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RE: The bug thread.
Posted: Thu Jul 29, 2010 7:43 pm
by xe5
@7A - was able to reproduce your situation on Grave. Started a thread about it on the main LSA forum. Your Grave issue is closely related to my Best deploy issue above- the difference being that I attacked onto the map using a split, north/south entry VL.
Starting to grasp how the various permutations of deploy may work. Cancel my "riverbank" bug report above. Im thinking its an undocumented feature. Some of my teams were considered to have entered Best using the Son North entry VL, and some the Son South VL. Since the bridge was blown, those teams considered to have used the Son South entry werent allowed to deploy north of the river. Those teams considered to have used the Son North entry were allowed to reposition south of the river because being on the south side of any river/canal is not an advantage for the Allied player.

RE: The bug thread.
Posted: Sat Jul 31, 2010 1:05 pm
by 7A_Woulf
Anyone seen this?
Second turn in a row that none of the BG's at Son can't move to Best, have full control of the map and last turn KG Rink managed to attack from Best. (This problem only applies to Son, all other BG's with connections can move to Best)
GC (Beta) against the AI, can post a save-file if necessary. (Hey I'm learning [X(])

RE: The bug thread.
Posted: Sat Jul 31, 2010 2:36 pm
by RD Oddball
While the bridge at Son is under repair you won't be able to move to Son Heath from Son. Once the icon returns to it's normal state (no wrench -- or spanner depending on where you're from [:D]) then you'll be able to make the move you're describing... if I'm understanding you accurately.
RE: The bug thread.
Posted: Sat Jul 31, 2010 2:40 pm
by Boer_slith
I found a little visual bug. Not really important, but odd.
Playing on the Grave map (beta patch; 1024x768, 16bppp, 60Hz; windows XP) parts of the bridge protrude through the soldier information panel (f7). Here's a cropped image showing one place. There are other areas on the bridge that have the same problem.

RE: The bug thread.
Posted: Sat Jul 31, 2010 2:54 pm
by stolidog
Not sure if anyone else has noticed this, but the craters caused by mortars are not changing the terrain to "shellhole"
For example, was playing Grossbeek and mortared a german team in the field, the craters were visually there on the map the next battle, but when checking the terrain/elevation it is still reading as field

RE: The bug thread.
Posted: Sat Jul 31, 2010 3:11 pm
by zon
St. Odenrode...bridge blown

RE: The bug thread.
Posted: Sat Jul 31, 2010 4:42 pm
by xe5
The editor shows a Weurt<->Oosterhout connection that doesnt exist.

RE: The bug thread.
Posted: Sat Jul 31, 2010 6:26 pm
by 7A_Woulf
ORIGINAL: RD_Oddball
While the bridge at Son is under repair you won't be able to move to Son Heath from Son. Once the icon returns to it's normal state (no wrench -- or spanner depending on where you're from [:D]) then you'll be able to make the move you're describing... if I'm understanding you accurately.
Looking at the yellow borders both Eindhoven and Son Heath is a valid option for 506th PIR, but as you can see they (or the Guards BG) can't move to Best; -That's my problem!
Shouldn't 506th PIR be able to improvise a river crossing and move from 'to Best North' AND 'to Best South', and both BG's should be able to attack from 'to Best South'? As it is now Best is a 'no-go-zone' for the BG's in Son, while KG Rink may attack freely... [8|]
*EDIT* Funny thing: -When the bridge is repaired the following turn, Best becomes a viable move-option... Am I missing something or is it a bug?

RE: The bug thread.
Posted: Sat Jul 31, 2010 9:48 pm
by squadleader_id
ORIGINAL: stolidog
Not sure if anyone else has noticed this, but the craters caused by mortars are not changing the terrain to "shellhole"
For example, was playing Grossbeek and mortared a german team in the field, the craters were visually there on the map the next battle, but when checking the terrain/elevation it is still reading as field
IIRC, xe5 already reported this bug earlier. Error in the elements file...Field element
Rubble To value should be 10 (shellhole).
RE: The bug thread.
Posted: Sat Jul 31, 2010 10:19 pm
by RD Oddball
ORIGINAL: stolidog
Not sure if anyone else has noticed this, but the craters caused by mortars are not changing the terrain to "shellhole"
We'd found that one after release and it's been fixed and will be part of update 2. Thanks for pointing it out.
RE: The bug thread.
Posted: Sat Jul 31, 2010 10:21 pm
by RD Oddball
ORIGINAL: xe5
The editor shows a Weurt<->Oosterhout connection that doesnt exist.
Thanks. That connection got removed late in development and just never got removed from the SE graphic. Thanks for pointing it out.
RE: The bug thread.
Posted: Sat Jul 31, 2010 10:21 pm
by RD Oddball
ORIGINAL: zon
St. Odenrode...bridge blown
That's a new one. Worked fine during testing. Will try to replicate it.
RE: The bug thread.
Posted: Sat Jul 31, 2010 10:25 pm
by RD Oddball
ORIGINAL: 7A_Woulf
ORIGINAL: RD_Oddball
While the bridge at Son is under repair you won't be able to move to Son Heath from Son. Once the icon returns to it's normal state (no wrench -- or spanner depending on where you're from [:D]) then you'll be able to make the move you're describing... if I'm understanding you accurately.
Looking at the yellow borders both Eindhoven and Son Heath is a valid option for 506th PIR, but as you can see they (or the Guards BG) can't move to Best; -That's my problem!
Shouldn't 506th PIR be able to improvise a river crossing and move from 'to Best North' AND 'to Best South', and both BG's should be able to attack from 'to Best South'? As it is now Best is a 'no-go-zone' for the BG's in Son, while KG Rink may attack freely... [8|]
*EDIT* Funny thing: -When the bridge is repaired the following turn, Best becomes a viable move-option... Am I missing something or is it a bug?
I'm not certain but I think it's operating correctly. The fact that there is an enemy BG on Best I think is the reason you can't move there with the bridge on Son destroyed or repairing. There is no "assault crossing" option available there. I'll have to clarify the rules Steve set up as I could see it designed either way and making sense. Did you try "attacking" into Best rather than "move?"
RE: The bug thread.
Posted: Sat Jul 31, 2010 11:30 pm
by xe5
There are two exit VLs from Son to Best, one on each side of the river ('to Best North' and 'to Best South'). So the fact that the Son bridge is blown shouldnt restrict moving to Best. If you contrl Son your BG would be able to use one of those VLs.
RE: The bug thread.
Posted: Sun Aug 01, 2010 12:34 am
by 7A_Woulf
Tried it out, no difference between 'Move' or 'Attack' movements.
In addition I tried the Irish Guards BG as well, and as you can see they are free to move north of the canal even if the bridge is blown (don't think they are ready to leave all their tanks behind, just to cross the canal [8|])

RE: The bug thread.
Posted: Sun Aug 01, 2010 2:42 am
by RD Oddball
ORIGINAL: xe5
There are two exit VLs from Son to Best, one on each side of the river ('to Best North' and 'to Best South'). So the fact that the Son bridge is blown shouldnt restrict moving to Best. If you contrl Son your BG would be able to use one of those VLs.
Thanks for pointing that out. I thought the dual connections was restricted to use along the Maas-Waal canal. Makes since that it would be used here since the Zuid Williams ran through here (right? going from memory - frightful!).
I'll point it out to Steve. Thanks!
RE: The bug thread.
Posted: Sun Aug 01, 2010 2:11 pm
by xe5
Im suspecting there is a bug with the 'dual' entry/exit VLs on maps where the bridge is blown. Ive had a problem similar to 7A's except that it involved trying to move a BG from Best to Son (see first panel below)...

RE: The bug thread.
Posted: Sun Aug 01, 2010 2:38 pm
by xe5
Strat movement arrows sometimes disappear after setting them with a move/attack order, issuing strat orders on other portions of strat map, then scrolling back.

RE: The bug thread.
Posted: Sun Aug 01, 2010 4:06 pm
by xe5
Vehicles are being tracked in Soldier details and post-battle stats as armor.

RE: The bug thread.
Posted: Sun Aug 01, 2010 10:28 pm
by squadleader_id
Single battle playing as Axis vs AI. Axis routed due to morale failure and Allies capture the map...but Battle Debrief pic shows all VLs as Axis controlled.