Bug report consolidation thread

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Charles2222
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Post by Charles2222 »

Bug? I'm not too sure about my prior battles playing 5.01, but the current 9/39 battle while WWII campaigning is resulting in enemy retreats towards my lines "at least" 20% of the time. It's probably something that didn't really strike me before, because the artillery hadn't destroyed 5 or more entrenched tanks as it has this time, therefore I'm moving tanks up a bit, resulting in close quarter battles, which many of the Polish infantry are going right into the tanks hexes.
A.H
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Post by A.H »

I want to say that you, who were responsible that my 5.01 update didn't work should get fired. It took so many hours to download with my 56k modem nad it was missing the vid998.smk file. The I spend many hours to download the vid998.smk file, but when I putted in the right folder it still didn't work! I have now uninstalled and reinstalled the game over five times and I have done everything right. I still doesn't work. My war stops here. damn...
A.H
Joe Osborne
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Post by Joe Osborne »

Originally posted by gdpsnake:
To Joe Osborn,
Often when flamethrowers or satchel charges are used on buildings, the buildings collaspe and the occupants are eradicated. This can also happen during artillery strikes or shell hits. I can't give you a percentage but you had a bit of bad luck. Also, remember the 3% hit chance is to hit the concealed unit NOT the building. If you can't hit a building then you shouldn't have a rifle!
LOL!!! true, true...I just wish there were a message explaining the untimely death of those in the building...there is an attack and an explosion and they disappear....it makes it "look" like a bug at least...whenever you attack units in a building with the same armament and get a few you always get a casualty report.

Also as far as percenatges go my opponent was aiming at me not the building...though I suppose one could make a case for this kind of reaction if he used the "Z" key. Then that would be considered a building collapse....


This isn't a biggie...just odd....

Joe O.
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Charles2222
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Post by Charles2222 »

I'm quite sure I've pointed this out before, but I don't know if anyone ever noticed, but I see it here again in the current game I'm playing. What is happening, is that if you are on the receiving end of an assault, your usual mine-clearing units, should you want to counterattack WILL NOT CLEAR THEM AT ALL (at least this is true for the engineers). If you strew a line of minefields in front of your positions, you can forget counterattacking unless you feel like going through the minefields. Yes, I have every single engineer unit set to "clear" mines, and MANY of them are unspotted as well as unsuppressed. Thanks.

BTW, if it makes any difference, I did have them laying mines earlier in the battle, but after things looked very stable I decided to go on the offensive.
Larry Holt
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Post by Larry Holt »

Originally posted by Charles_22:
I'm quite sure I've pointed this out before, but I don't know if anyone ever noticed, but I see it here again in the current game I'm playing. What is happening, is that if you are on the receiving end of an assault, your usual mine-clearing units, should you want to counterattack WILL NOT CLEAR THEM AT ALL (at least this is true for the engineers). If you strew a line of minefields in front of your positions, you can forget counterattacking unless you feel like going through the minefields. [snip]
I'll have to try and clear my own mines and see if I have the same problem. If engineers are not clearing when set to do then that would be a bug. I definately can clear my own barbed wire as I have done that but never tried my own mines.

However, IRL one does not create a wall of mines then clear them to get through. In fact one of the tongue in cheek truism of war is that if you make it too hard for the enemy to get in, you won't be able to get out.

What you need are lanes. That is leave gaps in your belts of mines but put mines in front or behind the gaps to cause you to swerve through the lanes. Your opponent won't be able to go straight through and may even get lucky and make one turn correctly but won't be able to swerve through two or three turn. You, of course, will see the mines and can get out.
Never take counsel of your fears.
Slayer
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Post by Slayer »

I believe that there is still more than one person in machine gun squads who fire their rifles. One rifle shot from a machine gun team killed 3 men earlier today, which is better than I usually see from an entire squad of riflemen.
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Charles2222
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Post by Charles2222 »

Larry Holt: I've thought about it a while. This battle I'm fighting is very unusual, so unusual in fact, that I did not buy a single mine while being on the receving end of an assualt. I don't know what came over me. In any case, I'd like to further clarify the specific situation. Now maybe they will not clear mines at all in this situation, I don't know, but what they are not clearing are the ones they made themselves, just directly in front of them. I do have lanes, as I don't have that many engineers, but what I don't have are orders to get them to go off course and go around the mines they've laid in front. I tend to think the infantry won't clear them either, but I haven't been able to attempt that.
Igor
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Post by Igor »

Though it's been mentioned elsewhere, just for the record let me mention the brigade of HQs that the nationalist Chinese deploy during generated campaigns set in the early 1930s. I should also mention that if the out of game editors are used in minor power generated campaigns (so far, Chinese and Hungarian have been mentioned), then the campaign will crash at the end of that battle.
Norm
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Post by Norm »

More multiplayer observations:

a) some units have unlimited number of shots. Last shot always has same outcome.

b) wrong OP-Fire. OP-Unit targets previous target.

c) timer dosn't work correctly (at all) on host machine (using Blenheim BLunder Scenario).

d) Return fire option (countdown) reduces time of turnuser.

e) Some reinforcemnts untis cannot be selected (Blenheim Blunder Scenario /British)

f) Some units seem to be undestructible in a turn.

g) Op-Fire user can read in box which unit is targeting him!!!

h) Host can read which reinforcements arrived for opponent!

i) Hit probabilities, seem to be miscalculated sometimes. 30% first round, after immobility of target, reduced to 2%. Recalculates after some actions with other vehicles.

j) seldom screen centers on unit moved. (On screen of person who shouldn't know)

k) dust can be seen over entire screen (not clear if really so?)

l) Opponent get's sound of unit moved. Combined with dust, it's impossible to deceive tank movements through the use of trucks like Rommel did.

--Norm
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Paul Vebber
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Post by Paul Vebber »

Remember "shots" from small arms are more than 1 round so a single man firing a rifle can get lucky and kill multiple men.
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Paul Vebber
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Post by Paul Vebber »

Units do not clear their own mines. It is assumed that higher command wants them there and it also prevents the AI from clearing all its own mines...
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Paul Vebber
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Post by Paul Vebber »

on online play:

a) unlimited shots

when a unit gets stuck in this sort of loop itsbecasue teh target units computer is not acknowledging the data. The firer then gets reset and the shot "never happened". Usually moving on to another unit and coming back to it will help, but sometimes its becasue the firer computer gets out of synch with the target beasue a packet somewhere is misssed.

b) wrong opfire - same thing the firer "sees" the target in a hex that it is not really in, so it dfaults back to its old target.

c) timer - you will often see the timer "jump around abit" especially in multiplayer games as the game tries to keep synched to the other computers. It may not keep perfect time - but its supposed to give you teh idea of a limited time frame and how much time is left.

d) there is no easy way to get teh other machines to pause during opfire, if you keep it short (I use 3 sec) and use a little extra time, it can't be abused. If an opponant keeps "not responding" to opfire to waste your time, then I'd find another opponant.

e) Reinforcements sometimes unload offboard - when they do that they don't appear. This is a problem in some scenarios with loaded vehicels as reinforcements.

f) These units are not where your game thinks they are - if this gets to be a problem, save the game and email it to the opponent and start it again "resynched"

g-h) Limited intel is not perfect - it is assumed that you know whether its a Panther or a sniper that is shooting at you so you can decide to shoot back if the shooter is off the screen. some inapproriate messages still appear.

i) Sometimes the hit chance reflected is the wrong one (loses track of target), but when you shoot the correct one is used

j) Interface problem

k) Dust is smoke, so you can see it anywhere

l) He may know there are trucks moving, but if you move a tank one hex, then a truck many hexes or a truck one hex and tank many hexes, it quickly gets confusing as to whether it is a tank moving 1 hex 10 times or 10 tanks, or 1 truck, or 10 trucks...

Just like in other games (like flight sims) that try to use real-time data exchange latnecy and packet errors can lead to problems. THe "peer to perr" architecture we inherited from SP3 online makes teh "opfire confirm" a bit strange at times.

If you are playing very large scenarios (more than 100 units a side) of multiplayer, then its probably best to keep opfire confirm off. Every few turns, having one player save and send that file to the other players to "synch up" to will help. Cable modems or DSL help and a LAN is best (very few "synch problems"). Otherwise you have to chaulk some of this up to fog of war as the game goes on! I have found things like opfire triggering shots at the previous target to be helpful a lot of times :)

Our new games will use a Client server architectureand DIRECTPLAY, which will help online play, but in its current state it is at least as reliable as an ASL game where you realize you missed a shot, or miscalcuted odds etc. Tough to get is all perfect!
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