Confirmed Bug, Hopefully Fixed in January Patch

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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actrade
Posts: 424
Joined: Fri Nov 03, 2006 7:20 pm

Confirmed Bug, Hopefully Fixed in January Patch

Post by actrade »

After giving my save gave to a dev, we've confirmed a bug with SOP orders that was driving me crazy. In a nutshell, SOPs set just for a particular hex/order do not obey their proper stand off range, but rather default to the default SOP stand off range. For example, let's say you have a unit setting up an ambush along a good route in very good cover. You might want to set a hold order with preferred standoff range of 0-1 point blank so your unit doesn't open fire until the enemy is at point blank range. However, you may want to relocate the unit once the enemy starts shooting back and you take losses. To accomplish this you would set the SOP for the hold order (not the default) at preferred stand off at zero, relocate when taking losses, but leave the default SOP at a good stand off range for the unit (say 2 for a Bradley).Unfortunately, right now the game is not taking into account the hold order SOP stand off range of zero, but is defaulting back to 2 (or whatever the default SOP is set at). What happens is that even though your unit may indeed have inflicted massive enemy casualties and taken no losses, it will relocate anyway since the enemy got within your default SOP stand off range of 2, thereby exposing themselves to counter fire from other units. The only workaround is to set your default SOP stand off range to zero, the same as your order SOP range but that means you will have to remember on the next turn to set your default back to 2.
Rosseau
Posts: 2951
Joined: Sun Sep 13, 2009 2:20 am

Re: Confirmed Bug, Hopefully Fixed in January Patch

Post by Rosseau »

Thanks for taking the time to write out a detailed explanation.

Against the AI, I don't worry too much, but PBEM, these things will matter. ;)

Best wishes to all.
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cbelva
Posts: 2221
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

Re: Confirmed Bug, Hopefully Fixed in January Patch

Post by cbelva »

We think we have a fix for this and are testing it now.

@Rosseau, as someone who plays a lot against the AI, it matters to us too. :D
Charles Belva
On Target Simulations LLC
JacquesDeLalaing
Posts: 167
Joined: Fri Oct 07, 2016 6:12 am

Re: Confirmed Bug, Hopefully Fixed in January Patch

Post by JacquesDeLalaing »

This would indeed explain the inconsistency I too have experienced in standoff behaviour. Will take a close look on my SOP settings and play accordingly.
Thanks for finding and reporting!
JacquesDeLalaing
Posts: 167
Joined: Fri Oct 07, 2016 6:12 am

Re: Confirmed Bug, Hopefully Fixed in January Patch

Post by JacquesDeLalaing »

The bug also applies to "dismount at distance x" settings.
JacquesDeLalaing
Posts: 167
Joined: Fri Oct 07, 2016 6:12 am

Re: Confirmed Bug, Hopefully Fixed in January Patch

Post by JacquesDeLalaing »

Also, the dismount-effect only triggers for the very last waypoint, not for EACH waypoint.

So here is an example of the only thing you can do in regards to "dismount at X" at the moment:

1. Before giving any orders, change the unit's standard SOP/"dismount at X" setting (e.g. 2 hexes).
2. Plan waypoints (e.g. 3 waypoints, 5 hexes distance in between each waypoint)

-> Resolution: The unit will move mounted through all the waypoints until it reaches the one but last hex before waypoint nr. 3. Only then will it dismount. (Any dismount-settings you give to the individual waypoints are ignored).

Note, however, that if the distance between wp3 (final) and wp2 is 2 hexes and your "dismount at x" is set to 4 hexes, then your unit will dismount before it reaches wp2.

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There is no explanation if the positive effects of the "hide APCs"-settings also appplies to dismounted units on the move. The "spottable from" overlay seems to suggest it does (a moving dismounted unit with APCs hidden has a shorter "spottable from" distance than a moving dismounted unit with APCs in support). If so, then paying close attention to the "dismount at X" setting could really help mechanized infantry and recce units who usually get annihilated if they want to move.
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