Bug or Feature???

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Paul Vebber
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Post by Paul Vebber »

The study I read ( I will try to find teh name - basically an analysis of groundattack aircraft from WW2 through the Arab Isreali wars) showed something on teh order of one vehicle (not tank but vehicle) killed on average per 5 sorties in WW2.

From an SP standpoint that is pretty bad - only 1 in 5 planes you buy should kill something.

From the German Army point of view that is STAGGERING as every DAY scores and scores (hundreds if an offensive was on) of ground attack sorties were typically flown.

You do the math :-)

Its the same with artillery, through the microscope of SP, each round may not do a whole lot (and we have significantly exagerrated its effect) but with thousands of shells lobbed across a front day after day (and 100's of thousnads during an offensive) the casualties add up...

At the SP scale battalions of heavy artillery or squadrons of attack planes would simply prevent the scenario from starting becasue the attack would be disrupted and called off.
jackdaw
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Post by jackdaw »

Movement seems to be very slow and jerky compared to sp1/sp2 and sp3 somehow that
red selected hex follow movement and slow
it down. Also I cant see movement radius
even it is selected?
alexgariepy
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Post by alexgariepy »

Originally posted by jackdaw:
Movement seems to be very slow and jerky compared to sp1/sp2 and sp3 somehow that
red selected hex follow movement and slow
it down. Also I cant see movement radius
even it is selected?
Oh, that. Check the preferences menu and fiddle with the 'delay' options. Bring it down a bit, particularly the 'movement delay' option.

As for the movement radius, now that I can't explain. I just turned off 'command control' though and it works fine though.

Supervisor
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Post by Supervisor »

aDJUST THE MOVEMENT SETTING IN THE PREFERENCES SCREEN. NO RADIUS MEANS THAT COMMAND & CONTROL IS ON. (MANUAL Pg 28 & 35)
Originally posted by jackdaw:
Movement seems to be very slow and jerky compared to sp1/sp2 and sp3 somehow that
red selected hex follow movement and slow
it down. Also I cant see movement radius
even it is selected?


------------------
Grenadier
SPWAW Beta Team
Kharan
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Post by Kharan »

All right. We played our first SPWaW match, hotseat as always. Thanks go to Paul who helped us getting the neutral zone bigger in random battles (Editor->Random->Deploy editor->change the lines->go save it in the Map editor->load it as a custom map in Battle->buy and deploy). That Deploy editor sure was hard to find :-)

The match was Germans vs Russians, took about 8-10 hours straight, and yes, was very enjoyable.


Some observations:

Battle conditions said weather was a windstorm, and there was wind howling in the background. Nice :-)

The command system took some learning, but was logical and added to the game.

The new armor penetration system is great! And that penetration table is very useful.

AA guns now do appropriate damage against infantry.

A german tank crew which bailed out was shown as a halftrack.

My SU-122 got his Main gun optics shot to pieces and his fire control dropped to zero. Yet he had good hit percentages and managed to blew up 2 Stug-IVs about 8 hexes away. Maybe I was just lucky ;-)

A tank crew blew up a passing Stug with a grenade (that I know was very lucky). Yet the crew had no weapons at all in the unit status screen?

My Sturmovik was shot down by a 88 (they can do both AA and AT now). It was still shown in Bombard screen, had 106 damage. Of course it was greyed out.

My 12.7mm DSK HMG placed on a hill killed 30-40 men. German footmen and tanks just couln't spot it.

Infantry (at least Bazookas) go into Buttoned frequently.

Partisans are cheap and a nasty surprise in the right place. Do they always get to the destination?

Alt-tabbing to Windows and back shows a black screen. Cursor movement reveals the screen under it. Just have to press e to go to ensyclopedia and then the screen returns.

Now to sleep :-)

[This message has been edited by Kharan (edited 05-12-2000).]
Desert Fox
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Post by Desert Fox »

I know gliders are not supposed to be guaranteed a perfect landing, but I bought 4 German gliders just to see how they worked. Well, I was really really disappointed. It was a meeting engagement vs. the computer, clear weather at 1300 hours. I set the gliders to land at on a strategic hill in no mans land. I started my turn and watched them fly with the wind. They got to the hill and just kept flying, flying, flying, right into the lines of the British battalion. They unloaded and all my troops were summarily destroyed. Now, granted I didn't expect the gliders to be right on target, but they overshot by 20 hexes, that can't be right can it?
And how come they can't carry a full squad inside? I tried to load in a FJ airborne squad and it told me they wouldn't all fit. Now that makes even less sense than the 20 hex overshoot. Next time I am buying transports.
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Alby
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Post by Alby »

Originally posted by jackdaw:
Movement seems to be very slow and jerky compared to sp1/sp2 and sp3 somehow that
red selected hex follow movement and slow
it down. Also I cant see movement radius
even it is selected?
I too have slow and jerky movement,not smooth at all, try turning off command and control to see movement radius, even with vehicle movement set to xxx it is still slow and jerky


Desert Fox
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Location: Ohio, that is all I can say.

Post by Desert Fox »

Here's something I just noticed. Why are fort class units not in the encyclopedia? Naval fortifications are, but not forts. I hope that is something that can be fixed.
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Alby
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Post by Alby »

Originally posted by Paul Vebber:
If you have a question on whether to submit something as a Bug , or want clarification... post it here.
First of all let me say great job guys!!!
A few things ive noticed....
1). the artillary sounds seem to go on to long and get washed together with other sounds, sometimes i still hear arty going after turn switches, this causes my sounds to skip, like a scratched record. also some aircraft sounds, had one shot down and on the ground and still heard MG fire and diving sound.
2). the sounds for tank main gun...there seem to be at least 3 sounds for a main gun, was this planned?
sometimes you cant tell whats firing at you
today a humbler sounded like a panther and vice versa
fired a stug 3 times got 3 different sounds
3). british 50 cal fired at me and i got sound of brumbar from sp3,3 times in a row.
4).brit b26 is a truck icon.

5). the slow and jerky movement remAins even with movement setting to XXX
red circle follows units, which seems to coz the jerkyness, this would be a killer with timed turns in an online game


Great work tho guys!!! and thanks!!

Alby:long time sp3 player




[This message has been edited by Alby (edited 05-11-2000).]

alexgariepy
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Post by alexgariepy »

Originally posted by alexgariepy:
Great game guys,

I'd like to report a bug.

I was playing a Chinese civil war battle for the heck of it, and I noticed that when the Communist side takes an objective flag, the thing just dissappears. No flag. Well, it's still there, but my guess is there's no CC flag when taking objectives.

*shrugs*
I know I'm responding to myself, but it seems it's more than just Communist China that the flags all screwy.

I just played games with Nationalist Spain, Republican Spain, and Bulgaria and their flags when they take an objective is much different then the one on the menu bar. (I see Bulgarian troops claiming land for Norway, it seems.)

Maybe it's just my game, but if anyone else is having the same problem, please say so, that way I'm not the only one complaining over this. Image

grockall
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Post by grockall »

I have also just had a Nationalist v Republican battle with flags for Communist China and Bulgaria.
Harry
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Post by Harry »

Comments to the AI:

The AI do a bad job in placing his troops in delay - missions. Infantry is always placed dirctly behind the deployment line, most time without cover. 4-6 hexes behind he places his AT-Guns.

In advance missions the AI don't use reccon units to check the area.

Mapgenerator in Long Campaign:
New terrain types like hedges, bocage, walls ... are not used.
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Paul Vebber
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Post by Paul Vebber »

Yeop , the AI is improved, but still fairly limited. AI programming takes LOTS of time, There is a reason CM has excellent AI, and been in development for years! We improved on what was in SP, but only can do so much.

I personally play nearly exclusively by pbem where the AI is not an issue!

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Alby
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Post by Alby »

Originally posted by Desert Fox:
I know gliders are not supposed to be guaranteed a perfect landing, but I bought 4 German gliders just to see how they worked. Well, I was really really disappointed. It was a meeting engagement vs. the computer, clear weather at 1300 hours. I set the gliders to land at on a strategic hill in no mans land. I started my turn and watched them fly with the wind. They got to the hill and just kept flying, flying, flying, right into the lines of the British battalion. They unloaded and all my troops were summarily destroyed. Now, granted I didn't expect the gliders to be right on target, but they overshot by 20 hexes, that can't be right can it?
And how come they can't carry a full squad inside? I tried to load in a FJ airborne squad and it told me they wouldn't all fit. Now that makes even less sense than the 20 hex overshoot. Next time I am buying transports.
HA! at least your gliders landed,I got 6 and they all over shot and i heard crashing noise,
Gliders looked intact but when i held mouse pointer over them it said they were destroyed
doh!!!


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Alby
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Post by Alby »

Originally posted by 3rd Recon:
The polish bunker apears as a non-moveing halftrack in the game. Love the minefield icon. Sounds great too, just about jumped out of my chair when I rolled over one.
3rd Recon
Alby, did you try setting the move speed to XXX in the pref screen? I had same problem and saw this on another post. It took care of problem.
Yes i did, helped a little but still seems jerky to me...too used to sp3 i guess?


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Paul Vebber
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Post by Paul Vebber »

What CPU speed is your PC? My P133 is pretty jerky, THe PII400 at work is much less noticable and my PIII667 is smooth as silk...likely a matter of CPU speed?
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Alby
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Post by Alby »

Originally posted by Paul Vebber:
What CPU speed is your PC? My P133 is pretty jerky, THe PII400 at work is much less noticable and my PIII667 is smooth as silk...likely a matter of CPU speed?
I was wondering that myself...
i have 200mhz speed, all other sp games 1,2,3, spww2 ,movement is smooth as silk as you say hehehe


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Paul Vebber
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Post by Paul Vebber »

Yea, unfotunately that is at the low end now for teh new game, unfortunately WIndows is bigger and slower, and alot more is going on under the hood now, so unfortunately that is likely a function of your CPU speed. We are working on a "smooth movement" enhancement, but the art is a LOT of work...
Jon Grasham
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Post by Jon Grasham »

Is 100 Formations tha max that can be on the map at any given time? I was under the impression that the player could set a 50 form. cap per side, so one side could not buy say, 400 snipers. However, after some fiddeling, if player A buys 100 formations, player B cannot buy *anything*, when the formation cap is set to 0/default. In SP3, wasn't 100 per side the limit? Is 100 supposed to be the per side limit here as well, or 100 total?
?
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Paul Vebber
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Post by Paul Vebber »

The 100 formation - 400 unit limit is total for the game. We are working on doubling that (and the max map size).
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