Bugs and stuff from v. 2.2

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Admiral Ghormley
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Joined: Tue Mar 27, 2001 10:00 am
Location: Upstate New York

Post by Admiral Ghormley »

I'm playing a Campaign 41 game as the Allies against Underdog, and an interesting event just occurred. It's the end of July '44, and the 6th Marine division appeared in Samar, which I didn't control at the time. We are playing a version 2.1 game (it's taken a while to get this far......), and I don't know if this was fixed in 2.2

It's an interesting way to invade the Phillipines, but I was hoping to avoid triggering the Kamikazes for a little while longer. Now that I have a base in the Phillipines, the Empire can begin the fun.
Ringbolt
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Joined: Fri Jun 15, 2001 8:00 am
Location: Pensacola, Fl

Post by Ringbolt »

Originally posted by Admiral Ghormley:
I'm playing a Campaign 41 game as the Allies against Underdog, and an interesting event just occurred. It's the end of July '44, and the 6th Marine division appeared in Samar, which I didn't control at the time.
Thats got to be a bug, that is far to bold a move for Ghormley. Just kidding.

Ringbolt
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sw30
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Joined: Wed Sep 20, 2000 8:00 am
Location: San Francisco, CA

Post by sw30 »

A posible reason for Dan:

Units that are destroyed get 0'ed out in terms of type and HQ. Type 0 is engineers and HQ 0 is the imperial GHQ. It looks (to me) like the parent got destroyed (perhaps when SW Pac went away) and the sub-unit also got 0'ed out (because it uses the type and HQ of the parent.) But the sub unit is still yours, because of nationality, and the location for the sub-unit still is ok. You can't move it, because Imperial GHQ units may not be moved/loaded (this is a hard code.) Normally, the sub-unit should just become the parent unit, dunno why this did not happen. Maybe someone familiar with the code can tell us.

Jeff
cyberwop
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Joined: Fri May 11, 2001 8:00 am
Location: Valparaiso, Indiana

Post by cyberwop »

Lost LCU while loading a transport TF.
I went to load the AUS. 9th Div. on a Trans. TF and I didn't have the right number of ships in the unit so I right clicked to cancel. Now the LCU is gone. The HQ unit menu say's its on the TF but I've unloaded the TF and removed it.
Will the 9th ever return or are they lost in limbo forever?
Live like a King and Die like a man.
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Ranger-75
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Post by Ranger-75 »

Leaders. One can't see the stats on an existing HQ leader or HQ Air leader nor can one check to see what new / alternative leaders are available for HQs or HQ Air without getting charged PPs to look at the screen. It's the same thing with base leaders, but there is no PP penalty with that function.
Also, it's probably not right (but I'll use it to save a doomed HQ's leader, like Hart) that if one does pay the price and go into an HQ leader screen, if one ESCs out, the PPs get charged but the HQ is now "leaderless" and the "removed" leader is now in the "leader pool". ( I wonder if this works with China, that would get the generalmisso out and leave the region with the default of "5" on land battles???).
Still playing PacWar (but no so much anymore)...
Doug Olenick
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Joined: Tue Sep 26, 2000 8:00 am
Location: ny

Post by Doug Olenick »

I've had the same problem as Cyberwop. Lost three divisions that were in a convoy. The icon disappeared off the board, but when a search was done there were the APs. I clicked on one to go to its location and was transported well south of Ceylon, but into empty ocean. There was no TF to see. Eventually, the ships and divisions reappeared as if lost in battle.

Another time as the US player in a PBEM game I was given a 50x size Japanese MCS unit. To be nice I sent it on its way to Tokyo where it was bombed out of existence.....

Also wondering why ground units that were captured or destroyed then rebuilt in SF cannot be loaded onto APs.
Admiral Ghormley
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Joined: Tue Mar 27, 2001 10:00 am
Location: Upstate New York

Post by Admiral Ghormley »

Originally posted by Skeets:
Also wondering why ground units that were captured or destroyed then rebuilt in SF cannot be loaded onto APs.
I have found that American LCUs that reappear in San Franciso after being destroyed are assigned to the West Coast HQ until they reach an experience of 50, which takes the better part of a year.

After reaching an experience of 50, they are assigned to another HQ, and the restrictions caused by being a West Coast LCU (one of which is that you can't load them on ships) no longer apply.
Bibs
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Joined: Wed Jul 11, 2001 8:00 am
Location: Cincinnati

Post by Bibs »

One more bug I noticed is that planes with only an AC Cannon as a weapon will be
sent to attack Bombardment TFs, but then no attack occurs. Against Transport TFs with DDs and less the AC Cannon attacks do seem to occur. I can see where you might say an AC Cannon can't have any effect on bigger ships and skip it to save time, but then it seems pointless for the program to keep sending them out over and over agin after the same TFs when they won't even attack.
John Bibler
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CynicAl
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Location: Brave New World

Post by CynicAl »

Irritating bug: in surface actions, the last ship of a "group" will not sink during a round of combat. It stays there, a flaming hulk, and soaks up shells that could more profitably be directed at undamaged units. This is most common with DDs - you can sink the first 3 DDs in a 4-DD stack, but never the last one, no matter how hard or how often you hit it. I've watched a BB-centered surface TF spend nearly an entire round trying to polish off the last DD of a stack: 9-12 14-16" hits (the first two of which got 5 *'s, which should have finished it right there!), 15-20 6-8" hits, dozens of 5" and light AA hits, and 4 torp hits; meanwhile, the rest of the TF got away almost unscathed.

The same happens with cruisers, which never sink during the round (they're always the last unit in their stack), and with the last AP or MCS in a stack; and as near as I can tell it happens in every surface action where I actually sink something. But only in surface actions - air attacks are capable of finishing off a stack just fine, if they have enough moxie.
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