1.1.2 Phantom Naval Transport Cancel Bug

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BrianSchick
Posts: 100
Joined: Tue Jan 27, 2009 10:09 pm

1.1.2 Phantom Naval Transport Cancel Bug

Post by BrianSchick »

Hi,

In my Solitaire Global War I have been noticing strange things sometimes when I attempt to transport units. Sometimes, the units get 'on?' the transports, but are unable to debark. They show up in the sea zone with the transports, but the transports appear empty. And the phantom loaded land units end up where the transports end up after the return to base phase.

Here, I have been trying to get the Japanese 23rd INF, 105mm TOW, and the 2nd INF onto transports in the China Sea during a combined impulse so I can dump them in China. But with my uncertainty, I have been pressing the <ESC> and at one time selecting the 'undo' option from right-clicking the ships to undo my moves to try again. The TRNs and AMPH are based out of Canton, and the three land units were based in port cities in Japan.

Now look at the 23rd INF. It's image shows up in Osaka with a loaded indicator, AND it shows up in Canton's Units in Hex, also with a loaded indicator. When I mouse over Osaka, the 23rd is not in the Units in Hex display. I haven't tried the fly-outs. When I <CTRL> left-click on Canton to select my ships, there's the 23rd, with the ships. Crazy!



Image
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Brian M. Schick
BrianSchick
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RE: 1.1.2 Phantom Naval Transport Cancel Bug

Post by BrianSchick »

Another screenshot.
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Brian M. Schick
BrianSchick
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RE: 1.1.2 Phantom Naval Transport Cancel Bug

Post by BrianSchick »

Saved game file.
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Brian M. Schick
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Centuur
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RE: 1.1.2 Phantom Naval Transport Cancel Bug

Post by Centuur »

It's strange. MWIF seems to see the unit as being in Osaka (look at the hex values). In Canton, the TRS which moved the unit isn't disorganised and the unit is only "visible" there. It isn't in the hex at all...

If I check debug information, the unit is in... Osaka.
Peter
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AxelNL
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RE: 1.1.2 Phantom Naval Transport Cancel Bug

Post by AxelNL »

ORIGINAL: Centuur

It's strange. MWIF seems to see the unit as being in Osaka (look at the hex values). In Canton, the TRS which moved the unit isn't disorganised and the unit is only "visible" there. It isn't in the hex at all...

If I check debug information, the unit is in... Osaka.

I recently also have had exposure from "phantom" transported units. Happened under very specific circumstances, but your "uncertainty" sentence gave me a hint.
Mine happened also after various undo's - and I remember another case where something strange happened after clicking to many times and doing undo, repeating that cycle.

This makes it very hard to reproduce for Steve - and to analyse what is going wrong. Until we have more reproduce-able evidence this bug/feature will remain - punishing the hesitant and uncertain. We have a saying "the audacious own half the world" - looks like in MWiF as well.
Shannon V. OKeets
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RE: 1.1.2 Phantom Naval Transport Cancel Bug

Post by Shannon V. OKeets »

ORIGINAL: AxelNL

ORIGINAL: Centuur

It's strange. MWIF seems to see the unit as being in Osaka (look at the hex values). In Canton, the TRS which moved the unit isn't disorganised and the unit is only "visible" there. It isn't in the hex at all...

If I check debug information, the unit is in... Osaka.

I recently also have had exposure from "phantom" transported units. Happened under very specific circumstances, but your "uncertainty" sentence gave me a hint.
Mine happened also after various undo's - and I remember another case where something strange happened after clicking to many times and doing undo, repeating that cycle.

This makes it very hard to reproduce for Steve - and to analyse what is going wrong. Until we have more reproduce-able evidence this bug/feature will remain - punishing the hesitant and uncertain. We have a saying "the audacious own half the world" - looks like in MWiF as well.
As Lex says, I need to reproduce the problem to fix it. Seeing the car off the road in a ditch doesn't tell me what happened to cause it to veer off the road.

But if you can provide a saved game where everything is fine, along with instructions on how to reproduce the problem, this should be very easy to correct.
Steve

Perfection is an elusive goal.
BrianSchick
Posts: 100
Joined: Tue Jan 27, 2009 10:09 pm

RE: 1.1.2 Phantom Naval Transport Cancel Bug

Post by BrianSchick »

Ok.

Go to Canton.
<CTR> Left-Click
Select all TRNs, the AMPH, and a CL.
Press OK.
Left click on the China Sea
Select a TRN and load any of the three land units in Japan.
Select another and load another.
Click Cancel.
Press <ESC>
Look at Canton in the Units in Hex window.

It seems all but one of the picked up units magically go to Canton.

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Brian M. Schick
Numdydar
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RE: 1.1.2 Phantom Naval Transport Cancel Bug

Post by Numdydar »

Japan has Teleporters! How cool [:D] So the aliens contacted them instead of the Germans [X(]
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