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unrestricted sub warfare bug

Posted: Thu Aug 07, 2008 2:34 pm
by ulver
No ability to detect merchmentmen at all after I declare unrestricted submarine warfare. In the turn I declared unrestricted submarine warfare my subs detected normally. In the following 5 turns I have had more then 20 subs in anti-shipping spread over both East, West Med and the Atlantic without a single detection.

I have to suspect a bug. How is your experience with unrestricted sub warfare?

Image

This is pretty much how it has looked every turn – sub wise. My opponent assures me all relevant waters are full of transports. Given this started the turn following the declaration of unrestricted submarine warfare I have to suspect a bug

RE: unrestricted sub warfare bug

Posted: Fri Aug 08, 2008 9:26 pm
by Lascar
ORIGINAL: ulver

No ability to detect merchmentmen at all after I declare unrestricted submarine warfare. In the turn I declared unrestricted submarine warfare my subs detected normally. In the following 5 turns I have had more then 20 subs in anti-shipping spread over both East, West Med and the Atlantic without a single detection.

I have to suspect a bug. How is your experience with unrestricted sub warfare?

Image

This is pretty much how it has looked every turn – sub wise. My opponent assures me all relevant waters are full of transports. Given this started the turn following the declaration of unrestricted submarine warfare I have to suspect a bug
The fact that you are able to send so many U-boats into the Mediterranean seems to be ahistorical. Perhaps a handful could be sent through the Straits of Gibraltar, but scores of subs seems to be gamey.

RE: unrestricted sub warfare bug

Posted: Fri Aug 08, 2008 9:48 pm
by boogada
I think he actually built Austrian subs. 

RE: unrestricted sub warfare bug

Posted: Fri Aug 08, 2008 10:27 pm
by Lascar
ORIGINAL: boogada

I think he actually built Austrian subs.
How can the Austrians build so many subs. They don't have the industrial capacity to do it without starving the army for replacements. Even the Germans, doing well in the war, would be hard pressed to build so many at the expense of all else.

RE: unrestricted sub warfare bug

Posted: Sat Aug 09, 2008 4:38 am
by ulver
You can read the AAR: It has been 2 years of peace and quite. No problem then building 30+ subs. We are getting off the subject. Test have shown that no matter what (We redid did a turn with no destroyers on asw and the sea full of transports) the Subs will not find transports. What are your experiences with unrestricted submarine warfare and sub detection?

RE: unrestricted sub warfare bug

Posted: Sat Aug 09, 2008 1:19 pm
by Lascar
ORIGINAL: ulver

You can read the AAR: It has been 2 years of peace and quite. No problem then building 30+ subs. We are getting off the subject. Test have shown that no matter what (We redid did a turn with no destroyers on asw and the sea full of transports) the Subs will not find transports. What are your experiences with unrestricted submarine warfare and sub detection?
The few times that I have used unrestricted submarine warfare I have not observed what you are reporting. Of course it did not involve any where near 30 sub units. Only Frank would know if the high number of sub units you are using creates an anomalous behavior in the code.

Quite Frankly, some of the odd strategies you are using are probably pushing the game engine beyond its design parameters. So whether they should be considered bugs is debatable.

RE: unrestricted sub warfare bug

Posted: Mon Aug 11, 2008 3:42 am
by FrankHunter
By all means send me a save and I will take a look

fhunter@telus.net

RE: unrestricted sub warfare bug

Posted: Tue Aug 12, 2008 10:00 am
by ulver
Thanks.

Move sent

Once again thanks for just extraordinary post-release support.