Submarine torpedo attacks
Posted: Sun Apr 24, 2016 3:27 pm
There seems to be a bug when it comes to submarines doing torpedo attacks. This haven't been tested extensively, but the impression I've gotten is that a submarine will cease doing torpedo attacks when it runs out of torpedoes (ammo) in the first weapon slot.
Let's say you have a submarine with torpedo weapons in the first five weapon slots. Slot one is at 0 ammo while the following four are at 1. The submarine will then never do a torpedo attack again even though it has ammo in four slots. I suspect it's not that noticeable due to two reasons. To begin with the submarine will make use of the other torpedo weapon slots while there is still ammo in the first torpedo weapon slot, so it is entirely possible that it will empty all of its tubes even with this presumed bug. Secondly one usually withdraws a submarine for repair/replenishment before this becomes an issue.
A simple test scenario should be able to replicate this bug. Just have a submarine class with two torpedo weapon slots with a standard ammo load > zero, then add a sub of this class to the scenario but with the initial ammo set to zero on the first torpedo weapon slot while keeping the second slot at greater than zero. Then create a target rich environment in the same hex as the submarine along with naval search planes to provide spotting for the submarine. The expected behaviour is that the submarine will eventually use up the ammo in the second torpedo weapon slot by attacking the enemy ships. If the bug exists and works as I think, then the submarine will never attack despite being perfectly set up to do so.
Edit:
I should clarify that I don't actually own WitP:AE myself, I only have a friend who does. Otherwise I would simply create the scenario and do the testing myself. That's why I'm not sure it's a bug or just a case of observation bias.
Let's say you have a submarine with torpedo weapons in the first five weapon slots. Slot one is at 0 ammo while the following four are at 1. The submarine will then never do a torpedo attack again even though it has ammo in four slots. I suspect it's not that noticeable due to two reasons. To begin with the submarine will make use of the other torpedo weapon slots while there is still ammo in the first torpedo weapon slot, so it is entirely possible that it will empty all of its tubes even with this presumed bug. Secondly one usually withdraws a submarine for repair/replenishment before this becomes an issue.
A simple test scenario should be able to replicate this bug. Just have a submarine class with two torpedo weapon slots with a standard ammo load > zero, then add a sub of this class to the scenario but with the initial ammo set to zero on the first torpedo weapon slot while keeping the second slot at greater than zero. Then create a target rich environment in the same hex as the submarine along with naval search planes to provide spotting for the submarine. The expected behaviour is that the submarine will eventually use up the ammo in the second torpedo weapon slot by attacking the enemy ships. If the bug exists and works as I think, then the submarine will never attack despite being perfectly set up to do so.
Edit:
I should clarify that I don't actually own WitP:AE myself, I only have a friend who does. Otherwise I would simply create the scenario and do the testing myself. That's why I'm not sure it's a bug or just a case of observation bias.