Naval invasion bugs (and other issues)

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shoevarek
Posts: 141
Joined: Sat May 01, 2004 9:21 pm

Naval invasion bugs (and other issues)

Post by shoevarek »

Please can you look at that? It does not happen all the time but it should not happen at all.

1) I invaded Miri, Sorong and other bases that contain resources. The hexes were undefended. Somehow after shock attack i found out that half of the resources (oil fields) had been destroyed. How could it happen? There were no enemy engineers in the hex (not even single soldier). Civilian activists??? The results were much more devastating than damages made by troops after few days sieges. I think it is a bug - check should be performed for existence of the engineers in the hex.
2) I replayed the turn with FOW on and off. During my invasion on Lingayen i took more casaulties (in thousands) than allies in D Day. The base, once again, was undefended. During any unopposed invasions I suffer horrible casaulties that can't be explained by accidents. 2000 troops unloaded and over 100 casaulties? I didn't check if the losses were really so high - but FOW was turned off. The number of casaulties seems to be directly related to the number of soldiers unloaded. In case of big unopposed invasions we can expect casaulties in thousands. As each invasion usually takes two turns before the base is secured it automatically doubles the casaulties. Were the invasion casaulties so high during WWII?
3) I set no reinforcement option to off. Somehow my land base pilot pool is increasing but naval pilot pool is decreasing. What is the reason? I disbanded some units (naval and land) - if it took the pilots from the pool to fill this disbanded units it should decrease both pools. Right now it is inconsistent so i don't know why this happens.


4) Here is the list of things that after corrections could make the game more playable

a) FOW feature should be rewritten. FOW should give estimate of enemy losses but not over or underinflated loss information on my side. The commanders really could count so what is the reason of giving magic numbers in the combat reports - the player has to go to intel screen or check every unit one by one to really get to know the casaulties (if one can remember the statuses of all units under command). It is tedious, it is unnecessary and brings nothing to the game.
b) Combat loss screens should be divided into Allies and Japan sublists - right now everything is mixed together.
c) Industry screen should have sorting by industry (and i mean industry not the plane type). Try look at the list now - how long it takes to get real information about plane production? It is scattered all over the place.


Thanks
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Mr.Frag
Posts: 11195
Joined: Wed Dec 18, 2002 5:00 pm
Location: Purgatory

RE: Naval invasion bugs (and other issues)

Post by Mr.Frag »

ORIGINAL: shoevarek

Please can you look at that? It does not happen all the time but it should not happen at all.

1) I invaded Miri, Sorong and other bases that contain resources. The hexes were undefended. Somehow after shock attack i found out that half of the resources (oil fields) had been destroyed. How could it happen? There were no enemy engineers in the hex (not even single soldier). Civilian activists??? The results were much more devastating than damages made by troops after few days sieges. I think it is a bug - check should be performed for existence of the engineers in the hex.

Engineers only help increase the odds on damage. There are still *people* there who are not too happy to be invaded that can destroy the oil fields. This is working as designed.

2) I replayed the turn with FOW on and off. During my invasion on Lingayen i took more casaulties (in thousands) than allies in D Day. The base, once again, was undefended. During any unopposed invasions I suffer horrible casaulties that can't be explained by accidents. 2000 troops unloaded and over 100 casaulties? I didn't check if the losses were really so high - but FOW was turned off. The number of casaulties seems to be directly related to the number of soldiers unloaded. In case of big unopposed invasions we can expect casaulties in thousands. As each invasion usually takes two turns before the base is secured it automatically doubles the casaulties. Were the invasion casaulties so high during WWII?

The numbers are double counted. Disabled count as 1 and destroyed count as 2. Working as designed. Rest your troops and they will be right back to strength. The are NOT destroyed or killed, they are simply too tired to take part in combat until rested.

3) I set no reinforcement option to off. Somehow my land base pilot pool is increasing but naval pilot pool is decreasing. What is the reason? I disbanded some units (naval and land) - if it took the pilots from the pool to fill this disbanded units it should decrease both pools. Right now it is inconsistent so i don't know why this happens.

Various units start the game with extra aircraft. As you loose aircraft, these extras will be brought online and pull pilots. This is not the unit getting replacement aircraft. It already starts with some spares.
shoevarek
Posts: 141
Joined: Sat May 01, 2004 9:21 pm

RE: Naval invasion bugs (and other issues)

Post by shoevarek »

Hey

1) I don't know if i understand you right. Lets say the air group has 30 planes and 27 pilots. When 3 planes go down it will have 27 planes and the 3 pilots will be drown from the pilot pool even though No Replacement option is checked. Am I correct?

2) The base damages issue i wrote about happend to me just once (pseudorandom numbers were not on my side that time i guess). I think hovewer that civilian population would have no leadership and capabilities of making such extensive damages - 39 points from 100 is much more than i saw made by engineer unit.

3) As for the invasion casaulties - i got a little bit worried when i saw 500 casaulties info several times during invasion of undefended hex. I hope lesser numbers were real casaulties, rest beeing just fatigue soldiers. Maybe I made the mistake sending few amphibious TFs instead of a huge one.

Frag, Thanks for info
User avatar
Mr.Frag
Posts: 11195
Joined: Wed Dec 18, 2002 5:00 pm
Location: Purgatory

RE: Naval invasion bugs (and other issues)

Post by Mr.Frag »

ORIGINAL: shoevarek

Hey

1) I don't know if i understand you right. Lets say the air group has 30 planes and 27 pilots. When 3 planes go down it will have 27 planes and the 3 pilots will be drown from the pilot pool even though No Replacement option is checked. Am I correct?

Correct

2) The base damages issue i wrote about happend to me just once (pseudorandom numbers were not on my side that time i guess). I think hovewer that civilian population would have no leadership and capabilities of making such extensive damages - 39 points from 100 is much more than i saw made by engineer unit.

Unlucky at dice ... it happens

3) As for the invasion casaulties - i got a little bit worried when i saw 500 casaulties info several times during invasion of undefended hex. I hope lesser numbers were real casaulties, rest beeing just fatigue soldiers. Maybe I made the mistake sending few amphibious TFs instead of a huge one.

The majority of the numbers are just troops made ineffective, not deaths. There will still be some deaths though. The number of TF's will not make a difference, but preparation points for the target location will help reduce the numbers.

Frag, Thanks for info
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