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Possible bug: broken units eliminated in level 3-4 woods
Posted: Sat Apr 02, 2016 10:42 am
by UP844
While testing the "Casa Berardi" scenario, which includes vast areas of Level 3 and 4 terrain, I noticed that broken+ units in woods are removed as for being within normal range of enemy units [&:].
This does not happen to units routing in stone buildings or lumberyards.
Should I post a game saved before the Rout Segment?
RE: Possible bug: broken units eliminated in level 3-4 woods
Posted: Sat Apr 02, 2016 7:51 pm
by Peter Fisla
ORIGINAL: UP844
While testing the "Casa Berardi" scenario, which includes vast areas of Level 3 and 4 terrain, I noticed that broken+ units in woods are removed as for being within normal range of enemy units [&:].
This does not happen to units routing in stone buildings or lumberyards.
Should I post a game saved before the Rout Segment?
If you have the saved game, please post it and I will take a look
thanks!
RE: Possible bug: broken units eliminated in level 3-4 woods
Posted: Mon Apr 04, 2016 2:37 pm
by UP844
Here is the saved game. Details and picture in the next post.
RE: Possible bug: broken units eliminated in level 3-4 woods
Posted: Mon Apr 04, 2016 2:38 pm
by UP844
The two units in [24,19] broke in [24,17] during the previous turn German Defensive Fire.
In the subsequent British Rout Segment I purposedly routed them in [24,19]. They survived the end of their Rout Segment, so I hoped that updating from 1.0.6 to 1.0.11 has solved the issue.
The units did not rally in the Administrative Segment of the British turn.
I have saved the game attached to the previous post before clicking on the red button and ending the British Rout Segment. The units appear highlighted, as they should actually be if this was an open ground hex [&:], but it is a Level 3 woods hex.
As soon as I click on the red button, both units are eliminated because they are in the LOS of the German unist in [20,26].
Am I misunderstanding something about the rout rules or is there something going wrong?
