Bugs

Moderators: Hubert Cater, BillRunacre

User avatar
xwormwood
Posts: 898
Joined: Mon Aug 28, 2000 8:00 am
Location: Bremen, Germany

RE: Bugs

Post by xwormwood »

When the Russian Winter strikes, we see explosions on the map.
Two thoughts:
- explosions appear to be the wrong animation for ice cold weather
- the animations shouldn't be visible at all, there is no reason to show the player where the Axis side has units on the map. Lets aggree on the fact the freezing to death is usually a silent process
"You will be dead, so long as you refuse to die" (George MacDonald)
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Bugs

Post by BillRunacre »

ORIGINAL: crispy131313

Bill what about decision event to begin the turn and advise in notes they will deploy at turns end. Also note that during the current turn garrisons should move out of the towns if players want batteries in the city and not outside. Then use a end of turn dummy decision event to trigger the units. This would also give players the option on placement which could help with defensive strategy.

That could work, though I would find it slightly embarrassing to have to tell players to move units out of those locations.

But you have just inspired a different solution that might work without having to do that! [:)]

Here it is:

- Decision fires in the Axis turn.
- A Loop script fires at the end of the turn to nudge any units that might be in the relevant locations to an adjacent hex.
- The Coastal Guns deploy in the Allied turn, possibly requiring a dummy Decision at the start of the turn.
- I think this should work to deploy them at the start of that Allied turn, preventing any sneaky Allied players from taking advantage of an empty location.

It'll still require testing to ensure it is foolproof, but it is potentially better than my original idea that would have involved multiple Territory scripts, and it doesn't require players being told to move their units.

On the negative side, the notes would probably have to advise that any units in those locations will have to be moved. But that is perhaps the least bad solution.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
xwormwood
Posts: 898
Joined: Mon Aug 28, 2000 8:00 am
Location: Bremen, Germany

RE: Bugs

Post by xwormwood »

Can't you simply place the fortifications on the next free coastal hex under Axis control?
"You will be dead, so long as you refuse to die" (George MacDonald)
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Bugs

Post by sPzAbt653 »

Though I do wonder if rather than operate the Coastal Guns, would swapping them with the unit occupying the town work?

[&o]
Can't you simply place the fortifications on the next free coastal hex under Axis control?

They are already placed that way but they are then in inappropriate locations and cannot be moved [except by Operation].
User avatar
xwormwood
Posts: 898
Joined: Mon Aug 28, 2000 8:00 am
Location: Bremen, Germany

RE: Bugs

Post by xwormwood »

Well, sounds pretty historical to me if they get build in inappropriate locatations.
"You will be dead, so long as you refuse to die" (George MacDonald)
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Bugs

Post by sPzAbt653 »

Though I do wonder if rather than operate the Coastal Guns, would swapping them with the unit occupying the town work?

I thought you meant that this might be a new feature, but I just discovered that we can already do this !
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Bugs

Post by BillRunacre »

I'm not sure that it should be possible to swap them, but if it fixes this issue for now until we find a work around then I'm good with that. [:)]
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Bugs

Post by sPzAbt653 »

Tallinn looks to be cut off and has been for quite some time, yet it is still at 10 supply and garrisoned by the vodka fortified supermen ! It even creates an armored train every now and then. Is it because it is an Industrial Center ?

Image
Attachments
SC3a32.jpg
SC3a32.jpg (119.69 KiB) Viewed 939 times
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Bugs

Post by BillRunacre »

That is the case, as it's a former capital it has become an Industrial Center for the USSR.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Bugs

Post by sPzAbt653 »

It seems a little unnatural given the situation, but maybe I can try this:

Any resource that has 4 or more enemy units adjacent to it will have its strength reduced by 1 point per turn until it reaches 0.
dhucul2011
Posts: 429
Joined: Wed Sep 12, 2007 7:32 pm

RE: Bugs

Post by dhucul2011 »

Swap the guns. Easy.
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Bugs

Post by sPzAbt653 »

Huh ??
dhucul2011
Posts: 429
Joined: Wed Sep 12, 2007 7:32 pm

RE: Bugs

Post by dhucul2011 »

Shift click the coastal gun if it's next to the city and swap it with the unit in the city.
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Bugs

Post by sPzAbt653 »

I conquered Iran as the Axis but not all the hexes were converted over to my control. Not that I care much about a bunch of desert, but I thought you might like to know.

Image
Attachments
SC3a34.jpg
SC3a34.jpg (69.22 KiB) Viewed 939 times
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Bugs

Post by sPzAbt653 »

Somebody better tell the Allied leaders that Yalta is currently in Axis hands [;)]

Image
Attachments
SC3a35.jpg
SC3a35.jpg (6.55 KiB) Viewed 939 times
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Bugs

Post by BillRunacre »

ORIGINAL: sPzAbt653

I conquered Iran as the Axis but not all the hexes were converted over to my control. Not that I care much about a bunch of desert, but I thought you might like to know.

Could it be that you were actually liberating it rather than conquering it?

That would make sense, as when liberating a country, only the hexes you occupy will become yours, whereas when a country surrenders all territory not occupied by units belonging to a non-surrendering enemy will become yours.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Bugs

Post by BillRunacre »

ORIGINAL: sPzAbt653

Somebody better tell the Allied leaders that Yalta is currently in Axis hands [;)]

Image

Thanks, I'll add an extra couple of checks that should make this 99.9% secure.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Bugs

Post by sPzAbt653 »

Could it be that you were actually liberating it rather than conquering it?

Ohhh, I missed that point I don't recall whether it was a liberate or a conquer. But now I guess that it was obviously a liberate.
User avatar
John B.
Posts: 3985
Joined: Sun Sep 25, 2011 6:45 pm
Location: Virginia
Contact:

RE: Bugs

Post by John B. »

Bug report.

My campaign game got caught up in an endless loop of explosions for the Soviet Winter effect. The turn is Jan 2, 1942. I tried to reload the turn both using the save game file and the autosave and each time the winter result of explosions started and did not stop. The map moved to army group center and stayed there. It does not appear to be possible to continue the game past this point. Let me know the info. you need to see regarding this bug. Thanks!

John

P.S. I do agree that explosions may not be the best sound effect for frostbite. How about a howling wind? :)
John Barr
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Bugs

Post by sPzAbt653 »

See here : tm.asp?m=4105033
Post Reply

Return to “Strategic Command WWII War in Europe Public Beta”