Bugs

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Hubert Cater
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RE: Bugs

Post by Hubert Cater »

ORIGINAL: sPzAbt653

I've got a Coast Gun unit that can move a hex, sometimes. Thought I would mention it as the manual says they can't move, and most of the time it can't. Note the Action Points are '1/0' !

I liked being able to move it as the Coast Gun units tend to get in the way sometimes ... might be nice if they could always move 1 hex.

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This is definitely a bug with the extra AP and if you ever encounter this again definitely send me the saved turn as I would love to take a look and see why this might be happening.
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RE: Bugs

Post by Hubert Cater »

ORIGINAL: sPzAbt653

Forced March + Attack.

The below screenshot is from the start of the game, in southwest Poland. With the selected unit, Force March to the blue highlighted hex, right click to de-select the unit, then select the unit and it will be able to conduct an attack on the adjacent Polish unit. This is repeatable in other situations.

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Thanks and this has been fixed as well.
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RE: Bugs

Post by sPzAbt653 »

I've noticed the computer running the Allies and upgrading naval units while they are not in port. For example, the two circled units upgraded while not in port. Not sure if it matters, but I think the computer is CHEATING again ! [;)]

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Hubert Cater
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RE: Bugs

Post by Hubert Cater »

Good catch and that indeed would be some cheating by the AI as those units should be rotating through at that port, I'll have this fixed for the subsequent build after v1.00.07, thanks!
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RE: Bugs

Post by sPzAbt653 »

I noticed that the Italians start out with an investment in Heavy [Strategic] Bombing Research. Is that for real or maybe a tiny unintentional thing ?
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RE: Bugs

Post by BillRunacre »

They won't be starting out with that in the next patch. It was a historical throw back that has now been thrown away! [:)]
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Ason
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RE: Bugs

Post by Ason »

Playing the new version with the hotfix, I noticed when I zoom out to the middle level the units that have already moved do not change brightness, only when you zoom in max.
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RE: Bugs

Post by sPzAbt653 »

The computer is moving AND reinforcing on the same turn. In this shot, the green circled unit was a '7' and located in the blue circled hex. He then moved to his current position and then reinforced to a '10'. [:(]

I also observed the UK Heavy Artillery unit in Egypt move to the front line and immediately fire off three rounds. I don't think he is allowed to move first and then attack with heavy artillery. I know I can't. [:(]

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RE: Bugs

Post by Ason »

I don't know if this is a bug, but it's possible to place units on lake balaton. Should that be possible?
In my opinion is shouldn't be possible to place units there..If it is no bug does that hex give any defensive bonus?

Also I'm pretty sure this is a bug, when I have a unit placed on lake balaton I can't see properties of the hex, only the unit on it.


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TheBattlefield
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No swapping?

Post by TheBattlefield »

Since upgrading to the v1.00.07.01 HOTFIX it is no longer possible to swap my units. I have not found any (new) optional setting for this function. My "Shift" key still works and also the AI swapped cheerful, so I sign this circumstance as a bug. A restart with a new game does not correct this error.

Furthermore, I found the display of supply level of some HQ's at least confusing. While the majority of HQ's show a comprehensible information on example 8 of possible 10 supply points [8 (10)] some other headquarters show 3 of possible 8 [3 (8)], although the surrounding units are supplied correctly with 7 supply points.



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Addendum:

I have completely uninstalled the game and deleted the old files from the "Documents" folder. Even after a new installation with hotfix the fact remains: no units swapping!
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RE: No swapping?

Post by Ason »

Before I moved this unit from Vinnitsa I could move it directly next to the soviet unit in zhitomir, but because I didn't go all the way at once I can now no longer move it to those hexes, seems like a bug.



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RE: No swapping?

Post by crispy131313 »

It is because of zone of control. If you had moved all the way you would have received fire from the USSR corps. By one clicking your way forward you have uncovered the corps. This is probably intended as otherwise there would never be any benefit to moving any other than 1 hex at a time into FOW. The cautious movement is offset by not gaining more possible ground in enemy territory. Seems right to me.
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RE: Bugs

Post by BillRunacre »

ORIGINAL: Mrslobodan

I don't know if this is a bug, but it's possible to place units on lake balaton. Should that be possible?
In my opinion is shouldn't be possible to place units there..If it is no bug does that hex give any defensive bonus?

Also I'm pretty sure this is a bug, when I have a unit placed on lake balaton I can't see properties of the hex, only the unit on it.


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Hi

I could redraw Lake Balaton so units cannot be placed on it, but it would look like the image below.

Otherwise, as it is any unit attacking across it will suffer a 35% Readiness Penalty when doing so.

It's a choice between an accurate representation of the lake's shape, or having it impossible to cross.

I'm inclined to think the latter is the better option, even though I'd rather stick with the former!

Thoughts?

Bill

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RE: No swapping?

Post by BillRunacre »

ORIGINAL: TheBattlefield

Since upgrading to the v1.00.07.01 HOTFIX it is no longer possible to swap my units. I have not found any (new) optional setting for this function. My "Shift" key still works and also the AI swapped cheerful, so I sign this circumstance as a bug. A restart with a new game does not correct this error.

Furthermore, I found the display of supply level of some HQ's at least confusing. While the majority of HQ's show a comprehensible information on example 8 of possible 10 supply points [8 (10)] some other headquarters show 3 of possible 8 [3 (8)], although the surrounding units are supplied correctly with 7 supply points.

Image

Hi Konstantin

You're right that swapping isn't currently working.


I think the HQ supply is correct, as the HQ is receiving supply of 3 and distributing supply of 8.

Here's a section on HQ supply that will be in the next version of the Manual. I don't think we got it in the last version but effectively all HQs have two supply values:

HQs have a calculated supply value just like all other units, but in addition they have a Supply Distribution Value that can be applied to supply other friendly units around them.

This Supply Distribution Value is calculated based on the current supply value of the HQ. The following table outlines HQ supply distribution calculations, based on full strength HQs:

HQ Supply Distribution Value = 5 if the current supply value of the HQ is 0
HQ Supply Distribution Value = 8 if the current supply value of the HQ is 1 to 5
HQ Supply Distribution Value = 10 if the current supply value of the HQ >= 6

If the HQ is at less than full strength, its Supply Distribution Value will be reduced accordingly as described in the section below.

The Supply Value of Low Strength HQs
Low strength HQs aren't very effective sources of supply to units around them because they are working at reduced efficiency. For any HQ unit not at full strength, their Supply Distribution Value is re-calculated using the following formula:
New Supply Distribution Value = Old Supply Distribution Supply Value * HQ Strength / 10
For instance, a full strength HQ with a calculated supply value of 5 would look like this:

Supply 5(8)

Where the first value is the supply value the HQ receives at 5, and the second value in brackets is its Supply Distribution Value of 8.

However, this same HQ at strength 6 would look like this:

Supply 5(5)

Where New Supply Distribution Value = 8 * HQ strength / 10 = 5

Being at low strength renders its supply distribution inefficient and it is therefore strongly recommended to reinforce or move to greater safety any damaged HQs as quickly as possible.

Final Supply Distribution Value cannot however fall below the HQ's Minimum Supply Value, and this can be increased by researching Logistics.
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RE: No swapping?

Post by BillRunacre »

ORIGINAL: crispy131313

It is because of zone of control. If you had moved all the way you would have received fire from the USSR corps. By one clicking your way forward you have uncovered the corps. This is probably intended as otherwise there would never be any benefit to moving any other than 1 hex at a time into FOW. The cautious movement is offset by not gaining more possible ground in enemy territory. Seems right to me.

That's right. Because the Corps wasn't previously visible, the Axis unit's movement path showed potential destinations as if the Corps didn't exist.

However, these paths are updated as soon as enemy units are spotted, hence the reduction.

Otherwise players would be able to guess the location of enemy units if hidden units were taken into account when drawing the original potential destinations.
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RE: Bugs

Post by Ason »

In my opinion the best option is like you show it (not crossable) even if the lake gets a less realistic look.

While we're "in" Hungary I would like to say it's very nice to see Budapest on the western side now.

Although it's still very vulnerable and exposed to make it worth trying to defend it.

This is what I would like to propose:
Image

Either keeping Budapest at same location but moving the river (purple line)
Or move Budapest to green circle and have the river follow the blue line.

In my opinion moving Budapest to the green circle is the best option. It gives the city the defensive position it has irl and it also seems to fit real-life measurements better.

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RE: No swapping?

Post by TheBattlefield »

ORIGINAL: Bill Runacre




I think the HQ supply is correct, as the HQ is receiving supply of 3 and distributing supply of 8.



Ah. After all these years I have finally understood the HQ...
Thanks Bill!

But what follows must be a bug. It contradicts the text of the Manual: "In carrying out a Forced March the unit will not be able to attack any enemy units or capture any enemy resources."
The two circled units can fire at the french corps after a Forced March.


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RE: Bugs

Post by BillRunacre »

ORIGINAL: Mrslobodan

In my opinion the best option is like you show it (not crossable) even if the lake gets a less realistic look.

While we're "in" Hungary I would like to say it's very nice to see Budapest on the western side now.

Although it's still very vulnerable and exposed to make it worth trying to defend it.

This is what I would like to propose:
Image

Either keeping Budapest at same location but moving the river (purple line)
Or move Budapest to green circle and have the river follow the blue line.

In my opinion moving Budapest to the green circle is the best option. It gives the city the defensive position it has irl and it also seems to fit real-life measurements better.

Image

Thanks, I'll take a look at this. Currently I'm veering towards changing the river but we'll see. [:)]

One thing that's interesting is how much googlemaps shows the city on the eastern side of the river. I guess that has been developed a lot since the war?

Bill
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RE: No swapping?

Post by BillRunacre »

ORIGINAL: TheBattlefield
Ah. After all these years I have finally understood the HQ...
Thanks Bill!

Great! [:)]
But what follows must be a bug. It contradicts the text of the Manual: "In carrying out a Forced March the unit will not be able to attack any enemy units or capture any enemy resources."
The two circled units can fire at the french corps after a Forced March.

I agree, there are no intended exceptions that would allow a unit to attack after Forced Marching. Looks like you've found an unintended one, i.e. a bug.
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RE: Bugs

Post by Ason »

ORIGINAL: Bill Runacre

One thing that's interesting is how much googlemaps shows the city on the eastern side of the river. I guess that has been developed a lot since the war?

Bill

Yeah, it has expanded a lot but it was bigger back then aswell. However the old town is on the western side, with the important hills and the giant castle and citadel both situated on the top of hills(location of german and hungarian HQ's).
The german artillery was very effective from these positions and inflicted alot of casualties on the soviets. It also provided excellent protection with the robust buildings and especially the tunnel network beneath the castle and the citadel.
So only controlling the eastern side is not nearly enough to consider the city captured(even if it's the side with most buildings).
The majority of the eastern side is and was smaller "family houses" on flat ground.



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