List of 1.4 beta bugs
List of 1.4 beta bugs
1) Flag for Qang-Si is black
2) Clicking on report_cites CTD's, repeatable console out is too large to upload
3) Random crashes on China Camp 1937 and PAC. Console Out is blank!
4) No sound when doing land attack from multiple directions. After an air attack or bombardment, sounds do not work if you attack the same unit with a land unit.
5) No sound when fighters attack air units on land (Air base. There never has been any sound for this.)
6) Balancing issue with change to air strikes against land units.
7) Carriers can not strike air bases tm.asp?m=2643839
8) AI aircraft do not move when in range of a land unit. They need to preform a check before they reinforce.
9) Paratroops are being moved by the AI
Chance of spotting enemy unit = 27
---- Game state = 12
AC:.\theads.cpp:129
RC:.\theads.cpp:133
---- Game state = 7
Also, still have errors:
[AI Great Britain] Wyznaczam listy jednostek
bu bu 4
bu bu 5
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
bu bu 6
ERROR: Nie znaleziono sciezki dla rozkazu nr 6
2) Clicking on report_cites CTD's, repeatable console out is too large to upload
3) Random crashes on China Camp 1937 and PAC. Console Out is blank!
4) No sound when doing land attack from multiple directions. After an air attack or bombardment, sounds do not work if you attack the same unit with a land unit.
5) No sound when fighters attack air units on land (Air base. There never has been any sound for this.)
6) Balancing issue with change to air strikes against land units.
7) Carriers can not strike air bases tm.asp?m=2643839
8) AI aircraft do not move when in range of a land unit. They need to preform a check before they reinforce.
9) Paratroops are being moved by the AI
Chance of spotting enemy unit = 27
---- Game state = 12
AC:.\theads.cpp:129
RC:.\theads.cpp:133
---- Game state = 7
Also, still have errors:
[AI Great Britain] Wyznaczam listy jednostek
bu bu 4
bu bu 5
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
ERROR: Nie znaleziono sciezki dla rozkazu nr 1
bu bu 6
ERROR: Nie znaleziono sciezki dla rozkazu nr 6
RE: List of 1.4 beta bugs
Game CTD's when playing Qang-SI.
Probably has something to do with the space we removed.

Probably has something to do with the space we removed.

- Attachments
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- SOP_QangSIbug.jpg (63.61 KiB) Viewed 183 times
RE: List of 1.4 beta bugs
Black flag in PAC.
- Attachments
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- SOP_QangSIbug1.jpg (131.23 KiB) Viewed 184 times
RE: List of 1.4 beta bugs
The game 1.4b, crashes when I try to save a file. The save is at the beginning of a turn, after the inter-turn events and battles, but before my first move. It can be repeated, and I have placed the ConsoleOut inside the Autosave.zip. Simply load the game, allow the events to occur, and try and save the game.
Chuck
Chuck
- Attachments
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- Autosave.zip
- (183.64 KiB) Downloaded 4 times
RE: List of 1.4 beta bugs
I loaded your Australian game turn 25.
All moves have been made.
Click end turn and it works for me.
I can save before I start or after I click end turn and then save before I move.
All moves have been made.
Click end turn and it works for me.
I can save before I start or after I click end turn and then save before I move.
RE: List of 1.4 beta bugs
Interesting, I just tried it again.
1. Load the autosave.
2. Click end turn
3. Click Save Game.
4. Name the game "JA026".
5. Click Save ... watch the spinning cursor as Microsoft tries to help diagnose the problem.
Windows 7
Toshiba laptop.
Chuck
1. Load the autosave.
2. Click end turn
3. Click Save Game.
4. Name the game "JA026".
5. Click Save ... watch the spinning cursor as Microsoft tries to help diagnose the problem.
Windows 7
Toshiba laptop.
Chuck
RE: List of 1.4 beta bugs
Try saving it before you click end turn.
Here is the saved game.
When I first load I could not see any info for Australian units, including the picture.
I saved clicked end turn then I could see all the statistics.
If you can not get it to work, here is the game.
Here is the saved game.
When I first load I could not see any info for Australian units, including the picture.
I saved clicked end turn then I could see all the statistics.
If you can not get it to work, here is the game.
- Attachments
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- CpdeyoungB.zip
- (145.48 KiB) Downloaded 1 time
RE: List of 1.4 beta bugs
I can play the game fine, but I was quitting for the night, and noticed the failure. This post was more for Wastelands debugging efforts. Speaking of which there is a line about a failure to save the map.sop within the ConsoleOut file.
I have successfully saved from this game set, but less often than I usually do.
Thanks for your interest and effort.
Chuck
I have successfully saved from this game set, but less often than I usually do.
Thanks for your interest and effort.
Chuck
RE: List of 1.4 beta bugs
Items 4 5 and 6 have been added.
Air attacks against land units can only be preformed once.
While only a single attack on a land unit is allowed, it helps the AI tremendously.
The AI would always make several attacks and then it would have to replace their losses.
The AI is programed to replace losses on air as a priority. then the AI would not have enough PP to address the global strategy.
The losses in combat is too high when attacking. There is a 90% chance the attacker will loose 1 strength point.
While this change helps the AI manage it's PP's more effectively, it harms the human player by making bombers useless.
Before one could use 1 to 3 bombers and make 2 to 6 attacks to weaken the defender enough to increase the odds on a land attack. Then the land attack would succeed and push the defender back. The attacker would pay heavily for this in PP's to reinforce the bomber losses.
Now a player does not have this choice.
The affectivity of air power needs to be increased a little like in the Rising Sun.
The other alternative is to make air losses as floating, using .5 increments.
While an attack by strength 10 bomber may be shown as 10 after the attack, in actuality it is 9.5, and a player can tell by looking at efficiency. It will be reduced because a loss of .5 in strength.
Air attacks against land units can only be preformed once.
While only a single attack on a land unit is allowed, it helps the AI tremendously.
The AI would always make several attacks and then it would have to replace their losses.
The AI is programed to replace losses on air as a priority. then the AI would not have enough PP to address the global strategy.
The losses in combat is too high when attacking. There is a 90% chance the attacker will loose 1 strength point.
While this change helps the AI manage it's PP's more effectively, it harms the human player by making bombers useless.
Before one could use 1 to 3 bombers and make 2 to 6 attacks to weaken the defender enough to increase the odds on a land attack. Then the land attack would succeed and push the defender back. The attacker would pay heavily for this in PP's to reinforce the bomber losses.
Now a player does not have this choice.
The affectivity of air power needs to be increased a little like in the Rising Sun.
The other alternative is to make air losses as floating, using .5 increments.
While an attack by strength 10 bomber may be shown as 10 after the attack, in actuality it is 9.5, and a player can tell by looking at efficiency. It will be reduced because a loss of .5 in strength.
RE: List of 1.4 beta bugs
I was always wondering why the AI never used paratroops.
I clicked end turn and the AI moved my paratrooper 17 hexes and landed.
Please check the programing as the AI should use paratroops if the own them, not mine.
Also my paratroops were in the hex for 2 turns and not ready to preform an operation.
If the AI is looking at another players pieces, then that explains why they never use them.

I clicked end turn and the AI moved my paratrooper 17 hexes and landed.
Please check the programing as the AI should use paratroops if the own them, not mine.
Also my paratroops were in the hex for 2 turns and not ready to preform an operation.
If the AI is looking at another players pieces, then that explains why they never use them.

- Attachments
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- SOPparadrop.jpg (292.66 KiB) Viewed 183 times
RE: List of 1.4 beta bugs
Here is an Auto save from the Australian campaign.
It CTD's every time.
The Console out is blank.
Click end turn, then click end turn again for the Aussies. CTD every time.
It CTD's every time.
The Console out is blank.
Click end turn, then click end turn again for the Aussies. CTD every time.
- Attachments
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- Autosave.zip
- (85.78 KiB) Downloaded 3 times
RE: List of 1.4 beta bugs
Supply is not working correctly.
I captured Elliot and received full supply.
So I went to Conclurry to confirm.
Same thing.
The number in ( ) is suppose to represent the supply picture for the player who does not own the hex, wheter it be an Ally or Enemy.
There is no constraint on supply now, other than distance.
There is no meaning of the number in ( ) that I can tell.
Please explain or correct my analysis.

I captured Elliot and received full supply.
So I went to Conclurry to confirm.
Same thing.
The number in ( ) is suppose to represent the supply picture for the player who does not own the hex, wheter it be an Ally or Enemy.
There is no constraint on supply now, other than distance.
There is no meaning of the number in ( ) that I can tell.
Please explain or correct my analysis.

- Attachments
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- SOP Supply.jpg (542.46 KiB) Viewed 183 times
RE: List of 1.4 beta bugs
Here is how I understand it.
If there is a big convoy to Darwin, or if Darwin is an MSS then the 30 is correct. The 30 is the ability of the location to act as a supply head from a MSS, even if a convoy is involved, even a very long way from said MSS. The (1) is the value of intrinsic supply for that location, and would be the supply level even for Australians if the city were cut off from a MSS. Thus in the AAR with Gary, when he enveloped Elliot my Australians were reliant on only the intrinsic supply ... not quite enough to allow survival!
How does this seem?
Chuck
If there is a big convoy to Darwin, or if Darwin is an MSS then the 30 is correct. The 30 is the ability of the location to act as a supply head from a MSS, even if a convoy is involved, even a very long way from said MSS. The (1) is the value of intrinsic supply for that location, and would be the supply level even for Australians if the city were cut off from a MSS. Thus in the AAR with Gary, when he enveloped Elliot my Australians were reliant on only the intrinsic supply ... not quite enough to allow survival!
How does this seem?
Chuck
RE: List of 1.4 beta bugs
Carriers can not strike air bases.
AI aircraft do not move
AI aircraft do not move when in range of a land unit.
The AI reinforces a unit first. Then when it is time to do the move sequence it can not.
AI needs to preform a check for enemy units with in range, before they reinforce.
Otherwise They commit suicide by being a siting duck.
The AI reinforces a unit first. Then when it is time to do the move sequence it can not.
AI needs to preform a check for enemy units with in range, before they reinforce.
Otherwise They commit suicide by being a siting duck.
RE: AI aircraft do not move
Image disappears after combat.
Any unit you attacked, the png file looses it's link.

Any unit you attacked, the png file looses it's link.

- Attachments
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- SOPmissingimage.jpg (356.58 KiB) Viewed 183 times
RE: AI aircraft do not move
Here is a saved game with the Paratroop bug.
This time Japan bought two paratroops.
After deployment for one turn, the AI took command of them and landed both units.
In this case Manchuko took command of Japans paratroops and landed them.
I have allot of CTD's with this here are two console outs.
I think this one happens because as Japan I reinforced the paratrooper and then Manchuko trys to move it.
---- Game state = 10
S: .\jednostka_ladowa.cpp : 1215 : 50 ms
S: .\jednostka_ladowa.cpp : 1215 : 50 ms
[AI]: Manchukuo - Planning sea transport of units to front...
Strategic bombardments
Paratroops actions
Jednostka dosta�a rozkaz by i�� na pole na kt�rym ju� stoi. No to stoi dalej.
AC:.\jednostka_ladowa.cpp:1581
RC:.\jednostka_ladowa.cpp:1587
AND the second Console Out
---- Game state = 10
S: .\jednostka_ladowa.cpp : 1215 : 50 ms
[AI]: Manchukuo - Planning sea transport of units to front...
Strategic bombardments
Paratroops actions
AC:.\jednostka_ladowa.cpp:1581
RC:.\jednostka_ladowa.cpp:1587
This time Japan bought two paratroops.
After deployment for one turn, the AI took command of them and landed both units.
In this case Manchuko took command of Japans paratroops and landed them.
I have allot of CTD's with this here are two console outs.
I think this one happens because as Japan I reinforced the paratrooper and then Manchuko trys to move it.
---- Game state = 10
S: .\jednostka_ladowa.cpp : 1215 : 50 ms
S: .\jednostka_ladowa.cpp : 1215 : 50 ms
[AI]: Manchukuo - Planning sea transport of units to front...
Strategic bombardments
Paratroops actions
Jednostka dosta�a rozkaz by i�� na pole na kt�rym ju� stoi. No to stoi dalej.
AC:.\jednostka_ladowa.cpp:1581
RC:.\jednostka_ladowa.cpp:1587
AND the second Console Out
---- Game state = 10
S: .\jednostka_ladowa.cpp : 1215 : 50 ms
[AI]: Manchukuo - Planning sea transport of units to front...
Strategic bombardments
Paratroops actions
AC:.\jednostka_ladowa.cpp:1581
RC:.\jednostka_ladowa.cpp:1587
- Attachments
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- ParatroopBug.zip
- (257.17 KiB) Downloaded 1 time
RE: AI aircraft do not move
[&:]
have these issues been addressed? or should i go back to 1.03 ver?
have these issues been addressed? or should i go back to 1.03 ver?