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Posted: Tue May 23, 2000 5:01 pm
by Dave R
Originally posted by Larry Holt:
I find that when I get close to a towed AT gun it fires its gun at me but also rifles too. Now I assume the rifles belong to the crew. It seems that they can't crew the gun and run over to fighting positions to fire their rifles at the same time. I think these should be mutually exclusive.
Just another point on this. More an inconsistency I think rather then a bug. But have you noticed that as Larry pointed out, you can be fired on by a gun crew, that will fire the main gun, then let rip with verious small arms fire, be they rifles, SMG, and on occasion LMG. Yet when the crew abandons their gun, they revert to the standard crew with nothing more then their nations side arm. I realise that these guys are in effect bugging out of a hot situation, but if there small arms are close enough to them to fire when they crew the main gun, won't they be close enough to take with them when they decide to go.
My first though was that there might be an argument for more then one crew type, eg tank crew with side arms only, and gun crew with small arms.
I then also had the thought, that even tank crews might have the chance to salvage m/g's of the wrecked vehicles, could be an alternative to re-crewing.
Again! Just a couple of thought that hit me
Posted: Tue May 23, 2000 5:27 pm
by Charles22
I want to clarify something here. When I spoke about deselecting the main gun, in order to shoot only the mg on the turrent, I was referring to the deselection being done from the unit data screen, not the pop-up weapons window. There's quite a lot of toggeling that can be done from the unit data screen, in fact I find it more appealing to use that screen, even if the pop-up window carries the same function. It's sort of neat to see the graphic of the unit and get refreshed with seeing what the pentration ratings are for the weapon, as well as a reminder of the experience of the unit, which are nice to see if you're interested at the time. By firing the TMG, without firing the main gun, in case I wasn't very clear, after deslecting the main gun, you would NOT hit the 'T' key, as I commonly do, but instead stroll the mouse target over the unit and hit LMB. For some reason, the TMG won't fire it's first round if the main gun didn't fire a time. In either case, the LMB technique need only be used on the first of that turns fire orders, and then the 'F' key will continue the next fire attempts.
Posted: Tue May 23, 2000 6:57 pm
by ASDN
Two observations:
1. SPWaW plays only intro and exits if I have DirectSound busy (eg. mp3 player). Please do some workaround.
2. Non existing. My mistake
Best regards
[This message has been edited by ASDN (edited 05-23-2000).]
[This message has been edited by ASDN (edited 05-23-2000).]
Posted: Tue May 23, 2000 10:19 pm
by Paul Vebber
The "dual use" crew issue has been around a while but is one of those that just hasn't percolated up to the top yet...
Posted: Wed May 24, 2000 1:28 am
by panda124c
I had the same thing happen in an American WWII Campain except with M3 HT's it happen several times and with different units.
Originally posted by RogerBacon:
Helecopter Bug:
When you order a helicpoter to move the game makes the mouse clicking sound 4 times before the helicopter actually starts moving. I can see how this was missed since there were no helicopters in SP, but it might become important for the Nam version.
Posted: Wed May 24, 2000 1:37 am
by panda124c
I guess the duplicate sounds are to make up for the fact that if you are firing at unit in the next hex usually there is no sound.
Originally posted by Bondy:
Dice4Eyes(Mvh Daniel E.) - you wrote:
"Why all the duplicate sound files.
Exampel 1000.wav = 1022.wav"
Michael Wood wrote the answer in another thread - here's what he wrote:
"Some one asked why we have a lot of duplicate sound files in the game. It is because I programmed the game to randomnly choose one of 3 to 6 sounds for each sound effect. This comes to hundreds of sounds.
The sound folk are hard at work, even as we speak, producing new sounds to flesh out all the sound file possibilities. These new sounds will be released, once they have enough of them."
That is great news - that means more sounds in the update and those files will no longer be duplicate sounds - great idea.
Posted: Wed May 24, 2000 1:48 am
by panda124c
Yea but remember what happen to good old Tom (Oh no Mr Bill)
It's great to watch two crews shooting it out P38's to Colt .45's
Originally posted by Dave R:
Originally posted by Seth:
Plus, why in God's name would you get up and blaze away at a T-34 with your trusty popgun?
Yohhh! If it's good enough for Tom Hanks in Saving Pvt Ryan it's good enough for me, and he was using a Colt .45 against a Tiger!(grins)
Posted: Wed May 24, 2000 1:52 am
by panda124c
I see the Phantom crew problem is also still around.
Originally posted by Paul Vebber:
The "dual use" crew issue has been around a while but is one of those that just hasn't percolated up to the top yet...
Posted: Wed May 24, 2000 5:49 am
by Paul Vebber
The easy solution is to just delete the secondary weapon, but then folks complain when you run out of ammo and crew can't defend itself...
Let me know if you think that is preferable for now.
Posted: Wed May 24, 2000 5:56 am
by U235
Is it just me or do retreating enemy crewmen make an awful lot of smoke? They sure are tough to kill, chasing them accross the map.
Having a great time all the same. Best SP yet!!!
Posted: Wed May 24, 2000 7:50 pm
by Larry Holt
Here's another take on the blue flag bug. I had a GE Recon team that had taken fire and was reported "buttoned" at 22 suppression. It was stacked with a halftrack. I click on the track and the blue flag appeared a few hexes away. I click on the flag and it goes away. I could repeat this over and over.
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An old soldier but not yet a faded one.
Posted: Thu May 25, 2000 12:14 am
by kfbaker
I suspect this one may have already been reported, but if we all assume bugs are reported then they will not be, so.
I started my WW2 campagn this weekend, in my 6th battle now, but twice the enermy has failed to turn up. For the record I am playing Germans and the engamaments were the 3rd with the french and 5th in the desert. The second was odd as it was an advanace and lasted untill all zones were in axiss hands.
Posted: Thu May 25, 2000 12:29 am
by Larry Holt
Originally posted by kfbaker:
I suspect this one may have already been reported, but if we all assume bugs are reported then they will not be, so.
I started my WW2 campagn this weekend, in my 6th battle now, but twice the enermy has failed to turn up. [snip]
It has been suggested that in the buy forces screen if you press the exit button instead of the done button this may happen. I've not tried it. Could this be your case?
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An old soldier but not yet a faded one.
Posted: Sun May 28, 2000 1:14 am
by Voriax
Some new things have cropped up...
Bocage is basically a thick shrubbery, right? So when a halftrack moves through it, shouldn't it breach that bocage? Also I find it bit funny that a wheeled armoured car cannot push thru that shrubbery. This is of course because it is _wheeled_ so can it be flagged to allow wheeled non-trucks go thru bocage?
When I played the 'Grabner's last ride' as Brits i scored some bottom hits with SMG's at the German halftracks. But somehow these bottom hits caused turret damage. didn't know Stens were that powerful

Perhaps the damage from bottom hits should be limited to the hull section of the vehicle?
Also a point about suppression. Now the tanks take very little of it from small arms fire which is good, but the same also seems to apply to halftracks. As the MG(s) of a HT are often located in an open pedestal and the gunner has to stand up to operate the weapon, I'd think he could be mightily suppressed when bullets fly? So perhaps HT's should suppress bit easier, considering that HT's are quite powerful nowadays against infantry as the mg's have been beefed up. And as a further thought, perhaps all opentopped vehicles should suppress bit easier than tanks?
Voriax
Posted: Sun May 28, 2000 4:24 am
by Paul Vebber
Good questions. Ther terrain will likely be looked at for the 2nd patch.
All AFVs are able to be "buttoned" ast the worse by smal arms (<50cal.) That includes HT's. AAMG's can't be fired when buttoned. If the HT has good leader and keeps rallying, then you have a "whack an AA gunner" situation.
Currently very rarely small arms can damage a vehicels "optics" ie FC rating.
WOuld you like to see a smilar small chance of taking out the AAMG?
I doubt know we could do that for the two current patches, but would that hel solve teh problem.
THe "kill the exposed guy when unbuttoned" is another way, but that is also hard...
Posted: Sun May 28, 2000 4:38 am
by Dave R
[QUOTE]Originally posted by Voriax:
Some new things have cropped up... 
Bocage is basically a thick shrubbery, right? So when a halftrack moves through it, shouldn't it breach that bocage? Also I find it bit funny that a wheeled armoured car cannot push thru that shrubbery. This is of course because it is _wheeled_ so can it be flagged to allow wheeled non-trucks go thru bocage?
Not quite. Bacage is thick shrubbery, but growing on low walls or earth mounds. An armoured car or half track wouldn't be able to climb the wall/mound
Posted: Sun May 28, 2000 11:10 am
by Voriax
Originally posted by Dave R:
Not quite. Bacage is thick shrubbery, but growing on low walls or earth mounds. An armoured car or half track wouldn't be able to climb the wall/mound
Okay, didn't know about the mound. Perhaps I should try to dig out pictures of it. But as in the game halftrack can move through it then it should breach it and thus make a 'hole' where other units can go thru without added movement cost.
And Paul, a chance to take out the AAMG would be nice. After all that weapon is in exposed position.
Voriax
Posted: Sun May 28, 2000 3:18 pm
by Recon_slith
Poor old AA Gunners- they finally down an aircraft and get no credit (or experience).
It seems that aircraft don't count as kills, which is rather sad.
Another minor point is having crew show up in the Change unit menus. Does anyone ever want to change something into a crew? There are two entries for them as well. Pointless as far as I'm concerned.
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Wait for Death. There's a choice?
Recon
Posted: Sun May 28, 2000 6:46 pm
by ASDN
1. In the OOB editor on the weapon screen there is the caption "Range" instead of "Name".
2. If you want to get rid of this DOS box window, which remains after the game is finished, get into properties of this window and select "Close on exit" checkbox. And that won't be unclosed DOS box any more

.
It had better if Matrix Games selects this checkbox and then make install version as this option is stored in the shortcut to the START.BAT (this one put in the "Menu Start\Steel Panthers World At War" folder). Change it !!! Please !!!
[This message has been edited by ASDN (edited 05-28-2000).]
Posted: Sun May 28, 2000 6:50 pm
by Voriax
Me again
Japanese have knee mortar units that have their weapon slots filled with 3 50mm mortars and rifle. When such unit moves, only the slot 1 mortar becomes unusable for that turn but the other two are still available at least direct fire purposes (sorry, didn't check indirect fire).
When a tank has shots left for all weapons, but doesn't have HE rounds and you fire at AT-gun the text 'xxx fires at yyy at z hexes etc..' is written two times in the popup window. The hit result is written after the second text. The tank doesn't fire the main gun though, only mg. This happened to most german tanks in the 'objective snipe' scenario. If you fire at infantry this doesn't happen.
also in the same scenario when a dug-in unit (surrounded by that sand wall) retreates they take their wall with them

It vanished when the unit has finished it's move. Looks funny, nothing else.
Then in another scenario I had a bunker facing at 3 o'clock. Infantry unit fired at it from 4 o'clock position about 4-5 hexes away. And scored some rear hits. I don't know how the code determines the hit locations but as these shots came almost directly from the front it felt bit odd. Perhaps heavy wind caused the bullets to swerve?
And a suggestion for last so that Paul won't think I'm just trying to find bugs...
Could it be possible to code objective flags in such manner that when you move your unit into obj. flag that has enemy unit, the flag won't change to you but becomes neutral. And when the hex becomes occupied by one side only, the hex would turn to that party without the need to move in again. This would also make the last turn 'objective rushes' a little less attractive?
Voriax