naval combat that does not initiate

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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WanderingHead
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Joined: Wed Sep 22, 2004 8:12 am
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naval combat that does not initiate

Post by WanderingHead »

Several times I have observed that naval combat is not initiated and I am unable to undo the move.

Example: Germany just moved 1 heavy fleet and 2 light fleets to the Irish Sea to attack 2 UK heavy fleets. The combat toolbar pops up, but every option is grayed out. It won't let me undo the movement, that option is removed as though something irrevocable occurred ... but nothing happened and no Op-Fire warnings came up.

I've seen this several times. This time I also see that after some delay, namely the time it has taken me to type this entry, the battle option in the battle toolbar has become valid! And now it will let me undo the move! This must be a bug.

I have a game save from a couple of minutes ago, when I could not initiate combat, and another save from right now when I can, if you are interested.

Has this behavior been seen?
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TheHellPatrol
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Joined: Fri Jul 02, 2004 9:41 pm

RE: naval combat that does not initiate

Post by TheHellPatrol »

I saw this yesterday, huge groups of WA ships came into my seazone (off Norway/Skagen..) and the icons piled up and then vanished...no combat. I only thought it was strange because my last three games i had combat every turn in that zone assuming i had ships there.
A man is rich in proportion to the number of things he can afford to let alone.
Henry David Thoreau

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Paul Vebber
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RE: naval combat that does not initiate

Post by Paul Vebber »

Make sure they have shots remaining - if they supported a land combat they may have already "shot" look for a cross haors with a green check mark. Once they have this - they can't initiate combat anymore.

If you have a case where you think its a mistake - please send a save (if you use autosave it saves after each players turn)
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