Beta 1.12 Bug

The Seven Years’ War was fought across the globe and called by some the first “World War” as virtually every major power participated. In the center of events was Prussia, almost constantly at war and lead by the now legendary Frederick the Great.

Relive the exciting and trying days of Frederick the Great in Horse and Musket: Volume I, the improved and expanded combination of the previous Prussian War Machine and Prussia’s Glory titles. Horse and Musket: Volume I is a reboot of the successful Horse and Musket series, including not only two solid historical titles in one package, but also many new game features, a powerful new editor, and a complete graphics overhaul to an already acclaimed gaming system.

Moderators: Tim Coakley, Sertorius

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TheGrayMouser
Posts: 315
Joined: Sun Jul 12, 2009 5:25 pm

Beta 1.12 Bug

Post by TheGrayMouser »

Hi, would like to report what appears to be a bug w the beta:

It appears to be only an issue w cavalry units but might effect others as well.
Basically, noticed quite a few units that dont move at all when reduced to zero moral, they stay in the same formation they had and just dont move. It generally takes a few turns to literally blast them away with firepower ...

Also likly related:
I had a cavalry unit on my side rout, it routed into another cavalry units hex(my own side)...now have both units in one hex, next turn when i activated that leader, the unit that had routed, still at 0 moral, was in line formation, meanwile, the unit that was "ok" (ie had not lost any moral prior turn) showed 100 moral but was in column formation. I was able to undisrupt the unit w 0 moral and actually charge with this unit!!
(it seems in the progarm gets confused in a multi stack situation?)
I can email the saved file if anyone can take a look

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Sarge
Posts: 2197
Joined: Sat Mar 01, 2003 7:46 am
Location: ask doggie

RE: Beta 1.12 Bug

Post by Sarge »

Check their “disruption“ level .........[;)]

Tim Coakley
Posts: 457
Joined: Fri Jan 28, 2005 8:32 pm

RE: Beta 1.12 Bug

Post by Tim Coakley »

Gray Mouser,
please send me the saved game file at:

timc at matrixgames dot com

Thanks,
Tim
Horse and Musket2---Matrix Games
TheGrayMouser
Posts: 315
Joined: Sun Jul 12, 2009 5:25 pm

RE: Beta 1.12 Bug

Post by TheGrayMouser »

No that wasnt the issue, minor disruption but 0 moral...
TheGrayMouser
Posts: 315
Joined: Sun Jul 12, 2009 5:25 pm

RE: Beta 1.12 Bug

Post by TheGrayMouser »

Sorry for the delay in getting the saved file to you, just got back from the salt mines. (I attached the file straight up and also zipped )

I dont know how much "recap" you can pull off of a saved file but the unit in question is a Prussian cavalry unit up on the North (top) of the map, 1/CR12 I believe. You will see that this unit is happily charging an artillery unit despite having 0 moral. I am almost positive that this same unit was routed in the prior turn and routed into the same hex as 2/CR12. When the next turn and activation took place, the engine let me select the unit w zero moral and charge the artillery unit... I did not rally any units... At this point saved and closed the game.

Hope this helps and thank you for taking the time to check out the issue!
Cheers
jackx
Posts: 353
Joined: Wed Jul 08, 2009 8:34 am
Location: Germany

RE: Beta 1.12 Bug

Post by jackx »

0-morale units behaved oddly prior to the patch already, tbh. Mostly, they wouldn't automatically fall back/rout when they were supposed to, but I've also seen 0-morale infantry launch an assault (and due to being high quality, actually losing no morale in the process :x)...

Disengaging also seems to not work reliably, sometimes I can, sometimes I cannot disengage. While this is actually quite reasonable from a historical POV (as a unit hotly engaged with the enemy would be extremely hard to control, probably unaware of what was going on elsewhere, and maybe not even aware how badly it was suffering at the hands of the enemy), the sheer randomness of it can sometimes be frustrating from a gameplay POV.

Other than that, I'm quite happy with the beta patch so far. Not sure if I'm just imagining this, but the AI seems a tad smarter, too, it now skips the firing phase when doing so would put it at a disadvantage (i.e. it'd take multiple defensive fires in return),  instead using assault only, or not engaging at all but merely blocking with ZoC.

no truth - no justice
all false belief
blinded by morality
there shall be ... no peace
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