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xwormwood
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RE: RE:

Post by xwormwood »

Found another little problem.
Even though Vichy is no longer on the Map (nor within the allied diplo menu), the Axis scored a diplo hit


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BillRunacre
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RE: RE:

Post by BillRunacre »

ORIGINAL: Xwormwood

Another question regarding Czechoslovakia: this nation turned out to be neutral, so I declared war on it (via Russia). I guess that solution was intended by design, righ?

Hi Claus

Please can you confirm if it is Banská Bystrica 185,85 that is the location in question?

Thanks
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xwormwood
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RE: RE:

Post by xwormwood »

Hi Bill.
Yes, that's correct. Russian units can't enter the town unless they declare war.
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BillRunacre
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RE: RE:

Post by BillRunacre »

Ok thanks, that will help with the solution. [:)]
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FF_1079
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RE: RE:

Post by FF_1079 »

Quick one that I saw one time - I had my troops ( German ) aligned in Northern France and was manually assigning HQ control to them - I then moved the HQ while still in the attach/detach mode and the game crashed with a dx bug ( it flashed pretty quickly before disappearing ).

Watching Paradogs videos has really helped me walk through the game - I even find myself catching his mistakes while he is playing. I will be buying this the day it comes out, incredible game - thanks for beta access.
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RE: RE:

Post by Ason »

ORIGINAL: Bill Runacre

ORIGINAL: Xwormwood

Another question regarding Czechoslovakia: this nation turned out to be neutral, so I declared war on it (via Russia). I guess that solution was intended by design, righ?

Hi Claus

Please can you confirm if it is Banská Bystrica 185,85 that is the location in question?

Thanks
In my games as Axis I thought it was pretty nice to be able to swing Czechoslovakia toward my side with diplomacy.
It gave some "flexibility" to the game. It was like there had been an uprising and declaration of independence but the issue was resolved peacefully.

I just wanted to say it would be great if this possibility is still there after fix.
For example having a %-chance of Czechoslovakia starting as neutral or slightly swung in favor of allies.

Overall I think the game might need some more flexibility. There are so many scripted things that is sure to happen in the game.
Some %-chance here and there to give some different results in each game would be nice.

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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

Finished my first game with v1.00. I had the game minimized while the computer was playing its turn so that I could do other things, and when I maximized it to continue it was fairly locked up. A combination of Esc and mouse clicking seemed to partially return function. Then I realized I was at May 1947 and I guess the game was over, but I didn't see any way of viewing any kind of End of Game report so I don't know if I won or lost.
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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

I noticed a few times that there were 'spotted' hexes in the ocean [as seen in the top part of this screenshot]. They are occupied by enemy units that are revealed when moving next to them [bottom part].

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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

I got this weird situation where this engineer unit had already moved it's full movement, and I clicked on it again and it could move one more, and the AP's show -1. I could keep moving him back and forth between these fort hexes as long as I re-selected him each time. Infinite Movement !

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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

There are a couple of locations on the map where this happens, I think the Axis controlled port causes unoccupied hexes to revert control, thereby 'cutting off' the Allied Mech unit and leaving it unsupplied in a situation where it should not be. I also reported this a while back, so maybe it is on a list of things to do, or maybe that is the way it is supposed to be [but I don't think so].

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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

I click on the Artillery unit and it highlights all the locations that it can move to, but it doesn't show all of them. As seen in the inset, if I move a unit away the Artillery then shows that it can move into that hex. For all other units the display shows all hexes, so I think it should show all for Artillery, also [:)]

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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

5.19.4. Snow
No amphibious unloading is allowed onto a snowed coastal hex.
5.19.5. Frozen
No amphibious loading or unloading is allowed from or onto a frozen coastal or port hex.


I am pretty sure that in this shot I am unloading onto a snowed and/or frozen hex. And I moved another one up and did the same thing in another location. Have a save if you need it.

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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

This guy was showing '0' Supply last turn, and I knocked him down to '1' Strength. Watching the computer turn, I saw him reinforce to '4'. He does have a slim link to possible supply, so maybe the unit report is in error, or maybe the computer is CHEATING !! lol. I have a save.

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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

Having some problem with Sevastopol. I think I know what I am looking at, but maybe I am missing something. The Fortress and Ports are showing 10 Supply, but the unit cannot reinforce. The unit has not done any actions this turn. The previous turn, this unit was able to reinforce, and the situation looks to be the same to me.

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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

Also having some trouble with Gibraltar. The Fortress and Ports show Supply of 5, but the unit can only reinforce to 5. I think it should be able to reinforce to 8 [with a Supply Level of 5]. This has been consistent each turn. Or am I overlooking something here ?

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xwormwood
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RE: RE:

Post by xwormwood »

ORIGINAL: sPzAbt653

Or am I overlooking something here ?

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Yes, one tiny point:

Once surrounded, you will only be able to reinforce to 5. In case of Gibraltar it only takes the one hex to "surround" Gibraltar.
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sPzAbt653
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RE: RE:

Post by sPzAbt653 »

Once surrounded, you will only be able to reinforce to 5.
That is a neat rule that I hadn't seen before, thanks !
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xwormwood
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RE: RE:

Post by xwormwood »

I guess this is eihter a bug, or an oversight:

you can't load a save game file as long as you don't play in the same language the game was initially started with.
Example:
start a game with english language, and save.
Start the game with german language, and you won't be able to see your saved game file.

The first problem is rather easy to solve. For reasons I don't understand the german version uses a different folder to save games. Even though "save" is already german common language (nearly everybody knows what it means, at least when it comes to computer systems), somebody decided to create an extra folder called "speichern". Speichern is not even the correct word in german, if at all it would have needed to be called "Speicherstände" or "Sicherung" or "Spielstände". "Speichern" means "saving". Think for yourself if you would wanted to find out that the folder would from now on be labeled "Saving" in english language.
:)

When I found that out, i copied the files from "Speichern" into "Save". And ta-dah, I was able to load the germen save game file while using the english language version.

But than I had to find out that the language appears to be part of the save game file itself. When I loaded the german file, the game remained german, the language didn't turn into english, at least not the in game Decision events and pop-up information.

I'm aware that this is a minor problem, but it is still a problem which shouldn't happen. At least from my point of view. A save game file should be ready to be used with every language option, and shouldn't fix the information source once and for all on the language (campaign) folders in which the game was started.

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xwormwood
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RE: RE:

Post by xwormwood »

Unplaced new units don't disappear once their homenation has surrendered.
In my case I have a Vichy France corps which can't be placed as Vichy has already surrendered towards the Allies.
It is a bit annoying to get this unit presented every time a use the purchase menu...
[:(]
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BillRunacre
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RE: RE:

Post by BillRunacre »

ORIGINAL: Xwormwood

I guess this is eihter a bug, or an oversight:

you can't load a save game file as long as you don't play in the same language the game was initially started with.
Example:
start a game with english language, and save.
Start the game with german language, and you won't be able to see your saved game file.

The first problem is rather easy to solve. For reasons I don't understand the german version uses a different folder to save games. Even though "save" is already german common language (nearly everybody knows what it means, at least when it comes to computer systems), somebody decided to create an extra folder called "speichern". Speichern is not even the correct word in german, if at all it would have needed to be called "Speicherstände" or "Sicherung" or "Spielstände". "Speichern" means "saving". Think for yourself if you would wanted to find out that the folder would from now on be labeled "Saving" in english language.
:)

When I found that out, i copied the files from "Speichern" into "Save". And ta-dah, I was able to load the germen save game file while using the english language version.

But than I had to find out that the language appears to be part of the save game file itself. When I loaded the german file, the game remained german, the language didn't turn into english, at least not the in game Decision events and pop-up information.

I'm aware that this is a minor problem, but it is still a problem which shouldn't happen. At least from my point of view. A save game file should be ready to be used with every language option, and shouldn't fix the information source once and for all on the language (campaign) folders in which the game was started.

Thanks for the point about Save/Saving. [:)]

The different language versions are all separate campaigns, so the game really comes with 24 campaigns: 6 English, 6 French; 6 Spanish and 6 German.

So that will be why the game language is effectively stuck in place once a game has begun.
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