Possible Bugs?

Post bug reports and ask for game support here.

Moderator: MOD_Flashpoint

Post Reply
User avatar
kool_kat
Posts: 558
Joined: Mon Jul 07, 2008 1:10 pm
Location: Clarksville, VA.

Possible Bugs?

Post by kool_kat »

Gents: [8D]

I just started playing FPC-RS and am noticing a few items when using Classic PBeM.

(1.) Double orders - Example: I'll issue orders for a 22 minute cycle. Click proceed. After the 22 minute cycle is resolved, a shorter 3 minute cycle will pop up. I can than enter orders again. Essentially, I can issue double orders before the turn is passed over to my opponent. It does not seem to be connected to the overall time length for the turn.

(2.) Enemy reinforcements view - Example: During the PBeM video replay, the video will show the appearance of enemy reinforcements even though I do not have any units within LOS of these hexes.

(3.) Re-supply - Example: Sometimes when I issue re-supply orders to a unit, the re-supply order fails. Units are in HQ command range and enemy units are not nearby.


Are these bugs or is the game working as intended?
Regards, - Mike

"You have to learn the rules of the game. And then you have to play better than anyone else." - Albert Einstein
User avatar
cbelva
Posts: 2223
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

RE: Possible Bugs?

Post by cbelva »

Number 1 sounds right. You are 3 minutes inside your opponent's command cycle. FPRS uses an asynchronous WEGO system. The length of a player's turn is determined by several different variables such as command and control, orders issues, distance from hqs, overall morale and readiness, etc (just to name a few).

Numbers 2 and 3 may be bugs, but we would have to look at them. If you can post some saved game files that demonstrate these we will check it out. I personally have not seen these myself.
Charles Belva
On Target Simulations LLC
User avatar
kool_kat
Posts: 558
Joined: Mon Jul 07, 2008 1:10 pm
Location: Clarksville, VA.

RE: Possible Bugs?

Post by kool_kat »

ORIGINAL: cbelva

Number 1 sounds right. You are 3 minutes inside your opponent's command cycle. FPRS uses an asynchronous WEGO system. The length of a player's turn is determined by several different variables such as command and control, orders issues, distance from hqs, overall morale and readiness, etc (just to name a few).

Numbers 2 and 3 may be bugs, but we would have to look at them. If you can post some saved game files that demonstrate these we will check it out. I personally have not seen these myself.

Ok. Next time I note these occurrences, I will send you the saved game turn files. Thanks.
Regards, - Mike

"You have to learn the rules of the game. And then you have to play better than anyone else." - Albert Einstein
User avatar
CapnDarwin
Posts: 9766
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Possible Bugs?

Post by CapnDarwin »

mwest, Charles is correct on #1. As posted on Grogheads we will look into the other two and any screen shots and save files go a long way to helping us replicate and track the bugs.

Thanks for the info!
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
Post Reply

Return to “Tech Support”