2.9.0 Game stopping bug.

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rkr1958
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2.9.0 Game stopping bug.

Post by rkr1958 »

There are a couple of things going on. One minor and one a game stopper.

The minor one is that the side with subs is always asked twice if they wish to commit their subs to a naval combat.

The game stopper one is when I return the damaged RN CL Dunedin and hit the green phase button, the damage CL Duednin disappears and the green phase button which is now is gray stays gray. So, I'm unable to advance the game.

The aborted Walther sub causes no problem when return to base, it's just the damaged CL Duednin.

To repeat the game stopper bug just set die rolls and recreate the results in the provided screen caps.

Image
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Ronnie
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rkr1958
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RE: 2.9.0 Game stopping bug.

Post by rkr1958 »

game turn.
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Ronnie
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rkr1958
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RE: 2.9.0 Game stopping bug.

Post by rkr1958 »

game turn prior to search if you want to check out the "minor" issue where a player is asked twice if they wish to commit their subs.
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Ronnie
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rkr1958
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RE: 2.9.0 Game stopping bug.

Post by rkr1958 »

Interestingly, if the CL Dunedin is only aborted instead of being damage the same thing happens (i.e., phase button stays grayed out after returning it to base). So, I'd say we've got a major break with 2.9.0.

I ran this with 2.7.0 and was able to get through it. I wonder if the issue is that the code in 2.9.0 has gotten into some infinite, or near infinite, loop? In 2.7.0 it takes about 5 to 10-seconds before the button turns green again and I advance to the German ground strike phase.
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Centuur
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RE: 2.9.0 Game stopping bug.

Post by Centuur »

I just ran into the same bug as you did. It's a game stopper indeed...
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RE: 2.9.0 Game stopping bug.

Post by Shannon V. OKeets »

ORIGINAL: rkr1958

Interestingly, if the CL Dunedin is only aborted instead of being damage the same thing happens (i.e., phase button stays grayed out after returning it to base). So, I'd say we've got a major break with 2.9.0.

I ran this with 2.7.0 and was able to get through it. I wonder if the issue is that the code in 2.9.0 has gotten into some infinite, or near infinite, loop? In 2.7.0 it takes about 5 to 10-seconds before the button turns green again and I advance to the German ground strike phase.
I ran your saved game using 02.09.00.04 and had no trouble.

The reason the damaged unit disappears is that damaged naval units in port are moved to the repair pool at the end of the phase.

---

I fixed the problem with asking about subs twice.

See Hot patch 02.09.00.04.
Steve

Perfection is an elusive goal.
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rkr1958
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RE: 2.9.0 Game stopping bug.

Post by rkr1958 »

ORIGINAL: Shannon V. OKeets

ORIGINAL: rkr1958

Interestingly, if the CL Dunedin is only aborted instead of being damage the same thing happens (i.e., phase button stays grayed out after returning it to base). So, I'd say we've got a major break with 2.9.0.

I ran this with 2.7.0 and was able to get through it. I wonder if the issue is that the code in 2.9.0 has gotten into some infinite, or near infinite, loop? In 2.7.0 it takes about 5 to 10-seconds before the button turns green again and I advance to the German ground strike phase.
I ran your saved game using 02.09.00.04 and had no trouble.

The reason the damaged unit disappears is that damaged naval units in port are moved to the repair pool at the end of the phase.

---

I fixed the problem with asking about subs twice.

See Hot patch 02.09.00.04.
Just downloaded this hot patch and tried it. I'm seeing the same thing, the patch fixed the bug I was getting with 2.9.0. Thanks!
Ronnie
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