Naval support bug

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erstad
Posts: 1957
Joined: Mon Aug 02, 2004 11:40 pm
Location: Midwest USA

Naval support bug

Post by erstad »

I have a naval HQ which is not showing up as providing naval support to the base it's in. And yes, it's in combat mode. (Toggled several times to make sure). Possibly related: The HQ has a "Unit Orgnaiation" button even though it's the entire unit. If I click it, I just see the one unit and it is the parent name, but the fact it's got the Unit organization button makes me wonder. Also, in the unit organization screen there's an asterisk in front of the unit even though it's on-map.

I have a second HQ that has the same problem, although in that case there is a fragment somewhere else.

Here's the save. I'll post some screenies in a second. I can PM the password and base name to whoever takes a look at this.



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erstad
Posts: 1957
Joined: Mon Aug 02, 2004 11:40 pm
Location: Midwest USA

RE: Naval support bug

Post by erstad »

Here's an excerpt from the base screen. The 36 nav support shown is from a shipping regiment



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erstad
Posts: 1957
Joined: Mon Aug 02, 2004 11:40 pm
Location: Midwest USA

RE: Naval support bug

Post by erstad »

Here's the unit screen showing the unit in combat mode, with oodles of naval support squads. Note the Unit Organization button



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erstad
Posts: 1957
Joined: Mon Aug 02, 2004 11:40 pm
Location: Midwest USA

RE: Naval support bug

Post by erstad »

Here's the unit organization screen - there's not supposed to be an asterisk in front of an on-map unit, is there?



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Don Bowen
Posts: 5192
Joined: Thu Jul 13, 2000 8:00 am
Location: Georgetown, Texas, USA

RE: Naval support bug

Post by Don Bowen »

There is a known issue with Certain HQs not being properly handled for Naval Support. I'll check the save to make sure it is that problem.

Yup, that's fixed. Problem has to do with HQ radius processing. Support in HQs has an affect over the HQ radius so special code is required to check HQs to see if they contribute support "over their radius". An initial-release bug was double counting non-command HQs with a command radius that were actually at the base - once for being at the base and again for their HQ radius. This was fixed by bypassing the radius checking for HQs at the base but it accidentally cut both checks for command HQs (producing this bug).
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