.EXE - BUGS .. in v4.4 please mention here !

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Securitas
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Post by Securitas »

Crash Bug;


Twice now I have been playing SPWAW 4.4 and have been kicked out of the game into the Windows Desktop.


In both cases I was taking my turn, once in the Utah campaign and a second time in a scenario that shipped with the game, and when I clicked on a target to fire on it the game kicked me out in one case, and the second time when I clicked end turn.

Any comments or suggestions?

I hope this can be looked into by the designers.

Otherwise I have to say I am extremely impressed with the features of the game and am enjoying playing it very much.
Securitas
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Securitas
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Post by Securitas »

I have found a number of things that appear to be bugs:

1) My reinforcements are listed in the unit roster, but their entry turn shows up as several numbers overlaid one one top of the other, as if one were typing, and then went over the text again to put new things on. In any case, I could not read what the numbers were so I had no idea when my reinforcements were coming. This was in the Utah beach campaign.

2) Also in the Utah campaign, my reinforcements stayed on as part of the core force. As far as I can see this has been previously reported. Note that I could not deploy them, they just showed up on the unit roster, but apparently off-map.

3) In the Utah campaign, I was able to deploy core force units that were destroyed and left unrepaired from the previous scenario. these units would show up on the map and when I deployed them they would appear normal, not as wrecks. Some however, would change to wrecks when I clicked on them again. Those that did not show up as wrecks were listed as OK, not destroyed, until I left deploy and started the scenario, whereupon they were changed to wrecks.

Anyone else see some of this?
Securitas
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Reg
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Post by Reg »

Originally posted by Fredde:
Sometimes the artillery targeting seems wrong, and for some reason i see it more often when trying to target with other artillery units. If the mortar C0 targets a hex for itself, and then after that tries to target another hex for C1, the target hex of C0 changes. I've seen this a couple of times, but not enough to be able to recreate it.
This thread had gotten a bit quiet so I had better bring to the top again with some more info.

The above bug can be recreated as follows:

If you select an on-board mortar unit and press 'B' you will get the standard indirect fire allocation screen with the on-board unit as the spotter. Now if you click on another bombarding unit name (to show their target), the target hex of your spotting (and possibly firing)unit will shift to the target hex of the second unit WITH NO CHANGE in the spotting units fire time delay and it will have been done without you pressing the cancel, HE or smoke buttons. Bad luck if you were only checking to see where the other units were firing as you have now lost the original spotter unit's target and it will now take time to re-acquire.

This technique would be very good for thickening up fire that has found a target but I don't think targeting was meant to work this way as we aren't talking about pre-registered targets here.
[Tested V4.4]

----------------------------------------
Please, please, please, fix up the PBEM replay as I have a quite a few smoking holes without explanations!!!!
(Anyone noticed how Murphy's Law ensures you always miss the important stuff Image)

Reg.
Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
Pack Rat
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Post by Pack Rat »

Playing Germans 44 PBEM no AP grenades left but when I attack a tank it reports I'm using HEAT.
PR
IKerensky_alt
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Post by IKerensky_alt »

Another HAndfull of bugs:

- German Campaign WWII: IN the first 2 battle I play delay versus Polish ( quite a bug already :o) ), during the turn 2 to 5 I receive message wz.34 exited map, as each polish wz.34 cie exit the map without having be seen, fired at or suppressed. After the game I read their OB and 35 wz.34 in good shape was mentionned. I had to mention I used Commandos, but all wz.34 has exited before I show on map. Also for my 3rd battle I play against UK at Arras, with a ... Delay mission ( could have been funnier if I doesnt have build a Falkimjagger regiment ).

- 88 AT keep all there shot after having moved by truck, starting with the truck or not.

- Parachute troups that land in forest or town suffer no casualties.

- MG and AT can paradrop. ( isn't what glider are for ? to airdrop troups that dont parachute ? ).
Lt. Col. Ivan 'Greywolf' Kerensky
john g
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Post by john g »

Originally posted by Arralen:
Please post programming bugs you find in v4.4 here.
Do not poste OOB errors ("tank Mk7 should have 28in kill-o-zap") or install problems here.

Thanks,
Arralen
It is possible to pony-express a passenger all the way across the map in one turn by loading it, moving it, unloading in the hex of an unused transport then repeating, an infantry will gain 1 supression when carried but will not gain additional suppression each move, which would eventually stop it from loading a sixth or seventh time. If a unit has to be somewhere right now, like a satchel charge armed unit to blow a bridge, this will do it.
thanks, John.


Kharan
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Post by Kharan »

2 vs 2 online play freezes on the 4th players first turn. All computers on a LAN, wasted two evenings trying with different orders, hosts and battles. 3rd player quits, the map comes up and everybody's game freezes and mouse stops moving. Ctrl-alt-del the only way out.
Casualty
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Post by Casualty »

I know this is not nothing new but the VCR is perhaps THE most important thing in this game.
AI is not that fun to play against and online and hotseat is usually kinda limited compared to email.

An excellent game but unfortunately quite useless unless you are keen on AI matches or building battles.

//%&//{[{€{[
Kharan
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Post by Kharan »

Is that a troll?
Fuerte
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Post by Fuerte »

No, that's a fact! Image Unfortunately.
Grimm
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Post by Grimm »

I don't see it specifically mentioned so here goes....

The VCR also no longer plays the actions from your opponent's previous artillery phase in PBEM games. As a result, you no longer see any of your aircraft attacks or artillery results that occur during your opponent's turn.
Its what you do
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Securitas
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Post by Securitas »

Just make sure that neither you nor your PBEM partner have FAST ARTILLERY set to "on", or else the VCR will not show Arty effects, including air strikes.

------------------
Securitas
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Securitas
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88 is a really nice number
Kharan
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Post by Kharan »

Originally posted by Grimm:
I don't see it specifically mentioned so here goes....

The VCR also no longer plays the actions from your opponent's previous artillery phase in PBEM games. As a result, you no longer see any of your aircraft attacks or artillery results that occur during your opponent's turn.
That's just because they happen at the end of your opponents turn and the 2.28MB VCR has been filled three times by that time already.

(I though that the former message I commented was just someone upping the volume, so to speak. No harm done. Image)

[This message has been edited by Kharan (edited November 30, 2000).]
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Paul Vebber
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Post by Paul Vebber »

We are having a difficult time getting our arms around the pbem replay bug. There are lots of folks playing pbem in the Combat Command and Joe is not getting any feedback of wide spread problems there.

The playtesters have played several games and not had problems with the VCR playback.

Is everybody sure they are playing with the same version of the game as their pbem opponant?

IF you are playing pbem and having problems plese respond to the pbem bug thread.
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Arralen
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Post by Arralen »

Originally posted by Greywolf:
..versus Polish ( quite a bug already Image) ), during the turn 2 to 5 I receive message wz.34 exited map,... After the game I read their OB and 35 wz.34 in good shape was mentionned.
That's because of certain unit classes (not necessarily only the new ones) do not work as intended - the zw.34 is classed as "scout vehicle", but it runs off the map as soon as combat begins as any transport without load would .. and if it carries some troops, it will move forward, drop the troops and hurry away.

"FO vehicle" and some others do not work either .. interestingly enough the infantry classes do work, so maybe this isn't a bug but intentional behaviour .. could be based on a misunderstanding between designers and programmer Image

Arralen

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