A list of core game bugs left in WITP:AE
Posted: Wed Dec 09, 2020 8:20 pm
Felt the itch to have a summary of the few remaining core game bugs somewhere, in case an opportunity to fix those comes along in the future. Will also update the list when more info and tests are available.
Fully tested by me as reproduceable in 1126b. No database, map, script, mod or program compatibility bugs here, only core gameplay ones.
1. All heavy industry is wiped out from the base if vacated base is auto-captured at the start of turn by row-boat party or enemy LCU presence. Other industries act as normal capture.
2. LCU moving in Strat movement mode jumps off RR track into the random neighboring hex at start of movement if the RR track path is cut this turn by enemy movement.
3. Ports which have a base level of (0) will not utilize Naval support, even if built up. https://www.matrixgames.com/forums/tm.asp?m=4820039
4. Setting NavSearch arcs makes patrols almost blind to enemy subs when in NavSearch mode. Other TFs are detected fine. Subs are detected fine when no arcs are set.
5. Random destruction on a captured base goes to extremes (either 100% trashed or 100% intact) with sufficiently large battles. It's not how RNG is supposed to work.
6. In AI game, if a player captures all main national bases for a nation (e.g. Chunking and Chengtu for Chinese), AI would keep spawning arriving national units in the shore base of this nation that has the largest airfield + port, as long as this sum is larger than 4. In stock 2 game against Allied AI I now have a POW camp for an entire Brit/Indian army in Chittagong, and another camp for an entire Chinese army in Foochow. Daily bombardments ahoi, let's see how much troop VPs it can harvest... Had an entire ANZAC army biding time on some remote atoll in some previous game.
7. When opposing LCUs arrive to a hex simultaneously, the hex will not display hexside control information (with "w" hotkey) until one of the sides vacates the hex. Hexside control seems to keep working as designed when subsequent entries into the hex are made even if side info is not displayed, at least with respect to movement restrictions. So it's a visual bug mostly, but annoying nonetheless.
8. BBs taking automatic reload from almost empty AKEs when returning to port with "Refuel on" will often trigger stack overflow which will overuse AKE action points, fully reload BBs, and show 60k+ supplies in affected AKEs the next turn. 60k+ overload disappears the turn after the next.
9. 3 available ways of pulling a pilot into an airgroup from the reserve pool all produce different results with respect to arrival delay and XP loss. https://www.matrixgames.com/forums/tm.a ... ey=�
10. In a game against Allied AI, Japan-controlled Sydney will generate computer controlled transport TFs out of AK/APs disbanded in port.
11. It is possible to rearm Yamato 18.1" from AKEs regardless of the port. Not WAD, devs state overwise: https://www.matrixgames.com/forums/tm.asp?m=2927474 . Probably connected with #8.
Fully tested by me as reproduceable in 1126b. No database, map, script, mod or program compatibility bugs here, only core gameplay ones.
1. All heavy industry is wiped out from the base if vacated base is auto-captured at the start of turn by row-boat party or enemy LCU presence. Other industries act as normal capture.
2. LCU moving in Strat movement mode jumps off RR track into the random neighboring hex at start of movement if the RR track path is cut this turn by enemy movement.
3. Ports which have a base level of (0) will not utilize Naval support, even if built up. https://www.matrixgames.com/forums/tm.asp?m=4820039
4. Setting NavSearch arcs makes patrols almost blind to enemy subs when in NavSearch mode. Other TFs are detected fine. Subs are detected fine when no arcs are set.
5. Random destruction on a captured base goes to extremes (either 100% trashed or 100% intact) with sufficiently large battles. It's not how RNG is supposed to work.
6. In AI game, if a player captures all main national bases for a nation (e.g. Chunking and Chengtu for Chinese), AI would keep spawning arriving national units in the shore base of this nation that has the largest airfield + port, as long as this sum is larger than 4. In stock 2 game against Allied AI I now have a POW camp for an entire Brit/Indian army in Chittagong, and another camp for an entire Chinese army in Foochow. Daily bombardments ahoi, let's see how much troop VPs it can harvest... Had an entire ANZAC army biding time on some remote atoll in some previous game.
7. When opposing LCUs arrive to a hex simultaneously, the hex will not display hexside control information (with "w" hotkey) until one of the sides vacates the hex. Hexside control seems to keep working as designed when subsequent entries into the hex are made even if side info is not displayed, at least with respect to movement restrictions. So it's a visual bug mostly, but annoying nonetheless.
8. BBs taking automatic reload from almost empty AKEs when returning to port with "Refuel on" will often trigger stack overflow which will overuse AKE action points, fully reload BBs, and show 60k+ supplies in affected AKEs the next turn. 60k+ overload disappears the turn after the next.
9. 3 available ways of pulling a pilot into an airgroup from the reserve pool all produce different results with respect to arrival delay and XP loss. https://www.matrixgames.com/forums/tm.a ... ey=�
10. In a game against Allied AI, Japan-controlled Sydney will generate computer controlled transport TFs out of AK/APs disbanded in port.
11. It is possible to rearm Yamato 18.1" from AKEs regardless of the port. Not WAD, devs state overwise: https://www.matrixgames.com/forums/tm.asp?m=2927474 . Probably connected with #8.
