Bugs
Moderators: Hubert Cater, BillRunacre
- Ostwindflak
- Posts: 667
- Joined: Thu Jan 23, 2014 5:36 pm
- Location: New Hampshire
RE: Bugs
Just encountered an AI reinforcement bug. Playing as Allies, Expert +2, date = 09/22/1940.
The Italian CL Eugenio di Savoia is sitting in the port at Benghazi. My UK sub is sitting one hex North of the port. The Italian CL attacks my sub and suffers one step loss going from 8 down to 7. My sub does not lose any steps.
The AI turn proceeds and some other units move around and do attacks (mostly German U-Boats). The map then goes back to the Italian CL which is at a strength of 7 and it reinforces back to 8 and then the CL's counter goes "dark" indicating it can not be used anymore. I have a saved game if required.
The Italian CL Eugenio di Savoia is sitting in the port at Benghazi. My UK sub is sitting one hex North of the port. The Italian CL attacks my sub and suffers one step loss going from 8 down to 7. My sub does not lose any steps.
The AI turn proceeds and some other units move around and do attacks (mostly German U-Boats). The map then goes back to the Italian CL which is at a strength of 7 and it reinforces back to 8 and then the CL's counter goes "dark" indicating it can not be used anymore. I have a saved game if required.
RE: Bugs
A slight display glitch, here are the steps to get it:
Start the game and select the German Tank Group that is located near Breslau - Move it two hexes to its' current position at Czestochowa - Execute two attacks on either adjacent unit - at the end of the 2nd attack, the unit will go dark as all of its AP's are used - Now select any other unit [in this case the highlighted Inf Corps] - Notice that the unit name and info in the lower left display has not changed to the new unit. This is repeatable, every time a Tank unit makes its 2nd attack and expends all of its' AP's at the same time, selecting another unit will still display the original units' info.

Start the game and select the German Tank Group that is located near Breslau - Move it two hexes to its' current position at Czestochowa - Execute two attacks on either adjacent unit - at the end of the 2nd attack, the unit will go dark as all of its AP's are used - Now select any other unit [in this case the highlighted Inf Corps] - Notice that the unit name and info in the lower left display has not changed to the new unit. This is repeatable, every time a Tank unit makes its 2nd attack and expends all of its' AP's at the same time, selecting another unit will still display the original units' info.

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- Hubert Cater
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RE: Bugs
ORIGINAL: sPzAbt653
It is possible to close the "new unit window" and then move the units you need to, to be able to place the new unit.
Yes it is, but not for the Coast Guns as they are automatically placed by the computer.
I've traced the issue to a recent change we made on our end and consider it fixed... however not being able to Operate them or Swap them is now the correct behaviour as they weren't ever supposed to have that capability and it was corrected as a minor bug.
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- crispy131313
- Posts: 2125
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RE: Bugs
Is damage from rough seas working properly? I don't have a save file to check but I know I have had 2 rough sea damage notifications in 1939 and I have not taken any damage from it with those ships (the particular naval units are still strength 10 during AI turn and my very next turn). I'm not sure if they dropped momentarily to strength 9 during the event.
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RE: Bugs
I've noticed this too. I figured it was supposed to hurt supply, morale or something since I never saw strength go down.ORIGINAL: crispy131313
Is damage from rough seas working properly? I don't have a save file to check but I know I have had 2 rough sea damage notifications in 1939 and I have not taken any damage from it with those ships (the particular naval units are still strength 10 during AI turn and my very next turn). I'm not sure if they dropped momentarily to strength 9 during the event.
- Hubert Cater
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RE: Bugs
ORIGINAL: sPzAbt653
A slight display glitch, here are the steps to get it:
Start the game and select the German Tank Group that is located near Breslau - Move it two hexes to its' current position at Czestochowa - Execute two attacks on either adjacent unit - at the end of the 2nd attack, the unit will go dark as all of its AP's are used - Now select any other unit [in this case the highlighted Inf Corps] - Notice that the unit name and info in the lower left display has not changed to the new unit. This is repeatable, every time a Tank unit makes its 2nd attack and expends all of its' AP's at the same time, selecting another unit will still display the original units' info.
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This should now be fixed as well
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- Hubert Cater
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RE: Bugs
ORIGINAL: jpinard
I've noticed this too. I figured it was supposed to hurt supply, morale or something since I never saw strength go down.ORIGINAL: crispy131313
Is damage from rough seas working properly? I don't have a save file to check but I know I have had 2 rough sea damage notifications in 1939 and I have not taken any damage from it with those ships (the particular naval units are still strength 10 during AI turn and my very next turn). I'm not sure if they dropped momentarily to strength 9 during the event.
I've just looked at the settings and I believe some units are set to only have morale losses and not necessarily strength losses as well.
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- crispy131313
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- Hubert Cater
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RE: Bugs
ORIGINAL: Ostwindflak
Just encountered an AI reinforcement bug. Playing as Allies, Expert +2, date = 09/22/1940.
The Italian CL Eugenio di Savoia is sitting in the port at Benghazi. My UK sub is sitting one hex North of the port. The Italian CL attacks my sub and suffers one step loss going from 8 down to 7. My sub does not lose any steps.
The AI turn proceeds and some other units move around and do attacks (mostly German U-Boats). The map then goes back to the Italian CL which is at a strength of 7 and it reinforces back to 8 and then the CL's counter goes "dark" indicating it can not be used anymore. I have a saved game if required.
Please do send me the turn if you still have it, send to info@furysoftware.com
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- Ostwindflak
- Posts: 667
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RE: Bugs
@Hubert Cater, I kept both saves, the start of said turn and the start of the following turn (after the attack and reinforcement were completed). Which one would you like? I will send it tonight after I get home from work.
RE: Bugs
After being out for 4 weeks this may have been reported but here it goes anyway.
At the end of the AI turn the messages disappear before clicking.

At the end of the AI turn the messages disappear before clicking.

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- Hubert Cater
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RE: Bugs
For AI turns it is currently set as an either/or option, i.e. it will disappear on its own or you can click it away before it does so. The automatic dismissal of popups on AI turns was deemed necessary as often players may ALT-TAB away from an AI turn and if it didn't dismiss automatically, at some point, an AI turn will be stuck until a particular popup is dismissed.
What I have done is increase the default length of time for an automatic dismissal from 20 seconds to 30 seconds as I think this will help for some of those popups where you'd like to see the information a bit longer on screen.
What I have done is increase the default length of time for an automatic dismissal from 20 seconds to 30 seconds as I think this will help for some of those popups where you'd like to see the information a bit longer on screen.
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RE: Bugs
ORIGINAL: sPzAbt653
Since I started playing with FoW ON those Intelligence Pop-ups have become a pest [jumping all over the map notifying me that I've spotted a garrison in London, etc.]. Maybe it's just me.
I've never been bothered by it myself. It will settle back down once you'd identified lots of units due to spying. But maybe if it does become a lot, the game can be sped up a tad when displaying them.
RE: Bugs
Third Step - Right click on the map to de-select the Air Unit, then left click on the Air Unit to re-select it, and it can move away from the targeted hex.
This also works on units at sea, as the DD out in the ocean can also be made to disappear using this method [I mean, bug].

This also works on units at sea, as the DD out in the ocean can also be made to disappear using this method [I mean, bug].

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- BillRunacre
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RE: Bugs
ORIGINAL: sPzAbt653
I think I understand what you are saying, but just to clarify, I am playing the German side so I don't get any AI deployments in those hexes. I also should have mentioned that I had no units in Calais, Le Havre or Brest as I had left them vacant in anticipation of the Coast Guns' arrival.
Ah I see, sorry I thought we were looking at an AI turn. My mistake completely.
The deployments of the Coastal Guns was recently changed from the resources themselves to these alternative locations, but the Decision text wasn't updated.
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- BillRunacre
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RE: Bugs
ORIGINAL: sPzAbt653
Found another one of those weird hexes that a naval unit can move into and a land unit can attack it:
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Hi
Those hexes are dotted around the map, and some of them have to be that way, e.g. the Suez Canal.
As long as the AI isn't using it to get its ships hit repeatedly then I'll leave them as they are.
From your experience do you think I should change this one?
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