Ver 4 Bug s Here!
Moderator: MOD_SPWaW
Just had the weirdest game. It was a 3-player LAN match (2 players need to be on host's side for the 3rd to get to deployment).
The computer stole all our troops! At the end of each player's turn, the AI used what was left of moving and firing points. When I checked the HQ screen, all units were shown under computer control. But even as I changed them to human control, the next turn all units were back in AI's hands.
Also, the game was pretty laggy with opfire counting out before the prompt was shown, firings shown in the wrong order, units warping and reincarnating. Finally at turn 11 it synced out.
Oh well, better stick to 2-player games (which haven't synced out, or had much problems anyway) until the next version.
The computer stole all our troops! At the end of each player's turn, the AI used what was left of moving and firing points. When I checked the HQ screen, all units were shown under computer control. But even as I changed them to human control, the next turn all units were back in AI's hands.
Also, the game was pretty laggy with opfire counting out before the prompt was shown, firings shown in the wrong order, units warping and reincarnating. Finally at turn 11 it synced out.
Oh well, better stick to 2-player games (which haven't synced out, or had much problems anyway) until the next version.
- David Heath
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I have the feeling that there's something wrong with the replacement of crews in campaigns.
I just finished the 8th battle with the russians in 1941 and lost two crews with experience levels and morale levels above 90. After replacing the tanks for the next battle, the morale level dropped to about 65 (normal for 1941 soviets) but the experience level remained the same ! Now I have crews with an experience of 90+ and a morale of 65...
I had the same impression in the previous battle too as I found no unexperienced crew in my tank formations even though I knew I had lost crews so this time I took notes before the battle ended.
I've reloaded a similar 2.3 campaign (keeping 2.3 till all PBEMs are finished...) where my tank formations are made up of both high exp. and low exp. level crews, so crew replacement worked fine in 2.3 but seems to have influenced by some modification in the upgrade from 2.3 to 4.0
[This message has been edited by Antonius (edited September 17, 2000).]
I just finished the 8th battle with the russians in 1941 and lost two crews with experience levels and morale levels above 90. After replacing the tanks for the next battle, the morale level dropped to about 65 (normal for 1941 soviets) but the experience level remained the same ! Now I have crews with an experience of 90+ and a morale of 65...
I had the same impression in the previous battle too as I found no unexperienced crew in my tank formations even though I knew I had lost crews so this time I took notes before the battle ended.
I've reloaded a similar 2.3 campaign (keeping 2.3 till all PBEMs are finished...) where my tank formations are made up of both high exp. and low exp. level crews, so crew replacement worked fine in 2.3 but seems to have influenced by some modification in the upgrade from 2.3 to 4.0
[This message has been edited by Antonius (edited September 17, 2000).]
Wargamo, ergo sum
Hi !
I found only one related posting according to the bug (or should I say oddity) I found, and this was from may 2000 !
HQ Bunkers are shown as trucks (or is it a halftrack ? It's definitely no Bunker) and in an USMC campaign a sniper was shown as an artillery piece (this guy must be good !!!!).
I found this in the unit selection screen at the beginning of the campaign and can't say, if it was the same in the game itself, because I also had the strange no-map-and-no-minimap-bug when starting.
Really looking forward of the bugfixes, but nevertheless, even with bugs SPWAW is a way better game than many others bugfree !!!!!
Soma
[This message has been edited by Soma (edited September 18, 2000).]
I found only one related posting according to the bug (or should I say oddity) I found, and this was from may 2000 !
HQ Bunkers are shown as trucks (or is it a halftrack ? It's definitely no Bunker) and in an USMC campaign a sniper was shown as an artillery piece (this guy must be good !!!!).
I found this in the unit selection screen at the beginning of the campaign and can't say, if it was the same in the game itself, because I also had the strange no-map-and-no-minimap-bug when starting.
Really looking forward of the bugfixes, but nevertheless, even with bugs SPWAW is a way better game than many others bugfree !!!!!
Soma
[This message has been edited by Soma (edited September 18, 2000).]
Hi,
had a two player onlineplay yetserday. We agreed on spending both 500 p for strike aircraft. So both of us were prepared and bought AA-guns. But when the planes came in none of the AAs fired.
In addition we tried rocket batteries, but independant from which sort of arty (fast or normal) we choose in the preferences, all rocket shots hit the same hex.
mm
had a two player onlineplay yetserday. We agreed on spending both 500 p for strike aircraft. So both of us were prepared and bought AA-guns. But when the planes came in none of the AAs fired.
In addition we tried rocket batteries, but independant from which sort of arty (fast or normal) we choose in the preferences, all rocket shots hit the same hex.
mm
With the new op fire in V4.0, I've noticed two isolated incidents, which should prove easy to prove or disprove, but I've only ran across one incident of each so far. Perhaps someone can relate, having played it more than myself, whether the following is true.
I've had a tank adjacent to a engineer unit, with the engineer set on the range of one. The tank was not attacked, nor did the tank see the engineers. I'm quite positive that this engineer had not fired any that player turn, or the op fire following. During op fire, I never was prompted with any option by these engineers either.
Also. I've had a tank's range reduced to one. It did not return fire when it was targeted during op fire, nor was there a prompt to decide whether to return fire or not.
Maybe this optional op fire has cut these two options out (assaulting and returning fire even if the range is reduced by the player), but I would like to know if perhaps what I saw was a fluke or not. Thanks.
I've had a tank adjacent to a engineer unit, with the engineer set on the range of one. The tank was not attacked, nor did the tank see the engineers. I'm quite positive that this engineer had not fired any that player turn, or the op fire following. During op fire, I never was prompted with any option by these engineers either.
Also. I've had a tank's range reduced to one. It did not return fire when it was targeted during op fire, nor was there a prompt to decide whether to return fire or not.
Maybe this optional op fire has cut these two options out (assaulting and returning fire even if the range is reduced by the player), but I would like to know if perhaps what I saw was a fluke or not. Thanks.
Charles, your problems feel like unit experience problems...
In case of engineers, did the tank move next to them and thus you expected an assault? Did you check the suppress level of the engineer unit afterwards? It might be that they failed their morale check when trying to assault, thus doing nothing. Such behaviour is fairly common. If these two units were stationary during the whole turn, well..the opfire is triggered if someone shoots or moves..at least I believe it's so. AI often chooses it's targets strangely...ignoring an infantry unit 2 hexes away in plain sight but tries to maul a bunker 20 hexes away....
Also it's common that the unit being fired upon does not see the shooter at once. It may take few shots before the target spots the shooter. Some other unit might spot it though...
Hmph, dunno if this was helpful or not
Voriax
In case of engineers, did the tank move next to them and thus you expected an assault? Did you check the suppress level of the engineer unit afterwards? It might be that they failed their morale check when trying to assault, thus doing nothing. Such behaviour is fairly common. If these two units were stationary during the whole turn, well..the opfire is triggered if someone shoots or moves..at least I believe it's so. AI often chooses it's targets strangely...ignoring an infantry unit 2 hexes away in plain sight but tries to maul a bunker 20 hexes away....
Also it's common that the unit being fired upon does not see the shooter at once. It may take few shots before the target spots the shooter. Some other unit might spot it though...
Hmph, dunno if this was helpful or not

Voriax
Oh God give Me strength to accept those things I cannot change with a firearm!
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your post made me check my units in my russian campaign and like yours all have full ammo loads except those that have just been upgraded (I've also checked that all realism preferences were ON); no wonder then i didn't run out of ammo in the last battle !Originally posted by Charles22:
I've played two different campaigns, two battles into it. On the second battle, ALL units have full ammo, and I do have limited ammo turned on.
Wargamo, ergo sum
Voriax: Good ideas, but this engineer was as liable to assault as was possible. He was Gerry engineers for a start, which had never drawn fire, and secondly playing Gerry as long as I have, I don't think I've once seen infantry/engineers NOT assault when conditions were even questionable (although there are times of course where you know they've been hit so much that there's no way they should respond - and I have seen that too).
As well, the tank was in the open for at least the last 15 hexes, which had plenty of op fire chances against it, and it was moving to get there and the engineers weren't blinded in the least. This was the first time I'd had an opportunity ot assault since V4.0, and I was wondering whether he would assault on his own or ask me if I wanted him to. I've seen plenty of assaults, so this really threw me. The first thing I did, the player turn was assault with the engineer totally unsuppressed (he'd never even been spotted by the enemy yet) and it worked like a charm. Has anyone ever seen an assault conducted with or without prompts, during the enemy phase, by your infantry/engineers in V4.0?
[This message has been edited by Charles22 (edited September 18, 2000).]
As well, the tank was in the open for at least the last 15 hexes, which had plenty of op fire chances against it, and it was moving to get there and the engineers weren't blinded in the least. This was the first time I'd had an opportunity ot assault since V4.0, and I was wondering whether he would assault on his own or ask me if I wanted him to. I've seen plenty of assaults, so this really threw me. The first thing I did, the player turn was assault with the engineer totally unsuppressed (he'd never even been spotted by the enemy yet) and it worked like a charm. Has anyone ever seen an assault conducted with or without prompts, during the enemy phase, by your infantry/engineers in V4.0?
[This message has been edited by Charles22 (edited September 18, 2000).]
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This may have been reported somewhere in this thread, it's so big, and I really don't feel like reading the whole thing, also I kind of hate to report it as it just helped my cause in a scenario, but I was able to right click an immoblized vehicle into facing a different direction, thus utilizing it's firepower. Boy that just hurt!
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MJ
We serve others best when at the same time we serve ourselves.
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MJ
We serve others best when at the same time we serve ourselves.
M.J.!
We serve others best when at the same time we serve ourselves.
We serve others best when at the same time we serve ourselves.
- Mac_MatrixForum
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Apparently this hasn't been reported in this thread...
It's possible to turn an immobilized unit, if you right-click on an enemy unit, when the unit is selected. For example, I could turn the Campbelltown DD in Desperate Measures so that the front was now on the land, which shouldn't be possible, because the DD is immobilized the whole battle.
I would also suggest that landing craft wouldn't use the l-key to unload carried units, but would only use it to load units like what happens when you don't have units loaded yet. That way one could load more than one unit inside, which is not possible now, because you must load the units from the beach, i.e. they cannot come to the water. This wouldn't be that annoying, if the troops would arrive 1 per craft but, when they already come 2 per ship, it feels awkward to transport them to safety one at a time, when there's room and the enemy are shooting at you
. Well the first bug is more important.
All in all a nice scenario that truly tests and stretches the limits of the SP-engine
.
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Markku "Mac" Rontu
"Understanding is a three-edged sword,
your side, their side and the truth."
- Sheridan in B5
It's possible to turn an immobilized unit, if you right-click on an enemy unit, when the unit is selected. For example, I could turn the Campbelltown DD in Desperate Measures so that the front was now on the land, which shouldn't be possible, because the DD is immobilized the whole battle.
I would also suggest that landing craft wouldn't use the l-key to unload carried units, but would only use it to load units like what happens when you don't have units loaded yet. That way one could load more than one unit inside, which is not possible now, because you must load the units from the beach, i.e. they cannot come to the water. This wouldn't be that annoying, if the troops would arrive 1 per craft but, when they already come 2 per ship, it feels awkward to transport them to safety one at a time, when there's room and the enemy are shooting at you

All in all a nice scenario that truly tests and stretches the limits of the SP-engine

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Markku "Mac" Rontu
"Understanding is a three-edged sword,
your side, their side and the truth."
- Sheridan in B5
I'm not sure if this classifies as a bug or whether your interface isn't so intuitive.
I was mucking around with the campaign editor and inadvertently deleted a couple of the scenarios. Fine I thought, exit without hitting the save button and I won't have lost anything.
Uh Oh, Wrong!!! I now got a couple of incomplete campaigns.
Is this intentional???
Can I download them again from the scenario depot or am I going to have to re-install??
By the way guys, I just love the way you do campaigns now. FANTASTIC!!!!!
Reg.
[This message has been edited by Reg (edited September 19, 2000).]
I was mucking around with the campaign editor and inadvertently deleted a couple of the scenarios. Fine I thought, exit without hitting the save button and I won't have lost anything.
Uh Oh, Wrong!!! I now got a couple of incomplete campaigns.

Can I download them again from the scenario depot or am I going to have to re-install??
By the way guys, I just love the way you do campaigns now. FANTASTIC!!!!!
Reg.
[This message has been edited by Reg (edited September 19, 2000).]
Cheers,
Reg.
(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
Reg.
(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
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I downloaded the full version of SPWAW v.4, uninstalled 2.3 and installed fresh. Started the new Soviet campaign, picked up a pair of 37mm AA guns and set them up. During the course of the battle, both crews came under fire and abandoned their guns (how would the NKVD view this?). The first AA gun still had the icon showing 2 crewmen, but moving the mouse over it, it said "abandoned." The crew was alive in the hex immediately to the rear. The second AA gun was abandoned later and had the normal abandoned gun icon. Any ideas?
I also experienced the ATR machine gun sound, from the German ATR firing at me.
In the encyclopedia, the right side armor on AFV's (lowest on the screen) looks like it has two numbers written right on top of each other, making the armor factor illegible. Not a major problem since the left side is identical, but somewhat annoying.
I also had one standard Soviet rifle squad that must have been led by a demon. It had a 66 experience rating and 85(!) morale rating. Is this within the realm of probability for a new unit in the soviet army in Dec. 1940? This rifle squad in woods singlehandedly destroyed two PzIIf's, a PzIVd, and a (reduced) German rifle squad, and saved my butt in that sector in the process.
All told, I love the updated game and all of these bugs are so minor I could overlook them in their entirety and enjoy the game, but since you want to know what people have experienced, I decided to post this. I like the mechanical breakdowns, that's something that always was missing from other computer wargames I played and it adds a certain unpredictable element I enjoy. Nothing like having like having three of four 152mm Artillery pieces fail during the opening bombardment and then having the command tank of your mobile ready reserve tank force break down on the way to reinforce a troubled position!
Is there any way to look at estimated reliability ratings of various vehicles and weapon systems?
Thanks for the great game, guys, I look forward to buying your first retail product. If it's anything like SPWAW, I may never have to buy from another game company. Thanks,
MangyDingo
I also experienced the ATR machine gun sound, from the German ATR firing at me.
In the encyclopedia, the right side armor on AFV's (lowest on the screen) looks like it has two numbers written right on top of each other, making the armor factor illegible. Not a major problem since the left side is identical, but somewhat annoying.
I also had one standard Soviet rifle squad that must have been led by a demon. It had a 66 experience rating and 85(!) morale rating. Is this within the realm of probability for a new unit in the soviet army in Dec. 1940? This rifle squad in woods singlehandedly destroyed two PzIIf's, a PzIVd, and a (reduced) German rifle squad, and saved my butt in that sector in the process.
All told, I love the updated game and all of these bugs are so minor I could overlook them in their entirety and enjoy the game, but since you want to know what people have experienced, I decided to post this. I like the mechanical breakdowns, that's something that always was missing from other computer wargames I played and it adds a certain unpredictable element I enjoy. Nothing like having like having three of four 152mm Artillery pieces fail during the opening bombardment and then having the command tank of your mobile ready reserve tank force break down on the way to reinforce a troubled position!
Is there any way to look at estimated reliability ratings of various vehicles and weapon systems?
Thanks for the great game, guys, I look forward to buying your first retail product. If it's anything like SPWAW, I may never have to buy from another game company. Thanks,
MangyDingo
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Hi
Bugs:
Bail out button doesn't work correctly. When you choose n in the pop-up window to cancel bailout, nothing happens. It only accepts
y-button.
Someone mention that when you press end game -button and then press n to cancel that in the pop-up window your turn ends. I can confirm that.
These bugs happened several times.
Next bug is an ancient one. When you play campaing games and set your units firing range it doesn't remain same to the next battle. It can be everything from 1 to 60. So before you start shooting you have to go through all your units and set their firing range to something more reasonable. It will be better if all units have their firing range at maximum at the start of the battle.
I use full version of 4.0 not an upgrade over 2.3.
This is not a bug but ... I play Germany againts Russia in 1941.
In one battle Russian sniper destroy my SdKfz 222 -armored car by single rifle shot!
It was a top hit and I know that this vehicle doesn't have top armor, but still.
One thing what get on my nerves is computer's overzealous firing. It fires at my tanks and other heavily armored vehicles with rifles and machine guns from long ranges. That is totally unnecessary because it doesn't even cause suppression on my tank crews.
That unnecessary firing only takes time and when you have a large battle it may take couple of minutes per turn.
Sherman Jumbo 76. As I know there was only a few Jumbo 76 in service at western front. But now computer buys a plenty of them in every battle. This isn't very good thing.
Still SPWaW is a great game, I really enjoy to play with it !
Steel Thunder
Bugs:
Bail out button doesn't work correctly. When you choose n in the pop-up window to cancel bailout, nothing happens. It only accepts
y-button.
Someone mention that when you press end game -button and then press n to cancel that in the pop-up window your turn ends. I can confirm that.
These bugs happened several times.
Next bug is an ancient one. When you play campaing games and set your units firing range it doesn't remain same to the next battle. It can be everything from 1 to 60. So before you start shooting you have to go through all your units and set their firing range to something more reasonable. It will be better if all units have their firing range at maximum at the start of the battle.
I use full version of 4.0 not an upgrade over 2.3.
This is not a bug but ... I play Germany againts Russia in 1941.
In one battle Russian sniper destroy my SdKfz 222 -armored car by single rifle shot!
It was a top hit and I know that this vehicle doesn't have top armor, but still.
One thing what get on my nerves is computer's overzealous firing. It fires at my tanks and other heavily armored vehicles with rifles and machine guns from long ranges. That is totally unnecessary because it doesn't even cause suppression on my tank crews.
That unnecessary firing only takes time and when you have a large battle it may take couple of minutes per turn.
Sherman Jumbo 76. As I know there was only a few Jumbo 76 in service at western front. But now computer buys a plenty of them in every battle. This isn't very good thing.
Still SPWaW is a great game, I really enjoy to play with it !
Steel Thunder