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TF Movement errors
Posted: Sun Sep 27, 2015 10:19 pm
by Harrybanana
The screenshot below is from my server game with QBall. During my turn I moved 4 of my TFs into the positions in which you see them on the ferry hexes. The problem is now I can not move them back out of the ferry hexes. I believe this is a bug as I certainly have more CV strength in the hexes leading out to the North Sea. Another odd thing is that, as you can see, I can move my TFs into the highlighted hex (the one showing the 154) which is not a port. This is a real problem for me as I need those TFs to maintain temp ports/beachheads and to support attacks on Calais and Brest.
I have not played past this point,so if you load my latest save form the server you should be able to see it. Alternatively, you can go back to the save from the start of my movement phase and duplicate this.

RE: TF Movement errors
Posted: Mon Sep 28, 2015 12:06 am
by LiquidSky
That happened to me as well...it is zoc'd by the German units (the 3=24 stack). As soon as those are pushed out (and they will with that much naval guns) you will be able to move back out.
I think you were not supposed to be able to move into it in the first place which is where the bug lies.
EDIT: did you try to move into your invasion port first? Even if it doesn't show a movement number on the map you might be able to right click and have it move in.
RE: TF Movement errors
Posted: Mon Sep 28, 2015 4:42 am
by Harrybanana
You are obviously more astute than I Liquid Sky. I was able to extricate 3 of the TFs by moving into the invasion port first as you suggested. I'm not sure as I agree with you that it was a bug allowing me to move into the hex though. 6.3.6 says that control of a ferry hex is determined by the player with control of the greatest number of land hexes adjacent to the ferry. At the time I moved in I controlled 3 to his 2.
Thanks to you I can now continue with my turn.
RE: TF Movement errors
Posted: Thu Oct 01, 2015 4:09 pm
by Harrybanana
Joel or Helpless,
Could either of you confirm whether or not this bug is in fact a bug and, if so, that it is being looked at. In this case I was able to get around the bug with 3 of my 4 trapped TFs, but only because they were trapped adjacent to a port. However, the 4th TF is still stuck and I would like to get it out of there.
Also I spotted another bug (I think) in that I can not build my 2nd Mulberry in my most northerly invasion hex. Since this is the only invasion hex on a rail line, this is a bigger problem for me than the stuck TF. When I say I can't build a mulberry there I mean the the option to build a mulberry does not appear when I examine the hex (not Air base). Is there any reason why I should not be able to build a mulberry here, or is that another bug?
RE: TF Movement errors
Posted: Thu Oct 01, 2015 5:26 pm
by Helpless
save downloaded. will take a look soon.
RE: TF Movement errors
Posted: Thu Oct 01, 2015 6:36 pm
by LiquidSky
You cannot build a mulberry if the weather is not clear. That is one reason.
RE: TF Movement errors
Posted: Thu Oct 01, 2015 6:54 pm
by Harrybanana
ORIGINAL: LiquidSky
You cannot build a mulberry if the weather is not clear. That is one reason.
Ah...did not know this. Thank you again LiquidSky.
RE: TF Movement errors
Posted: Fri Oct 02, 2015 3:09 pm
by Helpless
I'm able to replicate it and it doesn't look right.
RE: TF Movement errors
Posted: Mon Nov 16, 2015 11:15 pm
by Harrybanana
Will this be fixed in the next update? Several more turns went by and I could not move the one TF. Then the TF just disappeared.
RE: TF Movement errors
Posted: Tue Nov 17, 2015 10:38 am
by Helpless
Fix is the patch which was sent to Matrix some time ago.
RE: TF Movement errors
Posted: Tue Nov 17, 2015 1:59 pm
by Joel Billings
We hope the update will go out as a public beta this week.