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Replacing dead HQ bug pre/post patch

Posted: Tue Sep 01, 2009 8:05 pm
by Walloc
Gona make several post with saves as the issue unfolds.

Problem in "short" is that if u have a HQ that is split up in several fragments and if the "parent" part of the HQ dies as for example on a sinking ship and a fragment of the HQ is alive.
The game since the parent part of the HQ is dead then "replace" the dead HQ as per rules. Putting a new HQ in the reinforcement schedule as per rules.
Problem is that 2 turns before the "replacing" HQ is scheduled to arrive it vanish from the reinforcement schudule and doesnt appeare physcially at the destination it was destined for.
The fragment that is left over is renamed into the parent HQ, but it still act like a fragment. It cant recieve any new devices/squads. So since it was alrdy a fragment it wont function proberbly. For example a AHQ cant supply torp capability or only limited and so on.

The issue doesnt arrise if the HQ is destroyed in full. It only appeares if there is a fragment left when the "parent" part of the HQ dies, as far as i can confirm. I've seen several full HQ die in Malaya and come back with no issues.

First save is 224 RAF HQ just fully loaded on 3 ships in TF 18 at Singapore.

Kind regards,

Rasmus

RE: Replacing dead HQ bug pre/post patch

Posted: Tue Sep 01, 2009 8:10 pm
by Walloc
save 3 turns later as i've send 1 of the ship off to Madras with a fragment of the HQ.
The 2 other ships make a suicide run to get em self killed to show the issue.
1 ship was sunk last turn and sinking with the parent part of the HQ. Leaving 1 of the suicide run ships alive with a fragment that has been renamed the parent.
This wasnt my intend but ill provide saves as things unfold for better debugging.

RE: Replacing dead HQ bug pre/post patch

Posted: Tue Sep 01, 2009 8:15 pm
by Walloc
2 turns later the 1 ship left on the suicide run is sunk with the parent part of the HQ.
Leaving the frag on its way to Madras
Notice now as per this turn. 224 Group RAF HQ is now in the reinforcement schedule.

RE: Replacing dead HQ bug pre/post patch

Posted: Tue Sep 01, 2009 8:17 pm
by Walloc
and a save 2 days from the HQ is scheduled to appeare. The last turn its still in the reinforcement schedule.

RE: Replacing dead HQ bug pre/post patch

Posted: Tue Sep 01, 2009 8:23 pm
by Walloc
and then the turn after. Where the HQ is vanished from the reinforcement schedule and the fragment in Madras is renamed into the "parent" HQ.

To confirm that the "new" parent in Madras still acts as a fragment and doesnt recieve any device or squads with replacement on. you'll will have to do new turns to observe that. The effect of it not regaining squads / devices is that it doesnt regain its functions as a normal AHQ.
Similar it should be confirmed that the HQ scheduled for UK in fact doesnt arrive next turn.

If there is any question or things i havent explained so its understandble. Ask away.

Kind regards,

Rasmus

Edit: Guess the last save didnt get attached. Any how just run a turn with the save in above post and the in this post described effect should take place.

RE: Replacing dead HQ bug pre/post patch

Posted: Wed Sep 02, 2009 7:41 am
by Walloc
Attaching the in above post missing and promised save file [8|]

RE: Replacing dead HQ bug pre/post patch

Posted: Fri Sep 04, 2009 12:13 pm
by Walloc
Any word on this one?

Considering the amount of HQ coming in the "Homelands" US, Japan that will require shipping to get around. Running into this bug doesnt sound too far fetched.

Kind regards,

Rasmus

RE: Replacing dead HQ bug pre/post patch

Posted: Fri Sep 04, 2009 5:19 pm
by BigJ62
I did find a problem and attached a fixed turn if interested. Btw that renamed HQ at Madras is really the original HQ (146) because the frag and HQ combined when the HQ re-entered the game.


RE: Replacing dead HQ bug pre/post patch

Posted: Fri Sep 04, 2009 5:23 pm
by Walloc
ORIGINAL: BigJ62

I did find a problem and attached a fixed turn if interested.


Thx BigJ62,

It was a pure test game tho. I found the bug in a real game and just used this test game to replicate it, since it takes so long to show fully.
So I was mostly interested in, if the problem had made onto the list of bugs to fix/fixed.
Non the less efford much appriciated and thx.

Kind regards,

Rasmus

RE: Replacing dead HQ bug pre/post patch

Posted: Fri Sep 04, 2009 5:28 pm
by BigJ62
I'm not sure if this fix will make in Patch 1 but Patch 2 for sure.

RE: Replacing dead HQ bug pre/post patch

Posted: Fri Sep 04, 2009 5:31 pm
by Walloc
ORIGINAL: BigJ62

I did find a problem and attached a fixed turn if interested. Btw that renamed HQ at Madras is really the original HQ (146) because the frag and HQ combined when the HQ re-entered the game.


Ok, but have u confirmed / found a reason that the HQ in fact doesnt recieve squads/replacements which can be a problem as it is in this case?
I tested that with this being only unit on all map to have replacement on. Obviously u have a pool of support squads in that case. The HQ recieved no squads/devices for the month i keept running turns. It was located with lotsa supplies and a command HQ.

Kind regards,

Rasmus

RE: Replacing dead HQ bug pre/post patch

Posted: Fri Sep 04, 2009 5:38 pm
by BigJ62
Yes I found and fixed the replacements problem.

RE: Replacing dead HQ bug pre/post patch

Posted: Fri Sep 04, 2009 6:20 pm
by Walloc
Great and thx BigJ62.

Rasmus