Artillery Fails to Fire

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kastm
Posts: 8
Joined: Sat Feb 28, 2026 2:15 pm

Artillery Fails to Fire

Post by kastm »

I am new to Flashpoint Campaigns and cannot tell whether this is the game behaving unexpectedly or PEBKAC.

In the screenshot below (I also attached a save), I ordered the selected mortars to fire a HE barrage at 18:13. Prior to that order they were stationary, on call, no losses, plenty of ammo, high readiness, etc. The unit window said that they would fire at 18:18. I then resolved the turn to 18:34, and they did not fire at all--the ammo count remains the same, the orders aren't removed from the queue, and so on. The only change is that the second barrage, which was originally supposed to fire at 18:28, has slipped to 18:39, and the options for the barrage mission they were supposed to carry out at 18:18 are now greyed out. Nothing has been put into the unit log since the 18:13 order was received.

I can't see why they wouldn't behave as the orders queue anticipated as of 18:13. Am I missing something, or is it possible something is awry?
Mortars_will_not_fire.png
Mortars_will_not_fire.png (5.47 MiB) Viewed 408 times
Attachments
Saves.zip
(1.64 MiB) Downloaded 4 times
SgtZdog
Posts: 198
Joined: Sat Aug 26, 2023 3:05 pm

Re: Artillery Fails to Fire

Post by SgtZdog »

I'm not sure how, but the order got deleted in the event queue and will never complete. It did work for me just re-issuing the barrage orders, so try that. I created this as FPSS-7013 in our bug tracking system. If you have any info about how you created these orders or what you did to modify them, that would be helpful.
Kevin
Programmer at On Target Simulations
kastm
Posts: 8
Joined: Sat Feb 28, 2026 2:15 pm

Re: Artillery Fails to Fire

Post by kastm »

Hi Zdog,

Thanks for your help. I appreciate the speedy reply and am glad I wasn't missing something boneheaded.
1) It's interesting that reissuing the orders worked for you; it was the first thing I tried, and didn't solve the problem for me.
2) Reissuing the orders did work for me if I also set the timing to something other than ASAP. I.e., it worked when I set the timing to 18:20 rather than 18:18 on the new barrage order.
3) The orders were manually created by right-clicking the on-call order in the unit menu and creating a barrage. It's possible (likely, but I can't remember for certain) that they were originally targeting the hex to the NW of the one they now target, and were dragged to the new hex at some point. I don't think I did anything else to modify them (aside from changing from suppressing barrage to neutralizing).
4) The issue actually occurred a second time after I made my post. I didn't think to mark the save. When I have more time this evening I'll try to track it down and upload here. (EDIT: I must not have saved the second occurence; I looked through my saves and couldn't find it.)
5) I strongly suspect the issue has something to do with exiting to the main menu (potentially mid-turn resolution) and reloading. My original playthrough of this scenario, I got chewed up trying to attack the infantry in the forest with my own, so I was doing a bunch of trial-and-error experimenting to find better ways. I.e., resolve turn, see how it goes, exit and reload. Both times this occurred, it was the turn after loading a save, with a barrage order created prior to taking that save. And I can't recall for certain, but I think both barrage orders were also in progress when the save I loaded from was taken (I think they may have been autosaves, if relevant, but am not certain). Not knowing much about programming or anything about FCCW, I wonder if the issue is exiting to menu while the barrage order is in progress (so it's been removed from the queue) and then reloading a save prior to its completion, whereupon the game doesn't remember that it's supposed to be in progress.

Hopefully something in here is useful. Let me know if there's anything else I could add which may be helpful.
kastm
Posts: 8
Joined: Sat Feb 28, 2026 2:15 pm

Re: Artillery Fails to Fire

Post by kastm »

I guess my theory was wrong, because it happened again without saving/reloading/etc. I didn't do anything weird--spotted a mech company, opened up the mortar unit dashboard, right clicked the on-call order, added a neutralizing barrage, applied, right clicked the on-call order, added a suppressing barrage, applied, started the next turn.

Before and after saves are attached.
Attachments
Saves2.zip
(2.15 MiB) Downloaded 5 times
SgtZdog
Posts: 198
Joined: Sat Aug 26, 2023 3:05 pm

Re: Artillery Fails to Fire

Post by SgtZdog »

Try issuing orders through the right click on the map menu rather than through the unit dashboard.

If you do need to use the unit dashboard (you don't want to get rid of prior orders already issued), are you hitting save before closing the dashboard?
Kevin
Programmer at On Target Simulations
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