Bugs that still haven't been fixed!

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

Moderators: Joel Billings, Tankerace, siRkid

Post Reply
XPav
Posts: 549
Joined: Wed Jul 10, 2002 2:25 am
Location: Northern California
Contact:

Bugs that still haven't been fixed!

Post by XPav »

Look in the bug forum.

* Long Island and possibly other CVEs still eat planes

* PBEM is still out of sync, with possible gratiutous use of the escape key contributing to it

These bugs have been there forever. It sure would be nice if they would get fixed.
I love it when a plan comes together.
Wilhammer
Posts: 401
Joined: Fri May 24, 2002 4:00 pm
Location: Out in the Sticks of Rockingham County, North Caro
Contact:

Post by Wilhammer »

Don't forget the friendly fire stuff.
User avatar
Thurmonator
Posts: 61
Joined: Mon Jan 06, 2003 11:57 pm
Location: Asheville

Post by Thurmonator »

They also need to fix ground attack missions that always attack the same unit day after day.

Thurm
Please make a modern strategic Naval wargame for the PC.
User avatar
Mr.Frag
Posts: 11195
Joined: Wed Dec 18, 2002 5:00 pm
Location: Purgatory

Post by Mr.Frag »

More important then those, they need to fix the load command, as a very large part of this game is about logistics. Having bugs in such a core part is really troublesome.

When 1 ship can carry more then 6 ships due to how the game miscalculates things, it really needs some attention.

I hope this is NOT something we have to wait for a WitP retrofit for...Having to run single ship TF's just to work around this bug is extremely annoying.
User avatar
dpstafford
Posts: 1329
Joined: Sun May 26, 2002 5:50 am
Location: Colbert Nation

Re: Bugs that still haven't been fixed!

Post by dpstafford »

Originally posted by XPav
Look in the bug forum.

One other, the excessive ground unit casualties inflicted by strafing (fighter sweeps at 100 feet).
Yamamoto
Posts: 742
Joined: Wed Nov 21, 2001 10:00 am
Location: Miami, Fl. U.S.A.

Post by Yamamoto »

Originally posted by Mr.Frag

When 1 ship can carry more then 6 ships due to how the game miscalculates things, it really needs some attention.


I must have missed this one. My transports always seem to work right. Could you elaborate on this bug?

Yamamoto
User avatar
Raverdave
Posts: 4882
Joined: Fri Feb 08, 2002 5:00 pm
Location: Melb. Australia

Post by Raverdave »

Originally posted by Wilhammer
Don't forget the friendly fire stuff.
I am sure that this was fixed with the last patch...I certainly have not seen it since.
Image


Never argue with an idiot, he will only drag you down to his level and beat you with experience.
loader6
Posts: 76
Joined: Tue May 21, 2002 3:17 pm
Location: Kentucky

Post by loader6 »

What about escorting fighters that say they've turned back, but their numbers don't decrease in the air-to-air combat screen? I find this irritating because my planes on CAP will sometimes turn back and their numbers do decrease. Also, if you and your enemy both have LRCAP in the same hex they don't fight so my transports get chewed up because sweeping the hex doesn't work either for some reason (I think it's because I control it).
Wilhammer
Posts: 401
Joined: Fri May 24, 2002 4:00 pm
Location: Out in the Sticks of Rockingham County, North Caro
Contact:

Post by Wilhammer »

Is LAE perhaps buggy for the Allies?

Look in the bug thread, in a 2.20 game, from start to now, I am getting easily repeatable friendly fire bugs.

I have operations at Madang, Amphib strike against a pretty good sized (but heavily bombed) Japanese land force.

1. LRCAP from Lae is engaging Escorts, or at least the message says an intercept is taking place.

2. Naval Strike missions from Lae pounded a transport TF under CAP from the (2) 31 capacity CVEs of the USN in a TF on follow orders to the amphibs. Result was heavily damaged ships, and mutually friendly fire on air units.

Other bug:

I have nearly all my B-17Es at LAE, it does not appear they are suffering any operational losses, despite being sent as often as the weather permits on very effective 5000ft ground attack missions.

To compound, the effect of fatigue is minimal, morale remains high, and the experience ratings are soaring into the 90s.

This after weeks of being on non-stop ground strike with 10% Naval Search on (Very effective, btw, as those high quality bombers are proving very good at hitting stuff during the search phase; subs on the surface, lone transports).

Other bomber types are at LAE, and they are getting the same benefits; B-24s, PBY B-24s, and B-25Js.
User avatar
mbatch729
Posts: 534
Joined: Wed May 23, 2001 8:00 am
Location: North Carolina

Still around

Post by mbatch729 »

Originally posted by Raverdave
I am sure that this was fixed with the last patch...I certainly have not seen it since.


Saw it happen to my opponent in a recent turn.
Later,
FC3(SW) Batch
USS Iowa
XPav
Posts: 549
Joined: Wed Jul 10, 2002 2:25 am
Location: Northern California
Contact:

Re: Re: Bugs that still haven't been fixed!

Post by XPav »

Originally posted by dpstafford
One other, the excessive ground unit casualties inflicted by strafing (fighter sweeps at 100 feet).

My P-39s aren't bothering you that much, are they? :D
I love it when a plan comes together.
User avatar
siRkid
Posts: 4177
Joined: Tue Jan 29, 2002 10:00 am
Location: Orland FL

Post by siRkid »

Originally posted by Thurmonator
They also need to fix ground attack missions that always attack the same unit day after day.

Thurm


Ground Target Selection

This is a known bug that we have thoroughly investigated. The AI will select one target to attack.
And will attack it until its fatigue level reaches 100% at which time it will not make any more ground attacks. Once the fatigue level of the selected target falls below 100% the AI will resume the attacks. Because of the way the code is written, it has been decided that we could cause more harm than good if we tried to fix it.

I have found that I can get around this by attacking the airfield or the port. The ground loses from those attacks appear to be spread around the available troops.

I know its not the answer you want to hear but that’s were it stands. It will remain on the list but as a low priority.

Rick
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

Image
marc420
Posts: 224
Joined: Mon Sep 23, 2002 2:36 am
Location: Terrapin Station

Post by marc420 »

Nice to know the AI uses information it should not have access to in order to make decisions. Just how does the AI know the fatigue levels of the ground units?
Guard against the impostures of pretended patriotism. ~George Washington
User avatar
siRkid
Posts: 4177
Joined: Tue Jan 29, 2002 10:00 am
Location: Orland FL

Post by siRkid »

Originally posted by marc420
Nice to know the AI uses information it should not have access to in order to make decisions. Just how does the AI know the fatigue levels of the ground units?


If I bomb a unit turn after turn, and I see that my bombing has been effective, as a human I can make a reasonable assumption that the unit I have been bombing must be hurt pretty badly. How do you get a computer to make a reasonable assumption? Does the program have to contain code that tracks every hit and do a statistical analysis to see if it should switch targets? I think your asking too much.

This is just my opinion I'm not speaking for Matrix or 2by3.

Rick
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

Image
Wilhammer
Posts: 401
Joined: Fri May 24, 2002 4:00 pm
Location: Out in the Sticks of Rockingham County, North Caro
Contact:

Post by Wilhammer »

Kid

With Bombing of troops a CRITICAL aspect of the war, I fail to see how this bug can be low priority.
User avatar
siRkid
Posts: 4177
Joined: Tue Jan 29, 2002 10:00 am
Location: Orland FL

Post by siRkid »

Originally posted by Wilhammer
Kid

With Bombing of troops a CRITICAL aspect of the war, I fail to see how this bug can be low priority.


From what I understand the cure may be worse that the disease. The programmer is afraid of introducing some major bugs into the engine if he tinkers with this part of the code.

Rick
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

Image
User avatar
dpstafford
Posts: 1329
Joined: Sun May 26, 2002 5:50 am
Location: Colbert Nation

Post by dpstafford »

Originally posted by Kid
From what I understand the cure may be worse that the disease. The programmer is afraid of introducing some major bugs into the engine if he tinkers with this part of the code.
You sure do know how to give a person the "warm and fuzzy".
Wilhammer
Posts: 401
Joined: Fri May 24, 2002 4:00 pm
Location: Out in the Sticks of Rockingham County, North Caro
Contact:

Post by Wilhammer »

I don't like the sound of that.

Perhaps we need a list of bugs that won't be fixed?

I consider the bombing of troops bug to be a killer, at least for me, if it is not fixed.

Why not have the airstike randomly pick a unit?

I would say do it for each squadron, one at a time.
User avatar
siRkid
Posts: 4177
Joined: Tue Jan 29, 2002 10:00 am
Location: Orland FL

Post by siRkid »

Originally posted by Wilhammer
I don't like the sound of that.

Perhaps we need a list of bugs that won't be fixed?

I consider the bombing of troops bug to be a killer, at least for me, if it is not fixed.

Why not have the airstike randomly pick a unit?

I would say do it for each squadron, one at a time.


I don't know what else to tell you. This is the way it is coded but for some reason that is beyond me it does not work.

Rick
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

Image
Post Reply

Return to “Uncommon Valor - Campaign for the South Pacific”