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Ground unit corruption bug
Posted: Sun Dec 09, 2007 6:21 pm
by erstad
CHS, started under 1.806, currently under 1.806.
I’m Japan. At the end of the combat phase, the parent of the 51 Naval Guard died due to attrition. There are fragments of the unit elsewhere on the map. One should promote to the parent. However, what actually happened is that at least one fragment got mixed up with a fragment of an unrelated base force at the same base.
Both in the ground unit screen and in the base ground unit listing, I see the 51 Naval Guard/3 or whatever. But when I click the unit, I see the name of the BF fragment in the upper left, and the contents of the BF fragment. The BF fragment is also accessible via the BF fragment name.
If I go in through the BF name, it shows up as an engineering unit. If I go in through the 51 Naval Guard, it shows as the same unit name but as an infantry unit. Screens attached.
I’ve seen this once before but in that case I didn’t notice until much later. I’ve got the turn file that generates this.
Can I pull anyone away from AE long enough to look at this?
Pictures to follow
RE: Ground unit corruption bug
Posted: Sun Dec 09, 2007 6:22 pm
by erstad
Here's the correct fragment display

RE: Ground unit corruption bug
Posted: Sun Dec 09, 2007 6:23 pm
by erstad
Here's what I get by clicking the 51 naval guard/3

RE: Ground unit corruption bug
Posted: Sun Dec 09, 2007 6:25 pm
by erstad
Here's how the units look on the base screen

RE: Ground unit corruption bug
Posted: Sun Dec 09, 2007 8:32 pm
by rtrapasso
There are problems with fragments when the parent unit dies from attrition - normally all subfragments vanish (yes, a bug, i know it's hard to believe).
Count yourself lucky IF anything is still present. i am not sure what has happened, but i appears that the unit has vanished and what you see now here is a "ghost" remnant.
RE: Ground unit corruption bug
Posted: Sun Dec 09, 2007 9:05 pm
by castor troy
yes, definetely a ghost... seen it unfortunately also im my games...
RE: Ground unit corruption bug
Posted: Mon Dec 10, 2007 4:37 am
by erstad
So can I feel reasonably comfortable that nothing really bad is going to happen in the future due to this corruption?
RE: Ground unit corruption bug
Posted: Mon Dec 10, 2007 6:21 am
by jwilkerson
ORIGINAL: erstad
So can I feel reasonably comfortable that nothing really bad is going to happen in the future due to this corruption?
This looks like a case where the display coordinates got out of synch with the location coordinates. Once you move the unit, they should get reset.
RE: Ground unit corruption bug
Posted: Tue Dec 11, 2007 1:03 pm
by rtrapasso
ORIGINAL: jwilkerson
ORIGINAL: erstad
So can I feel reasonably comfortable that nothing really bad is going to happen in the future due to this corruption?
This looks like a case where the display coordinates got out of synch with the location coordinates. Once you move the unit, they should get reset.
Personally, i've never had good luck with ghost remnants - usually they disappear, or show up at odd times to confuse things, but aside from that they don't cause damage.
RE: Ground unit corruption bug
Posted: Tue Dec 11, 2007 5:56 pm
by jwilkerson
ORIGINAL: rtrapasso
ORIGINAL: jwilkerson
ORIGINAL: erstad
So can I feel reasonably comfortable that nothing really bad is going to happen in the future due to this corruption?
This looks like a case where the display coordinates got out of synch with the location coordinates. Once you move the unit, they should get reset.
Personally, i've never had good luck with ghost remnants - usually they disappear, or show up at odd times to confuse things, but aside from that they don't cause damage.
May be a different issue if they disappear. In all my turns (knock knock) I've only had 2 units disappear and both were real early on in the patch sequence and both were due to air transport. I've gotten ghosts a few of times, I even have a couple in my current game with Moses. Also I had one early in my Moses game in Oz, but after I moved the unit the discrepancy between the display hexes and the location hexes was resolved and the ghost became a non-ghost.
I've had 15 people send me "smoking gun" saves that have resulted in 15 different fixes for disappearing units. I doubt we've nailed them all - but I'm pretty sure the frequency has dramatically decreased. If anyone has a "just before" save, we're always willing to look at them.