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Bug in combat resolution
Posted: Fri Feb 07, 2014 1:18 pm
by joshuamnave
Attacking Gibraltar with 3 div invading, and 3 land units attacking. The attack left one Brit standing. Combat result required me to destroy 2 attackers and disorganize half the remaining (2d10 chart). But after destroying 2, it wants me to disorganize 2 more, and there is only one more available to disorganize. Can't proceed.

RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 1:23 pm
by AxelNL
I see 5 destroyed units. Did you destroy the invading ones first?
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 1:52 pm
by Numdydar
Really diasterous attack too [:(]
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 2:03 pm
by joshuamnave
The invaders were autodestroyed because the hex wasn't clear, and they did not count against the mandatory destroys. I had to destroy 2 of the non invaders.
Not such a disasterous attack, really. I needed a 13 to clear the hex, I rolled a 12. There were HQ's standing by to reorg the air and the remaining ground unit, and more ground units ready to both invade and move in to the hex north of Gibraltar, and a decent naval force ready to try to intercept any reinforcements coming in. Strong chance of finishing the job in the second impulse.
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 2:13 pm
by AxelNL
ORIGINAL: Zartacla
The invaders were autodestroyed because the hex wasn't clear, and they did not count against the mandatory destroys. I had to destroy 2 of the non invaders.
Not such a disasterous attack, really. I needed a 13 to clear the hex, I rolled a 12. There were HQ's standing by to reorg the air and the remaining ground unit, and more ground units ready to both invade and move in to the hex north of Gibraltar, and a decent naval force ready to try to intercept any reinforcements coming in. Strong chance of finishing the job in the second impulse.
I think the bug is that the code did not calculate the autodestroys for the disorganisation. It thinks those units are also available to choose from to disorg.
PS: I tried to find in the RAC where is says that the the invaders do not count against the mandatory destroys. Until now was not able to clearly find that.
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 2:17 pm
by joshuamnave
I assumed that was the bug as well. It's not a situation that will come up very often - probably in Gibraltar almost exclusively.
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 2:20 pm
by AxelNL
ORIGINAL: Zartacla
I assumed that was the bug as well. It's not a situation that will come up very often - probably in Gibraltar almost exclusively.
Perhaps Singapore.
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 2:28 pm
by joshuamnave
Maybe. But Singapore has 2 land hexes to attack from, so the ratio of invaders:land attackers should be better. Although, the bug will still hit and make the Japanese disorganize more units than they should have to - it just won't stop the game from proceeding. So in that respect, anywhere that you have an invasion with ground attackers (or a paradrop with ground attackers, presumably), the bug could hit.
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 2:33 pm
by michaelbaldur
it is clearly a bug ..
never tried that kind of attack (land attack/invasion combined, with half disorganised ). so I misted that one
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 6:13 pm
by paulderynck
Any chance for a saved game from just prior to the combat, Zartacla?
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 6:22 pm
by joshuamnave
Nope, sorry... it's gone. Shouldn't be too hard for you to recreate the situation though.
RE: Bug in combat resolution
Posted: Fri Feb 07, 2014 11:44 pm
by Shannon V. OKeets
ORIGINAL: Zartacla
The invaders were autodestroyed because the hex wasn't clear, and they did not count against the mandatory destroys. I had to destroy 2 of the non invaders.
Not such a disasterous attack, really. I needed a 13 to clear the hex, I rolled a 12. There were HQ's standing by to reorg the air and the remaining ground unit, and more ground units ready to both invade and move in to the hex north of Gibraltar, and a decent naval force ready to try to intercept any reinforcements coming in. Strong chance of finishing the job in the second impulse.
I have found a bug in those calculations and modified the code. I need for the beta testers to check the changes I made to make sure I there are no adverse effects. If that goes well over the weekend, you'll see those corrections in version 1.1.3.0 - hopefully on Monday (2/10/2014).