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RE: My Annoying Master List of Issues
Posted: Sat Dec 18, 2010 7:13 am
by Redmarkus5
OK. I think I understand how displacement is designed. I am just concerned that units can displace out of a partial pocket across 'green' areas of Axis control and into a completely different zone, like the Pripyat Marshes, for example.
RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 6:22 am
by Redmarkus5
Routed units have also been reported 'flying' away over the Gulf of Riga
RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 7:42 am
by CarnageINC
Hey red, your having a lot of the same issues I'm having. What is your system specs on your computer? Mine are at the minimum recommended to play the game.
RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 12:21 pm
by Redmarkus5
Hi. I have high spec Dell XPS (gaming) desktop with 4GB RAM, twin 8800 graphics cards, a 21" monitor and other bells and whistles. I play SH5, CoD etc. etc. at maximum settings with no problems.
That's one reason why I sound like such a miserable &^%$£ in this forum... I'm spoiled

RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 2:41 pm
by Redmarkus5
Issue list updated with a summary some of the excellent comments made by another player on this thread
tm.asp?m=2657151
1. The game is a click-fest (my phrase) - for example, in the area of managing support units.
2. Lack of on-map air radii
3. Absence of an ability to cycle through units of the same formation
4. Stack selection is set as the default and no way to cycle through units in a single stack using the mouse.
5. Units in a destination hex are all automatically selected when the moving unit enters that hex.
RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 2:51 pm
by Redmarkus5
At the end of the AI turn, just before the auto save, there is a period of 2-3 seconds when the AI's full dispositions flash up on the map, even with FoW turned on. This kind if spoils the point of playing with FoW somewhat.
RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 3:16 pm
by Redmarkus5
Leningrad has not fallen, but the Finns have crossed the No Attack Line anyway.
RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 4:12 pm
by Zovs
You can cycle through units, . and , does it.
RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 4:30 pm
by Dr. Foo
ORIGINAL: redmarkus4
At the end of the AI turn, just before the auto save, there is a period of 2-3 seconds when the AI's full dispositions flash up on the map, even with FoW turned on. This kind if spoils the point of playing with FoW somewhat.
I have noticed this as well. During the AI turn I can see every Soviet unit and it's movement on the jump map. I have FoW and FoW movement on.
RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 4:34 pm
by karonagames
Leningrad has not fallen, but the Finns have crossed the No Attack Line anyway.
They can move across the line, they cannot attack. This is to encourage a decent garrison to be maintained on the no attack line.
RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 4:47 pm
by Redmarkus5
Got it - thanks. I've pulled back to Tikvin in my game - nice gain for the AI

RE: Updated - Master List of Issues
Posted: Sun Dec 19, 2010 8:08 pm
by Redmarkus5
ORIGINAL: dlazov66
You can cycle through units, . and , does it.
No, those keys cycle through the whole OOB, not the units in a single stack. So, you jump to another hex altogether when you press '.' or ','.
You probably need to look at a few UI control examples in some of the other games of this type cited to understand the point being made by various players.
RE: Updated - Master List of Issues
Posted: Fri Dec 24, 2010 5:34 am
by Redmarkus5
To address the Axis AI's failure to garrison captured cities, I suggest the following 'quick fixes':
1. Automatically generate a permanently fixed garrison in each city captured.
2. Reduce the movement points for stranded or pocketed Soviet units to zero after 1 turn, to remove the temptation for the Soviet human player to re-take captured cities.
As an additional bit of historical flavour, if not already present, add a random 'Warsaw rising' event that triggers from Summer 1942 onward whenever a Soviet unit moves to within 2 hexes of Kiev, Leningrad or Warsaw, with the chances of a rising in Warsaw being 90% and risings in the other cities 10%.
RE: Updated - Master List of Issues
Posted: Fri Dec 24, 2010 5:46 am
by randallw
The manual says that the Axis computer doesn't have to garrison cities; whether this is some odd take on history or some programming problem they couldn't fix, I don't know.
RE: Updated - Master List of Issues
Posted: Fri Dec 24, 2010 2:23 pm
by Redmarkus5
Sure - I know it's a "working as designed" feature.
I'm suggesting a simple "quick fix"
The ownership state of each city must be known by the programme. Making a reinforcement with zero movement value arrive in each city on the next turn can't be that difficult for an application of this sophistication...?
RE: Updated - Master List of Issues
Posted: Sat Dec 25, 2010 7:12 am
by Redmarkus5
Partisan units cannot be disbanded by the owning player. If the player feels that partisans are not being handled effectively by the enemy AI and are producing a-historical supply impacts, he has no way to turn the partisan feature off, or reduce its effect.
RE: Updated - Master List of Issues
Posted: Mon Dec 27, 2010 1:40 am
by Redmarkus5
Jim Burns reports that with the latest patches and playing as the Axis vs. the AI, he no longer sees cases of the AI failing to defend city hexes. I am also patched up to 1.02 Beta, but playing as the Soviets vs. the Axis AI and I am still seeing the issue. Save game files have been sent to Joel, but if anyone else experiences this kind of issue, please log it here.
RE: Updated - Master List of Issues
Posted: Mon Dec 27, 2010 5:43 am
by Joel Billings
I've passed the saves on to Gary but I haven't heard from him about it, and probably won't until next week as I'm away on vacation for 5 days this week. Cities are not being garrisoned by the AI because it needs all the units it can get on the front. Cities on the front should be garrisoned, but only as part of the front line. Of course, when in offensive mode, the AI is less concerned with fill every hex on the front as it is thinking offensively, not defensively. Having units get tied down in cities would be possible, although it's not as easy as you think since there are many AI routines that might grab the unit and locking it down is often easier said then done. But the bigger issue is the computer can't afford to have units tied down in the rear. In any event, he'll look at the saves and if there's a problem he sees or a way to improve things I'm sure he'll try. Please be aware however that the AI is extremely complex and any change made threatens to unhinge other aspects of the AI. There is no free lunch when tinkering with the AI to make seemingly "easy" improvements.
RE: Updated - Master List of Issues
Posted: Mon Dec 27, 2010 5:57 am
by randallw
I don't mind having partisans out of our control. I doubt they had communications with the Army and formal leadership that could co-ordinate well.
RE: Updated - Master List of Issues
Posted: Mon Dec 27, 2010 7:35 am
by Redmarkus5
Cheers Joel - much appreciated.
I hear what you are saying, although what I am seeing is a distinct pattern where ONLY the city hex, and less frequently a city hex and an the adjacent hexes, are left open.
This happens when the city is part of the front line and it looks very strange to me.
As I say, I'd like to know if I am the only person experiencing this. If so, then it's obviously not a priority for you and I understand that.
Have a great break.
Mark