Are these BUGS in 021B????

Post bug reports and ask for game support here.
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: Are these BUGS in 021B????

Post by Andrew Williams »

the sherman???

Image
Attachments
strat0339.jpg
strat0339.jpg (278.09 KiB) Viewed 282 times
ImageImage
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: Are these BUGS in 021B????

Post by Andrew Williams »

I cannot deploy the US troops at all if the Armoured BG attacks.


If the armour just moves to best, not attacks.

I can deplopy US paras.

No brits at all can deploy north of the river.

Us can deploy either side.


So, that is how it's working at the moment..


ImageImage
Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: Are these BUGS in 021B????

Post by Tejszd »

2] Best map. german Flak guns when set up behind the rock walls to fire over them cant fire over them. seems to be other maps too. BUG?

STIENER the above is not a bug look at the attached screen shot. If you are beside the hedge or stone fence you can shoot on a downward angle. Farther away you can not so the LOS should be blocked like it is. If you are farther away but aim up, like at the 2 level building LOS works as it should....

Image
Attachments
BestGunLOS.jpg
BestGunLOS.jpg (434.49 KiB) Viewed 282 times
STIENER
Posts: 832
Joined: Sun Jan 07, 2001 10:00 am
Location: Vancouver, Canada

RE: Are these BUGS in 021B????

Post by STIENER »

thanks Tejszd...my opponant was having issues setting up his guns on that map.......i guess he wasnt doing it right......the flak and a/t guns still suck super bad tho...[ see my other post ] .but im the only guy [ plus my opponant at the moment] who think so ....for some strange reason FN reason. personally ill take on anyone with mortors and they can have all the a/t guns they want......ill win, and if its not changed its gonna be another nail in this games coffin......unless someone....not me..makes a mod for it.

ever notice its just us 3 replying amd posting for changes in this poorly built game??????? wierd eh?????? [8|]
Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: Are these BUGS in 021B????

Post by Tejszd »

True it is pretty slow for traffic.

Keep on giving feedback and if you can do screen shots it would help. I think mortars a bit too effective against guns but I have also sometimes wasted lots of shells so I don't see it as a show stopper like you. But at least you are here fighting for what you believe will make things better....[8D]
xe5
Posts: 783
Joined: Sun May 03, 2009 5:06 pm

RE: Are these BUGS in 021B????

Post by xe5 »

Neat composite you did for those gun LOS. Odd how the LOS to the L2 bldg seems to be hindered by the tree shadow rather than the tree top. Dont see anything in the terrain coding (crops & stone fence) that would cause that.

schreck - re: the pic in post# 17 - did you remove those 2 tanks from the active roster or did the game?

I mispoke earlier re: improvised crossings. My 'quick tests' involved meeting engagements on blown minor bridge maps not attacking onto them when enemy-controlled. Something I noticed after posting #14 above was that on the first meeting engagement battle all of my units were confined to the side of the river I entered the map from, on the second battle, I was able to deploy infantry across the river. Tanks continued to be confined to the side of the river the map was entered from. But even after my infantry tool exit VLs on the "far" side of the river, my BG still couldnt strat move through them.

After patch .02b I only tested to find out if the 'big' bug allowing BGs to cross some blown major/minor bridges still existed. It didnt occur to see if changes had been made to 'improvised crossings'. Or even if there were unknown facets involving 'improvised crossings' in the release version that had yet to be documented. All in all, worth some further investigation.
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: Are these BUGS in 021B????

Post by Andrew Williams »

post #17

the game removed the 2 Tanks.

The 130th Brigade BG  had moved to Son from Eindhoven.

Obviously it could not move it's armour across the Blown Eindhoven ? Bridge.

But when it moved to Best seemingly via the North and South Exits it could not deploy it's armour North or South of the River.



Trying different scenarios ie Attack Best/Move to Best - Leave US AB there/ Move US AB out returns different results on where and who can deploy and by which (north or South) Exits they use.

It seems quite inconsistent about who can deploy which side of the river...

Even get the case of NO US being able to deploy (all Greyed out) even though they are in situ.
ImageImage
User avatar
Dundradal
Posts: 753
Joined: Sat Jun 09, 2007 8:36 pm

RE: Are these BUGS in 021B????

Post by Dundradal »

ORIGINAL: STIENER

ever notice its just us 3 replying amd posting for changes in this poorly built game??????? wierd eh?????? [8|]

There are quite a few of us reading the posts.

I'd argue against it being a "poorly built game." There are clearly some issues but this isn't Battlecruiser 3000. Things are being done to fix the problems as patches are being released, although of course we'd all like them faster, but with a small outfit you have to expect things taking time.
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message Marathon Infinity
xe5
Posts: 783
Joined: Sun May 03, 2009 5:06 pm

RE: Are these BUGS in 021B????

Post by xe5 »

Not sure why the game would need to remove the 2 tanks because they should conceivably be able to use the 'to Best South' VL on Son to move to Best without needing to cross the blown bridge on Son.

What Im consistently seeing after blowing the bridges at Best/Son, is that when I move XXX Corps BGs onto Best or Son from Eindhoven, either as attackers or in support, on the first turn after moving, any/all XXX Corps BG units are confined on the side of the river that their BG entered the map. All US AB units are able to deploy on either side. However, on the second turn after moving XXX Corps BGs onto Son/Best, both the XXX Corps infantry units and US AB units can deploy on either side of the blown bridge. Only the XXX Corps vehicle/gun units continue to be confined to the side their BG entered from. But, even though the XXX Corps infantry units can deploy on either side, in the following strat turn, the XXX Corps BGs remain unable to cross the blown bridges by exiting Best/Son via the Allied-controlled 'to Son Heath' VLs.

Im also testing the "# Force retreat on bridge demolition "NO" option". I like that the battle continues until the 15 min timer expires rather than ending 10 secs after bridge demolition. Allowing the Axis static BGs to remain in play provides a needed play balance boost for the Axis. My only concern is that by controlling the blown bridge VL(s), a static BG could prevent easily repair from starting if the Allied BG were confined to the 'wrong' side of the bridge.
xe5
Posts: 783
Joined: Sun May 03, 2009 5:06 pm

RE: Are these BUGS in 021B????

Post by xe5 »

All 4 Allied BGs on Best & Son moved there from Eindhoven after the bridges were blown on turn 1.
The Allies control the 'to Son North' and 'to Son South' exit VLs on Best.
The Allies control the 'to Best North' and 'to Best South' exit Vls on Son.

The Allied infantry BG on Son can move to Best, but the Allied armor BG on Son cant move to Best.
When the infantry BG on Son moves or attacks to Best, the available armor/gun units in its forcepool are greyed out, and can only deploy its infantry north of the river. The armor BG on Best can deploy its infantry on either side of the river but can only deploy its vehicles/guns on the south side.

Likewise, the Allied infantry BG on Best can move to Son, but the Allied armor BG cant move to Son.
When the infantry BG on Best moves or attacks to Son, the available armor/gun units in its forcepool are greyed out, and can only deploy its infantry north of the river. The armor BG on Son can deploy its infantry on either side of the river but can only deploy its vehicles/guns on the south side.

In both cases the effect on the moving infantry BGs is very similar to how the manual describes an 'improvised crossing'. The outstanding issues are:

1. Why are the infantry BGs allowed to make an 'improvised crossing' by moving up/down river between Best and Son, but not make an 'improvised crossing' to Son Heath?

2. Why cant the armor BGs on each map utilize the 'to XXX South' VLs to move up/down river?

3. Why cant the infantry teamss in the infantry BGs moving between Best and Son deploy on either side of the river?

4. Why cant the infantry BGs moving between Best and Son keep/acquire tanks in their active roster but only deploy them on the south side of the river?


Image
Attachments
SonBest1.jpg
SonBest1.jpg (106.11 KiB) Viewed 282 times
emperor peter
Posts: 72
Joined: Wed Nov 18, 2009 7:43 pm
Location: Genk, Belgium

RE: Are these BUGS in 021B????

Post by emperor peter »

I have to agree that the guns in the game are too easily taken out. Just an area hit can make them explode and if not they take out a crew member. The crew are always standing behind their guns, they should lie down when not operating the weapon. I happens very often that my guns are taken out with a few mortar rounds (often just 1, not even a direct hit).

MGs and small arms fire is also really dangerous to gun crews. Those 2cm flak have no gun shield, I had my crew elimated by a .30cal at 500m in 30 secs, while in a weapon pit (on grave).
The gun shield seems to offer some protection but if the gun gets flanked then the crew drops like flies, they go down much faster than an infantry team would it seems.
xe5
Posts: 783
Joined: Sun May 03, 2009 5:06 pm

RE: Are these BUGS in 021B????

Post by xe5 »

One turn after moving up/down river between Best & Son, both XXX Corps infantry BGs were able to move from Best to Son Heath, and from Son to St Oedenrode. The game added back the 2 tanks it had removed from their active rosters even though neither BGs could trace a supply path.

Image
Attachments
SonBest2.jpg
SonBest2.jpg (162.87 KiB) Viewed 282 times
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: Are these BUGS in 021B????

Post by Andrew Williams »

This made me laugh

The sniper killed the whole 2cm Flak crew with 1 shot

I was going to try the same on the 88 but it fired first



Image
Attachments
strat0322.jpg
strat0322.jpg (303.02 KiB) Viewed 282 times
ImageImage
xe5
Posts: 783
Joined: Sun May 03, 2009 5:06 pm

RE: Are these BUGS in 021B????

Post by xe5 »

Psssh...a one in a million shot. The crew was momentarily all cheek-to-cheek for a group photo and you happened to plug the four of them with one round through their ear holes.
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: Are these BUGS in 021B????

Post by Andrew Williams »

I thought I fired straight down the barrel setting off the whole clip... but your suggestion seems more likely.
ImageImage
STIENER
Posts: 832
Joined: Sun Jan 07, 2001 10:00 am
Location: Vancouver, Canada

RE: Are these BUGS in 021B????

Post by STIENER »

Mick and andrew......you guys sure do good work!

Tejszd, mystic snake, and dundradal.......thanks for the input! [:)] any one else reading these posts should jump in and give an opinion please.

Dundradal......you sure skirted around the issues at hand tho...ive been begging players that are following the posts to add there comments...whats your opinion on the a/t guns and mortors and tank vs tank data???

Oddball......dont you think its time you stopped in here again and said something?? theres obviously an issue here......mick and andrew have done alot of messing about and it appears that the post on splitting deploy was never answered by you CC lads. this is a big ass bug.
User avatar
Q.M
Posts: 1823
Joined: Thu Mar 13, 2003 12:00 pm
Location: Townsville QLD Australia

RE: Are these BUGS in 021B????

Post by Q.M »

ORIGINAL: xe5

Psssh...a one in a million shot. The crew was momentarily all cheek-to-cheek for a group photo and you happened to plug the four of them with one round through their ear holes.


[:D]
Marc von Hoffrichter
User avatar
RD Oddball
Posts: 4836
Joined: Sat Feb 10, 2007 6:38 pm

RE: Are these BUGS in 021B????

Post by RD Oddball »

ORIGINAL: STIENER

Oddball......dont you think its time you stopped in here again and said something?? theres obviously an issue here......mick and andrew have done alot of messing about and it appears that the post on splitting deploy was never answered by you CC lads. this is a big ass bug.

Andrew already reported both issues on 11/30/10 in our bug tracker. Was no need for comment. They'll get looked at.
User avatar
TippiSimo
Posts: 3
Joined: Thu Sep 02, 2010 9:21 am

RE: Are these BUGS in 021B????

Post by TippiSimo »

I don´t like that the guns are way too vulnerable (and visible) and easy to destroy by mortar fire (same goes for TLD).

P.S. Perhaps it´s just a feature.
User avatar
Dixie
Posts: 10303
Joined: Fri Mar 10, 2006 3:14 pm
Location: UK

RE: Are these BUGS in 021B????

Post by Dixie »

I'm stuck with my campaign now.  KG Goebel was forced off map at Mook and all its units were destroyed.  The KG has arrived back on map the next day, but with no units.  The result of that seems to be that I can't advance to the tactical map or advance the game [:@]
[center]Image

Bigger boys stole my sig
Post Reply

Return to “Tech Support”