Bug or Feature???
Moderator: MOD_SPWaW
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
Bug or Feature???
If you have a question on whether to submit something as a Bug , or want clarification... post it here.
A feature?
A tank which crew has bailed out cant be targeted normally or destroyed by indirect fire. So if in a tough spot, eject the crew and hide them somewhere, and return to the tank when the danger is over.
With fast artillery off, also air strikes arent shown in detail. Ideally there would be a middle option. No big deal.
A bug?
The area which shows where you can move is somehow bugged, and shows the reacheble hexes only in one direction. I dont think I am confusing this with Line of sight.
These minor issues withstanding, this is one brilliant game! HE effectiveness is just right, opportunity fire is not fullproof (at last i can sneak up behind tanks again) and map generator works great!
Thanks Matrix!
A tank which crew has bailed out cant be targeted normally or destroyed by indirect fire. So if in a tough spot, eject the crew and hide them somewhere, and return to the tank when the danger is over.
With fast artillery off, also air strikes arent shown in detail. Ideally there would be a middle option. No big deal.
A bug?
The area which shows where you can move is somehow bugged, and shows the reacheble hexes only in one direction. I dont think I am confusing this with Line of sight.
These minor issues withstanding, this is one brilliant game! HE effectiveness is just right, opportunity fire is not fullproof (at last i can sneak up behind tanks again) and map generator works great!
Thanks Matrix!
Hi. i am running Windows NT service pack 5. i have downloaded lite
version of the game and installed it. there are 3 executables in the the
target directory - start.bat mech.exe and intro.exe. i can see intro
when i run start.bat but then the program just exits. how do i even
start the game? installation did not create and clear short-cuts - just
INTRO.EXE MECH.EXE OOB Editor and Uninstall. Editor does work though.
Any ideas? Thank you.
version of the game and installed it. there are 3 executables in the the
target directory - start.bat mech.exe and intro.exe. i can see intro
when i run start.bat but then the program just exits. how do i even
start the game? installation did not create and clear short-cuts - just
INTRO.EXE MECH.EXE OOB Editor and Uninstall. Editor does work though.
Any ideas? Thank you.
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
You can't deploy in the nuetral zone. At least I can't...
Sometimes the AI set up close enough to see from your side, sometimes it doesn't...
The untargetable nature of a crewless tank is known...
Fast arty includes skipping airstrikes, that was left over form SP3...
The "movement cone" means unit command is on. ITs just like SP3 - you can only move "toward" your objective.
Move infantry only 1 hex to maximize "sneakiness" IT works both ways though infantry can "sneak up behind" other infantry too !
The game requires Durectx 6.1 or higher, something I believe is only introduced to NT in Win 2000, so i don't think it will work with NT below 2000.
Sometimes the AI set up close enough to see from your side, sometimes it doesn't...
The untargetable nature of a crewless tank is known...
Fast arty includes skipping airstrikes, that was left over form SP3...
The "movement cone" means unit command is on. ITs just like SP3 - you can only move "toward" your objective.
Move infantry only 1 hex to maximize "sneakiness" IT works both ways though infantry can "sneak up behind" other infantry too !
The game requires Durectx 6.1 or higher, something I believe is only introduced to NT in Win 2000, so i don't think it will work with NT below 2000.
-
- Posts: 171
- Joined: Tue May 09, 2000 8:00 am
- Location: Ohio, that is all I can say.
I found a few bugs playing the game last night and today.
First one is the bottom armor attack. I read through the manual a little and noticed that when armored units go over a hill and run into reverse slope defenders, their bottom armor is sometimes exposed. Well, playing a battle, I got to encounter the computer running its wimpy British MkIVs over a hill and running into my 38ts and panzer II flame tanks. Well, as the message popped up it showed that their bottom armor was something on the order of 170-180 and my 38ts proved helpless until the MkIVs moved off the hilltop. My flame tanks were slightly luckier, usually penetrating, but not always. This happened quite a bit since my whole strategy was to wait till they were in range of my weapons(hence the reverse slope ambush). I am guessing this is not intended.
The second bug is when an enemy infantry unit disappears from sight. I don't know if this is always the case, but several times when my units had an enemy unit targeted, it would dissappear by the next turn, but my units would still have it targeted, and if I pressed 'F' they would shoot at the hex the unit was in. I think this is because the enemy unit did not move that my units did not lose the target, however I am pretty sure that they should not still have the target 'in their sights' when they cannot see it.
Finally, in the units purchase screen when the campaign begins, pressing the exit button does not exit, it acts like the done button and advances you to the next screen. It works correctly when buying support units after the first battle, but not when buying core and the first support units.
Thats all for now, these are minor bugs in reality, just something to fix when you get all the more important stuff done.
First one is the bottom armor attack. I read through the manual a little and noticed that when armored units go over a hill and run into reverse slope defenders, their bottom armor is sometimes exposed. Well, playing a battle, I got to encounter the computer running its wimpy British MkIVs over a hill and running into my 38ts and panzer II flame tanks. Well, as the message popped up it showed that their bottom armor was something on the order of 170-180 and my 38ts proved helpless until the MkIVs moved off the hilltop. My flame tanks were slightly luckier, usually penetrating, but not always. This happened quite a bit since my whole strategy was to wait till they were in range of my weapons(hence the reverse slope ambush). I am guessing this is not intended.
The second bug is when an enemy infantry unit disappears from sight. I don't know if this is always the case, but several times when my units had an enemy unit targeted, it would dissappear by the next turn, but my units would still have it targeted, and if I pressed 'F' they would shoot at the hex the unit was in. I think this is because the enemy unit did not move that my units did not lose the target, however I am pretty sure that they should not still have the target 'in their sights' when they cannot see it.
Finally, in the units purchase screen when the campaign begins, pressing the exit button does not exit, it acts like the done button and advances you to the next screen. It works correctly when buying support units after the first battle, but not when buying core and the first support units.
Thats all for now, these are minor bugs in reality, just something to fix when you get all the more important stuff done.
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
The bottom armor thing is still a function of angle that is still a bit funky becasue of the "plateau effect". I will put it down to be looked at. SOunds like there might be a problem with how the angle is being calculated - it should a better angle close up amking reverse slope defenders at an advantage (or at least compensating for teh fact that things don't "tip down" on slopes)...Thanks thats' a good one!
The AO executing his subordinates is a know bug. Just buy him a car and leave it in a seperate formation. Since EVERYBODY is in the A0's formation there is no advantage to assigning units to it.
The "targetable hidden enemy" is sort of a bug/feature...ITs part of the limited intel so you lose the "big picture" of where the unit is at, but i the unit was targeted it stays targeted so the spoecific unit engaged with it can still fire, but nobody else - the BOrg-like ESP fails... What do you think...bug or "cool limited C3 thing"?
[This message has been edited by Paul Vebber (edited 05-09-2000).]
The AO executing his subordinates is a know bug. Just buy him a car and leave it in a seperate formation. Since EVERYBODY is in the A0's formation there is no advantage to assigning units to it.
The "targetable hidden enemy" is sort of a bug/feature...ITs part of the limited intel so you lose the "big picture" of where the unit is at, but i the unit was targeted it stays targeted so the spoecific unit engaged with it can still fire, but nobody else - the BOrg-like ESP fails... What do you think...bug or "cool limited C3 thing"?

[This message has been edited by Paul Vebber (edited 05-09-2000).]
Q. Should the mouse Icon freeze up when a unit is moving? It's a small point but I did enjoy the flexablity to pick my next unit to move while the first was in transit.
"In light of my experience, I consider that your conclusion that the attacker needs a three to one superiority is under the mark, rather than over it. I would say that, for success, the attacker needs six to one or seven to one against a well-knit defence
I started it with the Start.bat.Originally posted by starsis:
Hi. i am running Windows NT service pack 5. i have downloaded lite
version of the game and installed it. there are 3 executables in the the
target directory - start.bat mech.exe and intro.exe. i can see intro
when i run start.bat but then the program just exits. how do i even
start the game?
The game starts once the intro finishes. You can hit ESC and skip the intro. I'd guess that NT doesn't have a high enough DirectX to run the game and it is failing.
Works great so far under W2K.
Paul
Not sure if this is a bug:
When I used the increase battle points button, I wanted to start a long campaign with a german tank BN. so I gave myself 2800 points. I next went to the long campaign and had the default points. Is the battle points button for battles, random campaigns, and designed scenarios only?
hope that helps. I would like the ability to start the war with a battalion if possible
3rd Recon
When I used the increase battle points button, I wanted to start a long campaign with a german tank BN. so I gave myself 2800 points. I next went to the long campaign and had the default points. Is the battle points button for battles, random campaigns, and designed scenarios only?
hope that helps. I would like the ability to start the war with a battalion if possible

3rd Recon
The polish bunker apears as a non-moveing halftrack in the game. Love the minefield icon. Sounds great too, just about jumped out of my chair when I rolled over one.
3rd Recon
Alby, did you try setting the move speed to XXX in the pref screen? I had same problem and saw this on another post. It took care of problem.
3rd Recon
Alby, did you try setting the move speed to XXX in the pref screen? I had same problem and saw this on another post. It took care of problem.
Hi!
Only have played a few hours.
Bugs:
1. I think this is an old SP3 Bug. Sometimes if a unit has the "retreating" status, and you fire on it, it will return fire and now have status "ready". (not the russian thing)
2. I have played three scenarios of the long campaign, starting september 1939 as germany, now I have 2 more tankcrews.
I have lost tanks, sometime a crew bailed out. Then I pressed the fix-all button, but when I looked into the upgrade screen, there appears a additional crew, assigned to the formation of the lost tank. I can deploy this crew in the next scenario.
Feature?
1. I can't change the starting battlepoints when i play a long campaign.
2. I'm confused with the AI Advantage Button:
If I turn it on, is it turned off then, or is the advantage then on???
3. Vehicle moving sounds seems to be too loud in my oppinion.
Spellings:
1. Kübelwagen or Kuebelwagen
2. Stielhandgranate not Stielhandgranat
OOBs:
1. There is a German FJ Squad with a obsolete FG42 rifle. Seems to be an overseen artefact of OOB convertation.
THIS GAME IS GREAT! VERY GOOD WORK!
Harry
Only have played a few hours.
Bugs:
1. I think this is an old SP3 Bug. Sometimes if a unit has the "retreating" status, and you fire on it, it will return fire and now have status "ready". (not the russian thing)
2. I have played three scenarios of the long campaign, starting september 1939 as germany, now I have 2 more tankcrews.
I have lost tanks, sometime a crew bailed out. Then I pressed the fix-all button, but when I looked into the upgrade screen, there appears a additional crew, assigned to the formation of the lost tank. I can deploy this crew in the next scenario.
Feature?
1. I can't change the starting battlepoints when i play a long campaign.
2. I'm confused with the AI Advantage Button:
If I turn it on, is it turned off then, or is the advantage then on???
3. Vehicle moving sounds seems to be too loud in my oppinion.
Spellings:
1. Kübelwagen or Kuebelwagen
2. Stielhandgranate not Stielhandgranat
OOBs:
1. There is a German FJ Squad with a obsolete FG42 rifle. Seems to be an overseen artefact of OOB convertation.
THIS GAME IS GREAT! VERY GOOD WORK!
Harry
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- Posts: 36
- Joined: Tue May 09, 2000 8:00 am
- Location: London
- Contact:
Hi there. My 1st post on this forum. I never really played the SP series game before, sticking to stuff like panzer general. I was surprised to see that you guys actually are giving the game for free! So I downloaded it and gave it a try on pbem with my friend. Well...you've got a new fan now, this game is great!!!
problem: I played the tutorial this morning and managed to win easily against the german ,even tough I killed my hmg and half a squad of infantry because of collapsed buildings. Problem is...I collapsed the buildings with my own half-tracks and tanks..who were stuck there after ramming it without me telling them to. lets say I order them to move from one point in the village to another, the pathfinding ai seems to think that it would be faster to just go trough buildings instead of using the roads ;o)
Am I doing something wrong, or do I have to micromanage it and move one hex at a time to make sure it doesnt go crashing in buildings?
Question: I've read the manual but must admit I cant really understand all the hq and orders system. is there a place where I can read more on this? or a scenario wich I could use to understand more? Or maybe I'll just play around with it more and finally grab the whole concept.
Anyway, this game is great and I'm now looking forward to the next games you guys will make!
problem: I played the tutorial this morning and managed to win easily against the german ,even tough I killed my hmg and half a squad of infantry because of collapsed buildings. Problem is...I collapsed the buildings with my own half-tracks and tanks..who were stuck there after ramming it without me telling them to. lets say I order them to move from one point in the village to another, the pathfinding ai seems to think that it would be faster to just go trough buildings instead of using the roads ;o)
Am I doing something wrong, or do I have to micromanage it and move one hex at a time to make sure it doesnt go crashing in buildings?
Question: I've read the manual but must admit I cant really understand all the hq and orders system. is there a place where I can read more on this? or a scenario wich I could use to understand more? Or maybe I'll just play around with it more and finally grab the whole concept.
Anyway, this game is great and I'm now looking forward to the next games you guys will make!
The game is the most stable of any SP game I have seen to date, both in playing and in the editor.
You should be okay, Seth.
Alby, check you preferences menu. In fact, all of you, check your preferences. They influence the game greatly and can alter speed, difficulty, graphics, various sound functions, units, etc. It is important to familiarize yourself with these features. Now you can fine-tune the game in so many ways.
Wild Bill
------------------
Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
You should be okay, Seth.
Alby, check you preferences menu. In fact, all of you, check your preferences. They influence the game greatly and can alter speed, difficulty, graphics, various sound functions, units, etc. It is important to familiarize yourself with these features. Now you can fine-tune the game in so many ways.
Wild Bill
------------------
Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games

In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
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- Posts: 171
- Joined: Tue May 09, 2000 8:00 am
- Location: Ohio, that is all I can say.
Ok, I have found some new bugs, err, old bugs. I am pretty sure these were 'features' in SP3, but I think they should probably be changed for SPWAW.
First is the artillery bombardment dispersal pattern. Basically there is none. All the shells land in the target hex, with maybe one or two to an adjacent hex. This wasn't horrible in SP3 with 200 yard hexes, but now that we are back to 50 or so, I say the dispersal pattern should be over a wide area like SP2. Makes for more effective bombardment too.
Second bug is airstrikes. Those planes cost a lot and they only usually get in one pass before they become unavailable. If I recall correctly, SP3 made each air unit do a morale check compared to how many bombs they had left. Well, I never liked that because after one bomb run they use it all up and never come back for strafing. The same thing happens in SPWAW. They come in, use their bombs, then rarely, if ever, return to strafe. This is especially bad because they cost a ton of points now. I don't know how everyone else feels, but I would like you guys to disable this so that the planes will come back until they are damaged by something on the battlefield like in SP2. Today, I only got 3 strikes out of a pair of Bf-110s, and none of them did any appreciable damage. Considering I was facing about 100 tanks or so, I really really wanted them to come back and strafe the heck out of the computer.
I don't know if this is a bug or feature or what, but ammo trucks and dumps only seem to transfer ammo to units at the rate of about 3-4 rounds per gun per turn. This is horrible because with these weapons' accuracy and the fact that it takes a lot more shots to kill tanks, it really isn't practical to take on the afforementioned 100 tanks with only about 20 units capable of destroying them, without getting very lucky or running out of ammo. I would like to see the transfer rate upped significantly, or at least some sort of scale where small calibre rounds can be transferred en masse while big rounds may take lots of time to transfer.
Finally, is there any way to reduce the volume of the tank movement sounds? I like hearing the rifle sounds nice and crisp and clear, but to do that means tank sounds are really loud.
First is the artillery bombardment dispersal pattern. Basically there is none. All the shells land in the target hex, with maybe one or two to an adjacent hex. This wasn't horrible in SP3 with 200 yard hexes, but now that we are back to 50 or so, I say the dispersal pattern should be over a wide area like SP2. Makes for more effective bombardment too.
Second bug is airstrikes. Those planes cost a lot and they only usually get in one pass before they become unavailable. If I recall correctly, SP3 made each air unit do a morale check compared to how many bombs they had left. Well, I never liked that because after one bomb run they use it all up and never come back for strafing. The same thing happens in SPWAW. They come in, use their bombs, then rarely, if ever, return to strafe. This is especially bad because they cost a ton of points now. I don't know how everyone else feels, but I would like you guys to disable this so that the planes will come back until they are damaged by something on the battlefield like in SP2. Today, I only got 3 strikes out of a pair of Bf-110s, and none of them did any appreciable damage. Considering I was facing about 100 tanks or so, I really really wanted them to come back and strafe the heck out of the computer.
I don't know if this is a bug or feature or what, but ammo trucks and dumps only seem to transfer ammo to units at the rate of about 3-4 rounds per gun per turn. This is horrible because with these weapons' accuracy and the fact that it takes a lot more shots to kill tanks, it really isn't practical to take on the afforementioned 100 tanks with only about 20 units capable of destroying them, without getting very lucky or running out of ammo. I would like to see the transfer rate upped significantly, or at least some sort of scale where small calibre rounds can be transferred en masse while big rounds may take lots of time to transfer.
Finally, is there any way to reduce the volume of the tank movement sounds? I like hearing the rifle sounds nice and crisp and clear, but to do that means tank sounds are really loud.