to be entered - should fix this.
3. In naval battles, sunk ship icons have been seen moving and firing after they have been sunk. Usually during the turn directly after being sunk, that "sunk ship" gets a move and fire. Obviously, they literally go down fighting?
4. Occasionally, the cursor will corrupt into a symbol of dashed vertical lines. Does not affect use and will return to normal after a turn in detailed battles but makes it's use difficult.
5. When one is able to resupply to 13 instead of 10 due to upgrades, you can only do it as the attcker before a combat. Defenders cannot until after firing and never if supply is already 10 or more. No restrictions if you are the attacker in a detailed battle. ALSO, attack or defend, you are always set to '10' supply in a city hex. If higher than 10, you get reset to 10 and if below 10, you can only resupply to 10.
6. Flanking option upgrade creates a problem because one's supply cassions will not redeploy to a flank like the troops thus making the flank option useless as your supply is WAY out of place.
7. I also have encountered the problem when your side in a detailed battle gets the option "2 extra supply cassions" bonus. Often, even though I have supply in an adjacent or same province, I will get zero supply or no extras and the opponent has more!
8. I got the upgrade "no pay upkeep for ships" which works EXCEPT in turns when you capture ships blockaded in a provence. On that turn, your economy gets the full whammy of having to pay upkeep for all the newly captured ships. This can be quite crippling especially when capturing a whole fleet.
9. Several times on the defense in detailed battles, I have had supply depots in adjacent or IN the attacked provence but received ZERO supply during the entire battle.
10. After conquering Venice, the Venician fleet remained Venetian and stuck out in the Atlantic (where it was at the time)for the whole game. It could not attack or be attacked. The other minor country fleets like Portugal, Naples and Dutch remained under the control of the original protectorate owner even when switching sides or being conquered (except oddly for Venice.) I believe this is because Venice was never a protectorate before the conquest while the otheres were.
Also, if a controlled minor fleet's country switches sides or goes back to neutrality the the fleets should suffer some damage or scuttling representing the desertion or sabotage of it's fleet under the "thumb" of a controlling major power. After all, the fleet would still be manned by men of that minor country and the replacement of those men should cost the owner something.

Some suggestions:
1. Where is Napoleon? If you play a scenario like 1792, he never shows up - at least never in my games. He was, after all, a Brigadier General in July of 1793 so he could be a leader almost anytime in any scenario.
2. Counting militia against the mobilization limit (in excess of 1 per city) should be changed to not counting militia. Otherwise, one is almost FORCED to put a maximum of 1 militia inside each city as a garrison or have these troops count against your army limits. This means that a city falls almost immediately during any seige because your mobilization limit is used up in your fleets, corps and armies leaving none for garrison purposes. After all, you have to pay in resources like money and manpower for militia and this should be sufficient a payment. If the intent is to prevent hugh armies of militia on the board then impose the limit to militia NOT inside (garrisoning) a city or only allow militia (other than the landwher and cossack/guerillas) to be built IN cities that have the Wall capacity to hold them.
The other option is to allow the "Guns" improvement to represent a 15,000 man garrison for each point of "Walls" improvemnet so each combination of gun/wall improvement GIVES a 15,000 man garrison for seige purposes. Then militia can be treated as is.
3. I would suggest that a player can create a nation with protectorate OR controlled/owned provinces as it is almost impossible in games terms to create the listed nations out of only protectorate countries and this is certainly NOT HISTORICALLY accurate.
4. I notice in both land and especially naval battles that the retreating force will often retreat back and forth in controlled zones prompting attacks (in the case of navies and guerillas) in each area over and over even when FREE areas exist to retreat to. The retreats need to be reworked so land forces retreat towards their supply/capitol and ships to open ports/seazones. Guerillas should NEVER retreat since they generate almost every turn everywhere. They either win or are eliminated in combat (only to be reborn next turn - curse them!)
5. No upkeep should be paid for ANY units garrisoned in cities or ships in home ports. The total upkeep should be based on units NOT in garrison or home ports at the end of each turn.
6. There should be a way for a player to prevent production in conquered/owned provinces because conquered/owned provinces kept building cav/inf/art that I did not want. Often my game was cluttered with the unwanted production of units in conquered/owned provinces that I couldn't prevent and didn't want to pay upkeep or mobilization limits for. Those free units aren't "Free." They hurt me for the turn in upkeep until I could disband them and they prevented the building of desired units due to over the mobilization limit. So, the deal should be No production unless some box like "tactical expert" is checked. Perhaps the "free Militia levees" should result only in truly Free militia units (see #2 above) or in comperable resources credited to the pools.

LOL, just a few bugs/observations...
FANGED AGAIN
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ShaiHulud
Posts: 113
Joined: Tue Dec 19, 2000 10:00 am
Location: Waipahu, Hawaii

RE: Problems/bugs I've encountered

Post by ShaiHulud »

Re: #5- I can corroborate this occurring. About the city going only to 10, I don't see any problem because the city/village actually provides supply, too.

Re: #7- Yah, that bug has been noted and they've got a fix ready for the next patch.

Re: #8- Re-read the description of that advance. It says FLEETS, not ships. If you check the monthly breakdown on supply, you'll see the fleets are free, but, the ships still require upkeep. I had the same misunderstanding, btw.... heh.

Re: #9- Supply depots can be destroyed, sometimes, by the incoming enemy forces. Cossacks, iirc, were particularly good at this in the game. If depots got destroyed in the movement phase, I don't think you'll still be in supply.
gdpsnake1979
Posts: 138
Joined: Thu Apr 02, 2009 4:27 pm

RE: Problems/bugs I've encountered

Post by gdpsnake1979 »

Shaihulud,
Careful though on #5 - you only get supply if it's your provence before the battle otherwise the cities won't suppy you which REALLY sucks if #9 is in effect too! Many an early battle went less than ideal when I moved into city hexes and never got any supply (1 per turn) because I didn't own the city before the battle. One is lead to believe ANY city hex in any battle will resupply but it ain't so!
As too #9, I know this is a bug because after the battle and back on the main map I can see my supply depots are still there and were not destroyed in the movement phase. And yes, those dang cossacks destroy my guarded supply too at times!
#8 really sucks! Can you confirm only fleet counters get the benefit? If so, what a waste of an upgrade. How do you check monthly breakdown on supply?
Yay on #7.
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terje439
Posts: 6603
Joined: Sun Mar 28, 2004 12:01 pm

RE: Problems/bugs I've encountered

Post by terje439 »

ORIGINAL: gdsnake


#8 really sucks! Can you confirm only fleet counters get the benefit? If so, what a waste of an upgrade.

The update states so in the description, "no upkeep for fleets".
Waste?! Well, guess that depends upon your settings and nation played. Certainly alot more useful for Britain than Austria, I agree. But still, reduced expenses is always nice imo.
"Hun skal torpederes!" - Birger Eriksen

("She is to be torpedoed!")
ShaiHulud
Posts: 113
Joined: Tue Dec 19, 2000 10:00 am
Location: Waipahu, Hawaii

RE: Problems/bugs I've encountered

Post by ShaiHulud »

gd- Yah, I have confirmed that it's only for fleets, not ships. The supply monthly update is a pop-up. Hold your mouse on the top border of the 'select' area, you know, where economy, military, etc, can be selected. You should see 8 different pop-ups available for you to peruse, Economy, Supply, Production, Battle, Chat, Political, Rumor, and Treaty.

As for your #9 bug, I've never seen it to occur. Do you do a lot of re-loading? I have the suspicion that too frequent re-loads induces minor glitches.
gdpsnake1979
Posts: 138
Joined: Thu Apr 02, 2009 4:27 pm

RE: Problems/bugs I've encountered

Post by gdpsnake1979 »

No, I usually save after every turn just so I can watch for bugs but I rarely reload unless I get something screwy that I try to repeat so as to post it for the developers to fix.
I also have a feeling that many saves or reloads does cause a slow-down thats been reported in other threads.
gdpsnake1979
Posts: 138
Joined: Thu Apr 02, 2009 4:27 pm

RE: Problems/bugs I've encountered

Post by gdpsnake1979 »

Bumping this one - Any developers try to work on the game crash save I attached?
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