Movement Bug
Moderator: AlvaroSousa
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canuckgamer
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Movement Bug
I don't know if this is one of those one off bugs but the following happened in our PBEM game.
Russian corps with 5 OPs started in hex 190,70. There was a German bomber in hex 185,69. When I clicked on the Russian corps it showed a movement path that allowed me to overrun the German plane. I clicked on hex 185,69 "instinctively" and the overrun occurred. During a later session as I don't complete turns in one session I went back to look assuming that the Germans had left a hole with divisions in hex 187,69 and 187.71. I then saw that the German unit in hex 187,69 was a corps so it should have cost the Russian corps a total of 4 ops to enter hex 187.70. I don't know if the German unit in 187,71 is a division as it has not been revealed. If it is a division, could it be that the division's lack of ZOC overrode the ZOC of the corps? Regardless, I can't explain this one.
If this is indeed a bug and in fairness to my friend, I am thinking that maybe you can rewind it to the start of the Allied turn?
Russian corps with 5 OPs started in hex 190,70. There was a German bomber in hex 185,69. When I clicked on the Russian corps it showed a movement path that allowed me to overrun the German plane. I clicked on hex 185,69 "instinctively" and the overrun occurred. During a later session as I don't complete turns in one session I went back to look assuming that the Germans had left a hole with divisions in hex 187,69 and 187.71. I then saw that the German unit in hex 187,69 was a corps so it should have cost the Russian corps a total of 4 ops to enter hex 187.70. I don't know if the German unit in 187,71 is a division as it has not been revealed. If it is a division, could it be that the division's lack of ZOC overrode the ZOC of the corps? Regardless, I can't explain this one.
If this is indeed a bug and in fairness to my friend, I am thinking that maybe you can rewind it to the start of the Allied turn?
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canuckgamer
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Re: Movement Bug
I talked to my friend and he told me that he has encountered movement bugs involving ZOCs many times. For example, being able to move a tank unit through Russian ZOCs. He has however made sure that he was not making any illegal moves. He also told me that the bug disappears if he moves a unit or unit elsewhere on the map and then comes back to the original unit that was able to make the illegal move. That original unit is then charged the correct movement costs.
As mentioned in my original post could you rewind our game to the start of the Allied turn, September 12 1941. Our game number is 364956 and it indicates that it is turn 54. If it is not possible to rewind to the start of the Allied turn then please rewind to the start of the Axis turn.
Thank you.
As mentioned in my original post could you rewind our game to the start of the Allied turn, September 12 1941. Our game number is 364956 and it indicates that it is turn 54. If it is not possible to rewind to the start of the Allied turn then please rewind to the start of the Axis turn.
Thank you.
- AlvaroSousa
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Re: Movement Bug
A couple things. Lots of rules in this game so I might be wrong.
Divs = no ZoC
Hex you just take = no ZoC when entering you will see diagonal lines
Retreated unit = I don't remember if they still exert ZoC.
Roads = remove terrain movement.
A unit can ALWAYS move at least 1 hex.
If you force retreat on a line of hexes they all have no ZoC in them. Thus allowing breakthroughs.
WP2 has an improved system to avoid such bugs. I really learned a lot from the WP1 engine thus why I am rewriting it. Many games just use the same engine and update it. But I wanted a whole rework to make sure it is completely smooth. Luckily it didn't take that long. Even the save file is significantly smaller allowing for huge maps over multiplayer.
Divs = no ZoC
Hex you just take = no ZoC when entering you will see diagonal lines
Retreated unit = I don't remember if they still exert ZoC.
Roads = remove terrain movement.
A unit can ALWAYS move at least 1 hex.
If you force retreat on a line of hexes they all have no ZoC in them. Thus allowing breakthroughs.
WP2 has an improved system to avoid such bugs. I really learned a lot from the WP1 engine thus why I am rewriting it. Many games just use the same engine and update it. But I wanted a whole rework to make sure it is completely smooth. Luckily it didn't take that long. Even the save file is significantly smaller allowing for huge maps over multiplayer.
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canuckgamer
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Re: Movement Bug
Yes, we are aware of all the examples you mentioned but in this case the first hex entered by the Russian corps was a marsh hex in the ZOC of a German corps. That should have cost 4 ops which would have ended it's move. Looking at the path it took the cost would have been 10 ops so there definitely is a bug. When we encounter it again we will take a screenshot and post it.
In the meantime please rewind our game back as per my request in my previous post. Thanks.
In the meantime please rewind our game back as per my request in my previous post. Thanks.
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canuckgamer
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Re: Movement Bug
In addition it was a non road marsh hex and we also know that you can enter a road hex from a non road hex that is not connected and still only pay 1 ops.
- AlvaroSousa
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Re: Movement Bug
Tell me the hex # and I will do some testing.
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canuckgamer
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Re: Movement Bug
I detailed the hex numbers in my initial post but here they are again.
Russian corps with 5 ops started in hex 188,70. There are German corps in hexes 187,69 and 187,71. The Russian unit moved to hex 187,70 which should have cost 3 ops. One op for the road (even though road is not connected to starting hex) and two ops for entering a ZOC for a total of 3. That should have ended it's movement but it was able to continue to move to hex 185,69 and overrun the German bomber in that hex.
In the meantime please rewind our game to the start of the Septermber 12 1941 Allied turn. Our game number is 364956 and it is turn 54. Thanks.
Russian corps with 5 ops started in hex 188,70. There are German corps in hexes 187,69 and 187,71. The Russian unit moved to hex 187,70 which should have cost 3 ops. One op for the road (even though road is not connected to starting hex) and two ops for entering a ZOC for a total of 3. That should have ended it's movement but it was able to continue to move to hex 185,69 and overrun the German bomber in that hex.
In the meantime please rewind our game to the start of the Septermber 12 1941 Allied turn. Our game number is 364956 and it is turn 54. Thanks.
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canuckgamer
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Re: Movement Bug
Alvaro, you haven't indicated yet whether you will be able to "rewind" our pbem game to the start of the September 12 1941 Allied move. It is turn 54 and the game number is 364956.
Our situation highlights how it would be better if we could save moves on our hard drives and send moves either as attachments or if too large using something like dropbox.
We both think that the overrun of the German bomber due to a bug with movement and ZOCs is significant enough that we want to back the game up and continue from that point.
Our situation highlights how it would be better if we could save moves on our hard drives and send moves either as attachments or if too large using something like dropbox.
We both think that the overrun of the German bomber due to a bug with movement and ZOCs is significant enough that we want to back the game up and continue from that point.
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Re: Movement Bug
I deleted the last turn. Didnt see the request till today.
My mother was in the hospital so I have been on the forum a little less the last week. Now she is in hospice and was supposed to pass but those Italian genes kept her going and she had a miraculous recovery but won't walk again. So I had to move her to a nursing home. Lots of work. But all is settled so I should be back to my normal activities.
My mother was in the hospital so I have been on the forum a little less the last week. Now she is in hospice and was supposed to pass but those Italian genes kept her going and she had a miraculous recovery but won't walk again. So I had to move her to a nursing home. Lots of work. But all is settled so I should be back to my normal activities.
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Re: Movement Bug
I made the same setup and it came in right. Only thing I can think of is this.
Was there an attack on 187, 70 that forced a retreat? If so that hex is only 1 movement.
Was there an attack on 187, 70 that forced a retreat? If so that hex is only 1 movement.
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canuckgamer
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Re: Movement Bug
Alvaro, sorry to hear about your mother and thanks for "backdating" our game. In our game it was strictly a move, no combat. Looking at your screenshot I noticed that it cost 4 ops but I thought that entering a road hex from a non road hex that was not connected only costs 1 ops. At least that is the way it works in the Pripet Marshes. Or have you corrected that in one of your updates?
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canuckgamer
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Re: Movement Bug
Here is a screenshot of our pbem game after you back it up. Note my infantry unit is only pay 3 ops. You can also see the bomber that I was able to overrun prior to you backing the game up.
What we are finding is that movement costs for entering terrain and ZOCs vary but revert to the correct cost by moving another unit on the map (even partial movement) and then going back to the first unit.
What we are finding is that movement costs for entering terrain and ZOCs vary but revert to the correct cost by moving another unit on the map (even partial movement) and then going back to the first unit.
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canuckgamer
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Re: Movement Bug
2nd attempt at posting screenshot.
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- AlvaroSousa
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Re: Movement Bug
I forgot f ZoC is 2 or 3 lol.
This is odd as it is the same pathfinding system that resets. Pathfinding is hard with so many variables. I will investigate.
This is odd as it is the same pathfinding system that resets. Pathfinding is hard with so many variables. I will investigate.
Creator Kraken Studios
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canuckgamer
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Re: Movement Bug
ZOC costs 2 ops. In the screenshot I posted there is a road in the first hex so 1 OP to enter a road hex even though I wasn't moving from a connected road hex and the ZOC cost for a total of 3. In your screenshot you were charged 2 and the ZOC so a total of 4. I think that a unit should have to pay the terrain cost when entering a road hex unless it is moving from a connected road hex.
- AlvaroSousa
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Re: Movement Bug
In WP2 the road I believe is -1 cost. Don't remember. I haven't been working on the game for a while due to family issues that are not mostly resolved.
Creator Kraken Studios
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