Ver 4 Bug s Here!
Moderator: MOD_SPWaW
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I have v4.0 and am playing as the Germans in Western Europe against the Poles in '39. In the first battle I have a SdKfz 221 armored car commanded by 1ST LT Wiess. The car and 1ST LT Wies survive the 1st battle of the campaign and achieve veterans status.
Then when I start the 2nd battle the same car is commanded by a no rank guy named Krause. Is some civilian joyriding in my scout car?? Is 1ST LT Wiess asleep in the back?? Has anyone else experienced AWOL leaders??
Then when I start the 2nd battle the same car is commanded by a no rank guy named Krause. Is some civilian joyriding in my scout car?? Is 1ST LT Wiess asleep in the back?? Has anyone else experienced AWOL leaders??
I've noticed two possible errors. I am playing solitare against the computer AI. Germans vrs Poles in long campaign.
First, the poles keep retreating directly at me instead of away. This wouldn't be so bad except nobody retreats towards a MG that is killing them and they retreat right through my barbed wire and minefields without causing any casualties. In fact, the best 'advance' by the Poles happened when several squads 'retreated' towards me right through all the obstacles, mines, and wire!
I think they need to move away from the weapon causing the result and towards the 'supply point' or into cover.
Second. I keep seeing when the enemy's weapons jam/malfunction. I should not know if the enemy's weapon goes 'kaput'. This is minor and doesn't affect play unlike the first 'retreat' problem so it's not a big deal. But when you get ready for another patch you might remove that piece of intel from the process if it's not a hard thing to do.
Third. You guys are the best. This product is the best game to date. I look forward to purchasing your future products.
An amazingly satisfied customer!
First, the poles keep retreating directly at me instead of away. This wouldn't be so bad except nobody retreats towards a MG that is killing them and they retreat right through my barbed wire and minefields without causing any casualties. In fact, the best 'advance' by the Poles happened when several squads 'retreated' towards me right through all the obstacles, mines, and wire!
I think they need to move away from the weapon causing the result and towards the 'supply point' or into cover.
Second. I keep seeing when the enemy's weapons jam/malfunction. I should not know if the enemy's weapon goes 'kaput'. This is minor and doesn't affect play unlike the first 'retreat' problem so it's not a big deal. But when you get ready for another patch you might remove that piece of intel from the process if it's not a hard thing to do.
Third. You guys are the best. This product is the best game to date. I look forward to purchasing your future products.
An amazingly satisfied customer!
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- Joined: Tue Jun 06, 2000 8:00 am
- Location: Saint Arnoult en Yvelines FRANCE
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Would it be possible to change campaign scoring ? I find it a bit disheartening to turn a defeat into a draw and get not points for it or a bit too flattering to achieve a high final score while in fact I have been a few times beaten by the AI (not that often, but it sure happens
)
Ok, this is not really a bug but since I have none to report except the Id flags not showing and reduced squad option bringing men back to life whan loading a saved game...

Ok, this is not really a bug but since I have none to report except the Id flags not showing and reduced squad option bringing men back to life whan loading a saved game...
Wargamo, ergo sum
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- Location: woodbury,mn,usa
Greetings All:
I play a lot of campaign games against the A.I. This is the first actual bug I've spotted, and incidently, if anyone has mentioned this one before, I apologize for being redundant.
Sov rifle Cos have 3 intrinsic ATR units using PTRD ATRs. While the weapon loadout
in the unit stats looks ok, when this unit fires it sounds and behaves like a Dshk 12.6
mm MG. Hmmm. I imagine the sound file pointer in the unit data is just incorrect.
Other than that I have had a lot of fun so far. One ques though; just a point of curiousity; during bombardment at the start of a DEFEND scenario, I was hit by the A.I.
with HE calibres from 75mm to and including
305mm naval guns by the Italians. The odd thing was that all impact sounds were in the
"dull thud" wav file range of about 341-342.wav Some of these calibres were quite large, and it would seem that a more dramatic sound would be in order? I don't
know if this would happen all the time, but I
know there are heftier file sounds within
the SND directory. Everything is in there.
Thats all so far. Much appreciation to all
at Matrix. By and large, the behavior and feel of this ver. looks promising.
P.S. I'm not sure if I agree that A.I artillery is too good. Some scenarios have
been good, some bad. You have to keep moving, use terrain to conceal this movement
where possible, and don't make a prolonged demonstration in one place if you know the A.I. has heavy guns. You're gonna get hit! In the final analysis, if you end up under 150mm rounds, you're going to bleed.
Greg.
I play a lot of campaign games against the A.I. This is the first actual bug I've spotted, and incidently, if anyone has mentioned this one before, I apologize for being redundant.
Sov rifle Cos have 3 intrinsic ATR units using PTRD ATRs. While the weapon loadout
in the unit stats looks ok, when this unit fires it sounds and behaves like a Dshk 12.6
mm MG. Hmmm. I imagine the sound file pointer in the unit data is just incorrect.
Other than that I have had a lot of fun so far. One ques though; just a point of curiousity; during bombardment at the start of a DEFEND scenario, I was hit by the A.I.
with HE calibres from 75mm to and including
305mm naval guns by the Italians. The odd thing was that all impact sounds were in the
"dull thud" wav file range of about 341-342.wav Some of these calibres were quite large, and it would seem that a more dramatic sound would be in order? I don't
know if this would happen all the time, but I
know there are heftier file sounds within
the SND directory. Everything is in there.
Thats all so far. Much appreciation to all
at Matrix. By and large, the behavior and feel of this ver. looks promising.
P.S. I'm not sure if I agree that A.I artillery is too good. Some scenarios have
been good, some bad. You have to keep moving, use terrain to conceal this movement
where possible, and don't make a prolonged demonstration in one place if you know the A.I. has heavy guns. You're gonna get hit! In the final analysis, if you end up under 150mm rounds, you're going to bleed.
Greg.
Greg.
It is better to die on your feet
than to live on your knees.
--Zapata
It is better to die on your feet
than to live on your knees.
--Zapata
pual it seamed to come from just one pak gun as my tank moved into its los this happend to or three times during the battle.long campiagn german vs us v4.but also on ocasion as you mentioned i was hit 3-4 times before i could hit back from several guns firing at once.man the ai is so much more of a chalange its cool to say the least.Originally posted by Paul Vebber:
Just to clarify - You move a tank say, and the AI opfires the same gun 4 or 5 times before control goes back to you? Or are multiple guns firing one after the other? Also which version and which game type?
The first would be a bug (one I have not observed) - a given unit should only fire one time per opfire activation. If the 2nd - it is why Pak fronts are so dangerous...
[This message has been edited by Paul Vebber (edited September 12, 2000).]

"The best form of defence,is attack"
playing campiagn.
after saving game all works fine when you continue to play.
after saving game then exit out ether to desk top or to steelwaw start screen.load up your campiagn to carry on and these things happen to your squads.this happens with the depleated squad button on.
1.depleated squads that are made up of 70-95% of the full oob that have not taken damage ie KIAs stay the same both on the battle screen and in the information screen regarding men in a squad.
2.any squads including bialed crews of afvs and guns etc that have taken damage ie KIAs before you saved then after you saved and exited the game when you come back,on the battle screen they show up with the full oob complament by way of number on top but often with less men showing as icons.
also in the info screen they still show as damaged.
any depleated unit that has taken kills also comes back as a full oob complament ie 8 man fresh squad loses 4 men leaving 4 save the game come back to it the next day for examble they show up as a full squad no depleation but in the info sreen they have only 4 men.
this only happens by exiting the game compleatly or going back to the start screen.
i have heard this happen from some one else but i'm not shore.many thanke for your replays
this does'nt seam to happen when you turn the depleated button of
thanks so much for your time and effort guys
after saving game all works fine when you continue to play.
after saving game then exit out ether to desk top or to steelwaw start screen.load up your campiagn to carry on and these things happen to your squads.this happens with the depleated squad button on.
1.depleated squads that are made up of 70-95% of the full oob that have not taken damage ie KIAs stay the same both on the battle screen and in the information screen regarding men in a squad.
2.any squads including bialed crews of afvs and guns etc that have taken damage ie KIAs before you saved then after you saved and exited the game when you come back,on the battle screen they show up with the full oob complament by way of number on top but often with less men showing as icons.
also in the info screen they still show as damaged.
any depleated unit that has taken kills also comes back as a full oob complament ie 8 man fresh squad loses 4 men leaving 4 save the game come back to it the next day for examble they show up as a full squad no depleation but in the info sreen they have only 4 men.
this only happens by exiting the game compleatly or going back to the start screen.
i have heard this happen from some one else but i'm not shore.many thanke for your replays
this does'nt seam to happen when you turn the depleated button of
thanks so much for your time and effort guys

"The best form of defence,is attack"
Bermuda Triangle:
We were playing online 3 players
at end of my turn some my units were transfered probably by UFO in another location 2-4 hexes and change direction (without any move. My opponents also had the same problem
Tchief:
I saved about 500 points for reinforcements
then i request reiforcements and i have only
about 200 points to spend
and where are 300 points ???
We were playing online 3 players
at end of my turn some my units were transfered probably by UFO in another location 2-4 hexes and change direction (without any move. My opponents also had the same problem
Tchief:
I saved about 500 points for reinforcements
then i request reiforcements and i have only
about 200 points to spend

- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
We played a 3-player online game and after a few false starts (Getright breaks the SPWaW connection) managed to play 12 turns without a problem. Then it started getting out of synch, and making us wait for 5 minutes every turn. Luckily the situation was pretty clear so I decided to surrender
.
Now the real bugs:
*Autosave doesn't work. Clients' SPWaW says the they don't have the saved game, even when the host e-mails them the right save files.
*A situation I saved at the end scoreboard crashes the game when loaded in any play mode. The unit lists aren't sometimes displayed in the end too.
*MGN client crashes (runtime error 63) with everyone I've talked to when they try to enter a room. It doesn't crash when they create a room themselves, destroy it and then join the real room.

Now the real bugs:
*Autosave doesn't work. Clients' SPWaW says the they don't have the saved game, even when the host e-mails them the right save files.
*A situation I saved at the end scoreboard crashes the game when loaded in any play mode. The unit lists aren't sometimes displayed in the end too.
*MGN client crashes (runtime error 63) with everyone I've talked to when they try to enter a room. It doesn't crash when they create a room themselves, destroy it and then join the real room.
Can you tell what squads they were? What year?Originally posted by Grok:
Finn squads decimated my squads in as little as one firing, mostly two firings...way too much firepower IMO
As you may have noticed there is a lot of different rifle squads in the Finnish OOB. However their armament is pretty much in line with other countries, imho.
They start with rifles, smg and handgrenade, then gain a molotov/satchel charge for the winter war. Later on the LMG is added and handgrenade removed. Some late-war squads have 2xSuomi smg. These are based on real oob's and shouldn't be that far off. bugs are possible though.
We even made a longish list that explained some of the choices we madde during the oob creation, perhaps we can get it included with the next patch..?
Voriax
Ps. It may be just the famous Finnish accuracy that decimated your squads

Oh God give Me strength to accept those things I cannot change with a firearm!
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
Yeah, I noticed that folder 2 minutes ago and was just about to mention it but you beat me to it...Originally posted by Paul Vebber:
I included all the OOB text files in a folder OOB - if you have something that is not there - please send it to me.

Finnish change list is tad dated. Jarkko, do you have a fresher list?
Voriax
Oh God give Me strength to accept those things I cannot change with a firearm!
I was playing a German long campaign, and encountered a curious bug in the third battle vs the British in France.
After I ended turn 3 the AI started moving MY units before it did anything to it's own. It moved three of my halftracks on to a hill. On the next turn it pulled a truck out of a column and drove it directly east at full speed and moved three rifle squads out of their cover so that they were in the open and visible to the enemy. It also moved the same halftracks as in the previous turn driving them in circles around a victory hex area.
In each of these cases the units it moved had movement allowance left and I don't it was ever exeeded. I tried reloading the turn and it always moved the same units. I even tried setting the infantry to defend stance, but it still moved them.
This is very annoying as you can imagine. It didn't happen in the previous battles of the campaign. Perhaps it has something to do with the fact that I have a spec ops platoon that I'm trying to infiltrate?
After I ended turn 3 the AI started moving MY units before it did anything to it's own. It moved three of my halftracks on to a hill. On the next turn it pulled a truck out of a column and drove it directly east at full speed and moved three rifle squads out of their cover so that they were in the open and visible to the enemy. It also moved the same halftracks as in the previous turn driving them in circles around a victory hex area.
In each of these cases the units it moved had movement allowance left and I don't it was ever exeeded. I tried reloading the turn and it always moved the same units. I even tried setting the infantry to defend stance, but it still moved them.
This is very annoying as you can imagine. It didn't happen in the previous battles of the campaign. Perhaps it has something to do with the fact that I have a spec ops platoon that I'm trying to infiltrate?
I do not know if this has been mentioned or not but the two 1939 Winter War scenerios by Redleg I think. The "Frozen Hell" and "Frozen Suvanto". The Finnish squads are represented by tanks. All the units of the Finns are tanks, wheather infantry or otherwise. Just thought I would bring this to attention. Sorry if it has already been mentioned. Still a very great game. I love it!! 

"Woof, Woof"
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As others have already said. 4.0 is GREAT, but bugs...well they are not nice 
1. Caves still can turn. This "feature" has
been partly around since 1.0 - If I remember correctly...
Just right-click enemy unit somewhere and cave will turn to face that direction...
Quite unique invention - moving cave!
2. I tried this new feature that allows player to destroy abandoned vehicles...
It seems that if you cant see that vehicle before it is abandoned - you cant see that
vehicle at all...
Here is what I done. I had a German halftrack and I used '9' key to remove halftracks crew.
After that I brought a Russian infantry squad near that hex. They could not see any halftrack at all! Even when they were standing in the same hex!
This is bug - right, or is there something that I have missed??
(Version - 2.3 patched to 4.0...)
Bugs aside. 4.0 has all the features that I have always wanted....well, not all but most of them

1. Caves still can turn. This "feature" has
been partly around since 1.0 - If I remember correctly...
Just right-click enemy unit somewhere and cave will turn to face that direction...
Quite unique invention - moving cave!

2. I tried this new feature that allows player to destroy abandoned vehicles...
It seems that if you cant see that vehicle before it is abandoned - you cant see that
vehicle at all...

Here is what I done. I had a German halftrack and I used '9' key to remove halftracks crew.
After that I brought a Russian infantry squad near that hex. They could not see any halftrack at all! Even when they were standing in the same hex!
This is bug - right, or is there something that I have missed??
(Version - 2.3 patched to 4.0...)
Bugs aside. 4.0 has all the features that I have always wanted....well, not all but most of them

--Peregrine Falcon--
I'm in my fourth campaign game now (US vs Ger 1944) and the one thing causing me the most headaches is the troop graphics
"hanging over" into an adjoining hex! With a 8-man graphic I have two guys sticking into another hex, and many times this causes me to hit the wrong hex when trying to highlight troops, which causes the last highlighted item to move towards the hex I just mistakenly hit, which many times is into enemy fire!
The graphics are not centered the way they were in V2.3, and I don't know if this is intentional or not. In the middle of a battle, with troops stacked in a hex and smoke everywhere, the only way I can positively pick a squad out is to make sure the name I want comes up in the message box before I click on it. I never had to do this before, but those mis-clicking mistakes are costly!
Thanks guys for a superb game and the great support!
Don
"hanging over" into an adjoining hex! With a 8-man graphic I have two guys sticking into another hex, and many times this causes me to hit the wrong hex when trying to highlight troops, which causes the last highlighted item to move towards the hex I just mistakenly hit, which many times is into enemy fire!
The graphics are not centered the way they were in V2.3, and I don't know if this is intentional or not. In the middle of a battle, with troops stacked in a hex and smoke everywhere, the only way I can positively pick a squad out is to make sure the name I want comes up in the message box before I click on it. I never had to do this before, but those mis-clicking mistakes are costly!
Thanks guys for a superb game and the great support!
Don
Don "Sapper" Llewellyn