MacArthur unstoppable error

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Vanman
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MacArthur unstoppable error

Post by Vanman »

Using version 2.2.8. Previously Japan was attacking a Chinese partisan and despite not being at war (and far away), MacArthur
came up as an option to do HQ Support. We ignored it, this time Italy is attacking the CW in Egypt and we have
MacArthur coming up again as 'Emergency HQ Supply'. A strange glitch indeed.

Vanman
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Steve
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RE: MacArthur unstoppable error

Post by Shannon V. OKeets »

ORIGINAL: Vanman

Using version 2.2.8. Previously Japan was attacking a Chinese partisan and despite not being at war (and far away), MacArthur
came up as an option to do HQ Support. We ignored it, this time Italy is attacking the CW in Egypt and we have
MacArthur coming up again as 'Emergency HQ Supply'. A strange glitch indeed.

Vanman
I don't think this is a bug. The Emergency HQ Supply is a phase of the game and doesn't necessarily relate to a specific combat. One of the reasons for this is that the HQ might be able to put an air unit in supply which can then fly in support of a combat. Rather than figure out all the possible ways that might occur, the program simply lets you use Emergency HQ Supply for any OOS HQ on the map.

If HQ Support was possible - then that is a bug, but your saved game was after the HQ Support phase so I couldn't use it to recreate the problem you saw.
Steve

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paulderynck
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RE: MacArthur unstoppable error

Post by paulderynck »

The thing is: MacArthur nor any units he could supply can ever cooperate with Chinese partisans, (especially when the US is neutral).
Paul
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RE: MacArthur unstoppable error

Post by Shannon V. OKeets »

ORIGINAL: paulderynck

The thing is: MacArthur nor any units he could supply can ever cooperate with Chinese partisans, (especially when the US is neutral).
I return to my earlier point:

For the program to determine if there is a good reason to use Emergency HQ Supply or not would require a lot of additional code - and perhaps questionable logic. For example, a similar argument could be made for skipping the USSR during the Naval Air phase since it is unlikely that a neutral USSR would ever want to make moves during that phase. But for the program to anticipate what the player wants to do (or should do) is not what the game is all about.
Steve

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Centuur
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RE: MacArthur unstoppable error

Post by Centuur »

Which than comes back to the fact that HQ emergency supply should become available in all phases, where you can move, fly or sail units, apart from overrun by enemy units and the land combat phase?

Can't you add the HQ's to the available unit list? When the player right click on the HQ, give the option of HQ emergency supply in there, and the problem is solved. Or am I missing something?
Peter
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RE: MacArthur unstoppable error

Post by Shannon V. OKeets »

ORIGINAL: Centuur

Which than comes back to the fact that HQ emergency supply should become available in all phases, where you can move, fly or sail units, apart from overrun by enemy units and the land combat phase?

Can't you add the HQ's to the available unit list? When the player right click on the HQ, give the option of HQ emergency supply in there, and the problem is solved. Or am I missing something?
That is an interesting idea - although it is often the non-phasing sidethat would want to invoke Emergency HQ Supply.
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Centuur
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RE: MacArthur unstoppable error

Post by Centuur »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Centuur

Which than comes back to the fact that HQ emergency supply should become available in all phases, where you can move, fly or sail units, apart from overrun by enemy units and the land combat phase?

Can't you add the HQ's to the available unit list? When the player right click on the HQ, give the option of HQ emergency supply in there, and the problem is solved. Or am I missing something?
That is an interesting idea - although it is often the non-phasing sidethat would want to invoke Emergency HQ Supply.

True. However, one can add organised HQ's to all phases in MWIF where a player (phasing or non phasing, doesn't matter)can fly, move or sail units. If a player selects that HQ, the question pops up: "do you want to use emergency supply"? If the player says yes, add the units now currently in supply to this form.

Together with a question when an overrun is about to be executed (a player moves the stack in the hex where the units are targeted. If an organised HQ is range of the overrun hex
the owning player gets the question if they want to use emergency HQ supply. If the player agrees, the moving player has to stop moving in the hex adjacent to the overrun hex - according to the rules).

The one in the combat phase than stays in place, when a player wants to put units in supply during the combat resolution phase...

Peter
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