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RE: Bugs

Posted: Tue Jul 26, 2016 1:03 pm
by BillRunacre
ORIGINAL: Hubert Cater
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.

That's right, I recently changed the text message from "Damaged at Sea" to "Hit by Rough Seas" as the larger classes of ships will just suffer a morale penalty.

RE: Bugs

Posted: Tue Jul 26, 2016 2:45 pm
by sPzAbt653
ORIGINAL: Bill Runacre

ORIGINAL: sPzAbt653

Found another one of those weird hexes that a naval unit can move into and a land unit can attack it:

Image

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?
Well, for the Suez Canal it seems reasonable, and I've yet to see the computer do something similar there. But for this case and the previous one, is there a reason why it should be like that? The in-game result is that the computer moves his naval units there and leaves them to be destroyed by ground units, for no good reason that I see. So I figure I should either point it out for a computer adjustment, or for a terrain adjustment.

RE: Bugs

Posted: Tue Jul 26, 2016 4:33 pm
by rjh1971
ORIGINAL: Hubert Cater

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.

Is the automatic dismissal already operating at 30 seconds? I have pop ups that disappear in less than 5 secs. Using v1.00.07.03

RE: Bugs

Posted: Tue Jul 26, 2016 6:06 pm
by jpinard
ORIGINAL: Hubert Cater

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.

Could you give us a checkbox option in the options screen to shorten the amount of time that the smaller popup window remains? I think right now it's like ~4 seconds? It would be nice to go to the options menu and click "Quicker messages". I think it would be important enough to add as a flexible option because depending on your mood you may want the default amount of time the windows stay open before closing and moving on. However, other times we may be in a hurry and want them to close faster... but automatically. The game is pretty intense click-wise so it's nice to have a break and have the game do the clicking for you.

RE: Bugs

Posted: Wed Jul 27, 2016 3:01 pm
by sPzAbt653
ORIGINAL: jpinard
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.
Well, its a couple days later and this is still the #1 frustration for me. Now I am up to 15-20 notifications of spotted units each turn. These aren't even necessary as the units are visible on the map during the turn so I can see them anyway, no need to make me click to acknowledge each one. [:@]

RE: Bugs

Posted: Wed Jul 27, 2016 4:08 pm
by rjh1971
ORIGINAL: jpinard

ORIGINAL: Hubert Cater

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.

Could you give us a checkbox option in the options screen to shorten the amount of time that the smaller popup window remains? I think right now it's like ~4 seconds? It would be nice to go to the options menu and click "Quicker messages". I think it would be important enough to add as a flexible option because depending on your mood you may want the default amount of time the windows stay open before closing and moving on. However, other times we may be in a hurry and want them to close faster... but automatically. The game is pretty intense click-wise so it's nice to have a break and have the game do the clicking for you.

+1

Sometimes I do other things while the AI plays its turn but I like reading the reports and pop ups at the end of the turn. The ones repeated over several SC games I quickly dismiss but with the new ones if they fade off in 4 secs is somewhat frustrating.

RE: Bugs

Posted: Wed Jul 27, 2016 4:08 pm
by rjh1971
ORIGINAL: sPzAbt653

ORIGINAL: jpinard
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.
Well, its a couple days later and this is still the #1 frustration for me. Now I am up to 15-20 notifications of spotted units each turn. These aren't even necessary as the units are visible on the map during the turn so I can see them anyway, no need to make me click to acknowledge each one. [:@]

+1
I also agree.

RE: Bugs

Posted: Thu Jul 28, 2016 2:27 pm
by rjh1971
When the invade Greece decision event popped up, I pressed Esc as to go to the scripts file and know what would happen if I said no. After pressing Esc the event disappeared and could not make any decision.
Maybe the Esc key should be disabled when decisions are to be made or make it so the event pop up reappears.

RE: Bugs

Posted: Thu Jul 28, 2016 3:12 pm
by Ason
After I captured Britain (only Belfast left) Spain joined me but I didn't get any type of notification.. Playing on expert +2 exp, happened in december 1941.

RE: Bugs

Posted: Thu Jul 28, 2016 3:20 pm
by rjh1971
ORIGINAL: rjh1971

When the invade Greece decision event popped up, I pressed Esc as to go to the scripts file and know what would happen if I said no. After pressing Esc the event disappeared and could not make any decision.
Maybe the Esc key should be disabled when decisions are to be made or make it so the event pop up reappears.
At the end of the turn I wasn't charge the 50 mpp so hitting Esc means you select No.

RE: Bugs

Posted: Thu Jul 28, 2016 6:00 pm
by sPzAbt653
Start the game and jump to the very lower right of the map. By moving back and forth with mouse or arrow keys you can start getting refresh/graphics glitches as seen below. No big deal, maybe its only my machine, but thought you guys might want to know.

Image

RE: Bugs

Posted: Fri Jul 29, 2016 1:23 am
by jpinard
Soft build units in the advanced options screen is reversed. When they are in effect it should highlight blue. Right now with it "off" the soft builds are in effect.

RE: Bugs

Posted: Fri Jul 29, 2016 7:25 am
by n0kn0k
ORIGINAL: sPzAbt653

Start the game and jump to the very lower right of the map. By moving back and forth with mouse or arrow keys you can start getting refresh/graphics glitches as seen below. No big deal, maybe its only my machine, but thought you guys might want to know.

Image

Same here every now and then. If you zoom out to the mapview and back in again it's fixed.

RE: Bugs

Posted: Fri Jul 29, 2016 1:07 pm
by Ostwindflak
Once in awhile I get map glitches like that. Usually in the Mediterranean Sea and sometimes in Eastern Europe.

RE: Bugs

Posted: Sat Jul 30, 2016 4:52 am
by sPzAbt653
Its gets a little wonky on the east map each also.

Image

RE: Bugs

Posted: Sat Jul 30, 2016 8:11 am
by Ason
I attacked the infrantry units with the panzer unit, then moved to the city but the frontline didn't change.
EDIT: The frontline changed as soon as I selected a new unit.

Image

RE: Bugs

Posted: Sat Jul 30, 2016 9:59 am
by xwormwood
If France declare on their first turn war against Luxemburg, the engine send to informations: France declares war on Germany, followed by Uk declares war on Germany.
But France declared war on Luxemburg, not Germany. And the UK didn't do anything at all.

RE: Bugs

Posted: Sat Jul 30, 2016 10:02 am
by xwormwood
There is a but regarding the scrolling. If you right-click the map to get information like about a fortification, the map won't scoll anymore once you have left the information pop-up.
To be able to scroll again you have to press the ESC key.

Image

RE: Bugs

Posted: Sat Jul 30, 2016 2:35 pm
by Ason
The icon is wrong on this notification, should be the yellow tank symbol no?


Image

This has been fixed for the next build.

RE: Bugs

Posted: Sat Jul 30, 2016 2:51 pm
by Hubert Cater
When the invade Greece decision event popped up, I pressed Esc as to go to the scripts file and know what would happen if I said no. After pressing Esc the event disappeared and could not make any decision.
Maybe the Esc key should be disabled when decisions are to be made or make it so the event pop up reappears.

I've set it to be disabled for the next build.