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RE: Narvik Bug?
Posted: Mon Apr 10, 2017 12:47 pm
by BillRunacre
ORIGINAL: Schrudcher
I am Playing allies and left Polen, France and the USSR to the AI.
I Did not get a message about the Finnish expedition but it toke place and saidly they where to late.
After that Germany toke Denmark and Norway.
Did get the question to send the rupertForce to Narvik and accepted. After 2 turns they did show up at Narvik but the France did not they still at Dundee.
Hi Schrudcher
The French receive the Decision to send an expedition to Finland, as when designing this I thought that the Allies wouldn't want two Decisions on doing this.
However, when it comes to sending units to Narvik later on, there are separate Decisions for the British and French, as one may not want to commit both units. This works well when you control both the British and French, but when the AI controls one it will act according to the % chance set in the script to send the unit (zero in this instance).
I'm not sure of an easy solution here, though in future it might be best to switch France back to your control just for that turn, as that would enable you to respond to that Decision, and then switch it back to AI control later on.
Alternatively the unit could be loaded into an Amphibious Transport (Long Range) and sent to support Rupertforce, though it won't arrive until a little later. Some Carriers would also be useful in support.
RE: Bugs
Posted: Sun Apr 23, 2017 10:07 am
by wlape3
I found another bug. Happens every time I try to land paras.
FAILED(animate_tile_control_update_after_land_unit_move): Segmentation violation
RE: Bugs
Posted: Mon Apr 24, 2017 6:48 am
by Benedict151
Hello walpe3
I'm sorry you are encountering this error, we thought we had found and fixed this.
Can I just check you are using the latest official version (v1.03)?
regards
Ben Wilkins
RE: Bugs
Posted: Mon Apr 24, 2017 10:18 pm
by wlape3
Actually, I am using the latest beta which I saw announced April 21st. It is with this one the trouble began.
Will
RE: Bugs
Posted: Tue Apr 25, 2017 6:54 am
by Benedict151
Hello walpe3
The paratrooper bug was believed fixed in v1.02 (and no one has reported it since as far as I'm aware)
I dropped some paratroopers this morning and it was fine (which is no consolation at all I know)
If it is possible to receive the following it would be fantastic and really help us track things down
1) The contents of the ERROR folder that is generated in your Users\<your name>\My Documents\My Games\Strategic Command - WWII War in Europe\ERROR folder.
2) Steps to reproduce the error and any information on whether it was repeatable or not.
Can you send this information to Hubert at
hcater@furysoftware.com
Unfortunately our annual developers conference is being held this week so wen't be able to look at creating a fix
until the start of May. I am sorry for the delay and frustration caused
regards
Ben Wilkins
RE: Bugs
Posted: Fri Apr 28, 2017 4:38 am
by sPzAbt653
Sleep Mode doesn't always seem to be working for Air Units. I'm using v1.03.01 Beta and sometimes my fighters assigned to Sleep will still provide Escort and take casualties. This isn't new to this version, as I have noticed it in older versions, but this time I'm pretty sure I caught it and I have a save file if needed.
RE: Bugs
Posted: Fri Apr 28, 2017 10:55 am
by crispy131313
I thought sleep was to take units out of the "next unit" cycle and to avoid them flashing on the map? Otherwise it's for planning and does not effect gameplay in anyway.
RE: Bugs
Posted: Fri Apr 28, 2017 12:15 pm
by sPzAbt653
Well no wonder it doesn't work !
Another case of 'I should read the manual first, before assuming what something means'.
RE: Bugs
Posted: Fri Apr 28, 2017 12:30 pm
by crispy131313
I've never read the manual either I just remember it from SC2

RE: Bugs
Posted: Fri Jun 23, 2017 3:03 am
by sPzAbt653
I will try and the explain the stupid thing I did that uncovered a rare weird thing.
Me Allies vs. computer Axis, v1.05. I did a Torch by declaring war on Algeria from the Diplomacy box. This caused Vichy France [which was High > Axis already] to go 100% Axis, which I observed in the Diplomacy box without having to leave it.
So I am looking at the 'Vichy France 100%' in the Diplomacy box, and I think 'Maybe I can throw a few chits on them and change their mind'. So I put 2 USA chits on 100% Axis V.F., then exit the the Diplomacy box. I get the message that V.F. has joined the Axis [oh well, my stupid idea didn't work]. But, the 2 USA chits I put on V.F. are gone. I've played several turns and the USA only has a total of 3 now [they have 2 on Spain and 1 on Sweden, and none in the kitty].
While in the Diplomacy box, if we declare war on a country the diplomacy will reset and show that country at 100% to the other side. If we then switch countries, say from USA to UK, that country is then removed from the list, so that the UK cannot put diplomacy on it. I think this is maybe where wires get crossed, as when we declare war and a country goes 100%, that it should be removed from the list, if it was the target of the DoW or if it is a country that went 100% by reaction. I think ?
RE: Bugs
Posted: Fri Sep 01, 2017 12:48 am
by sPzAbt653
A small bug that has been around forever but I've never gotten around to reporting it.
Right Click on the Sub to change it to Hunt Mode.

RE: Bugs
Posted: Fri Sep 01, 2017 12:49 am
by sPzAbt653
The possible movement hexes are highlighted, but the unit cannot move.

RE: Bugs
Posted: Fri Sep 01, 2017 12:50 am
by sPzAbt653
We need to Left Click on the unit again in order to be able to move it.

RE: Bugs
Posted: Fri Sep 01, 2017 10:15 am
by rocketman71
Yes, I have noticed that too with subs.
RE: Bugs
Posted: Fri Sep 01, 2017 1:19 pm
by Hubert Cater
I believe this is fixed with the last beta as I am unable to recreate this, is it possible to confirm if either of you is using the v1.09.06 Beta?
RE: Bugs
Posted: Fri Sep 01, 2017 7:25 pm
by sPzAbt653
I am not on 1.09.06 yet. I will get it soon and test it out and let you know. Also, I posted this issue while using the 653N Mod. I generally only post after I have tested with the stock campaign, but it slipped my mind this time. [:(]
RE: Bugs
Posted: Sat Sep 02, 2017 3:51 am
by sPzAbt653
This does not happen with 1.09.06 in either the stock campaign nor in 653N. Thanks for doing such quick work [;)]
RE: Bugs
Posted: Sun Sep 03, 2017 6:23 am
by Hubert Cater
Great to hear, thanks [:)]
Re: sPzAbt653
Posted: Sun Sep 03, 2017 5:16 pm
by Jack59
Looking at your snip I think you need two naval units to blockade the port and reduce it's supply. See the invasion of Malta example.
RE: Bugs
Posted: Thu Sep 07, 2017 12:49 am
by sschnar1
I am running 1.09.06 Single Player with Allied AI.
I have not noticed this problem on any my other games that reached 1945 of the previous versions, but it is getting PAINFULLY SLOW. Upwards of 40 minutes doing just 'THINKING (Combat I) ...', btw: '...' is not cycling, it looks like all is stopped, Task Manager indicates that it is still processing consuming 29% CPU time.
This slowness started around APRIL 1945 and was getting longer and longer, it is now APRIL 1946 with delays up to 40 minutes just doing (Combat I). This reminds me of the old days where computers had to sort out available memory. I suspect some sort of AI Decision is having an issue.
I would attach the game file(s) but I don't see how to attach it here.