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My Units Won't Move...Why?
Posted: Fri May 12, 2000 3:35 am
by Wild Bill
Here is why!
1. Check preferences menu. Is command control on or off? If on, turn it off. Read the manual about how this feature works.
2. Is your unit set to advance or defend? Right click on the non-moving unit. If it says defend in the black screen, click on the word, Defend, and it will change to advance. Now it should move.
3. Is your unit suppressed? Does it have move factors left? Right click on the unit. Does it have move factors remaining? What is its suppression level? Anything above 5 suppression might pin or suppress the unit so that it won't move.
4. Can it move? Some units have no move factors. Check and see.
5. Your troops are tired!
(Just kidding). A problem in moving should be related to one of the above four points.
Check all of those before looking for help elsewhere. It will save you some time.
Wild Bill
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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
Posted: Fri May 12, 2000 9:32 am
by Falan
Well, I have the same problem as Moonpie I can't get Auto formation to move. I can move the units individually , but as soon as I go to all move they wont move at all.
I have command control off. All units advancing, no suppression and lots of move factors.
Great game btw played SP1 a ton.
Posted: Fri May 12, 2000 6:33 pm
by Moonpie
Wild Bill...will check the advance/defend tonight and let you know, so that others may avoid my folly.
Thanks for your patience.
I don't see the SP3 manual on the CD download (the largest download). I only have the SPWAW PDF. Did a FIND of the CD I made for any others. No dice.
Do you have a path?
Posted: Fri May 12, 2000 7:11 pm
by Wild Bill
The "All" move function is erratic, that is for sure. I can't get it to work either. This is on the bug-check list. I promise you.
The SP3 manual was to have been included. I will ask David when he returns from E-3 why it was not. If I have a copy, I'll send it to you, Moonpie...WB
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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
Posted: Sun May 14, 2000 11:18 pm
by Moonpie
Yes, erratic is a good word. I finally got it to work.
But I am now in the same boat with Falan for the record (I know you said it is indeed on the bug list).
Just for confirmation, I have now tried all your suggestions.
Great game regardless. There has ever been a game as in depth as Steel Panthers. I have played Combat Mission, but SP still rules with me.
Thanks.
Posted: Mon May 15, 2000 2:20 pm
by Moonpie
I might have figured out the "bug". I haven't extensively play tested this, but you guys can check it out.
All formation move only seems to work when you initially select the formation command unit. If you pick C0, then hit A, formation move works. If you willy nilly pick any other unit, all formation doesn't work.
Oversight?
Posted: Mon May 15, 2000 3:35 pm
by Wild Bill
I'll check it out. Nice sleuthing, Moonpie!
WB
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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
Posted: Tue May 16, 2000 3:55 pm
by Moonpie
Naw, it didn't work. On a campaign, I tried the same thing and it didn't work.
Oh, well. Guess you guys need to kill this bug.
Posted: Wed May 17, 2000 5:49 am
by kartono
Guys, first, I'd like to congratulate you all in matrix.. GREAT games... I have played it for hours...and still love to play it more..
I do have one question...about movement..
It may sound basic, but
I don't know why I can't move my troops after being landed from transport... They just stuck there and being shot at...
Does anyone has the answer on how to move that landed paratroopers ?
thank you
cheers
KN
Posted: Wed May 17, 2000 4:15 pm
by Harlock_0
I`ve faced that "unit not moving" problem a couple times and trough some reading here and in the manual I managed to get them moving again. But in a game I`m playing now I cant seem to solve the problem. I`ve got to russian su-122 tanks and for 5 turns now they wouldnt move a bit. It says ready when I select the unit, the hq radio link is working, suppression level is 0, and it doesnt say anything about being stuck (one is on a small forest road, the other is in a forest. I tried bailing out the crew and then to go back, but at that point it said "unit is too far away", but its on the same hex! And now when I select a tank it says "retreating"? oh, and theyre set to advance.
I guess they ran out of gas

Posted: Wed May 17, 2000 6:42 pm
by Wild Bill
Harlock first. Right click on the unit. Is it set to defend or advance?
Go to preferences...Command control - on or off?
Check unit suppression status - Numbers?
How close are the SU-122s to their commander.
Do they have radios?
What kind of terrain are they in?
Let me know..WB
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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
Posted: Wed May 17, 2000 6:50 pm
by Wild Bill
Kartono, check all the things I mentioned earlier, c-c, suppression, unit status.
What kind of transport? Air, sea or land. You say paras so I assume glider or air transport.
I probably would have to see the scenario to dig any deeper. If none of the above are true, save the turn, and send it to me for a look...WB
Posted: Thu May 18, 2000 4:17 am
by Dave R
One thought on this Bill. Is the point that it's not realy apparent that a vehicle has been imobilized. I've been caught out a couple of times with this. The only hint that you get, is that the unit has no stated moves, You're not actually informed that a vehicle is imobile as in earlier versions of SP
Posted: Thu May 18, 2000 7:27 am
by Desert Fox
I agree with Dave, we have no clue if the vehicles are immobilized or not. I miss that little smoke that used to be above the vehicles in the earlier SP games. I think if you guys could just add in something to the pop-up mouse-triggered info boxes that tells if a vehicle is immobilized, it would solve everything (Like showing loaded or abandoned status). It would definitely help when figuring out target priority.
Posted: Thu May 18, 2000 10:19 am
by Wild Bill
And I agree with both of you. I don't like this either. It would help to have the word "immobilized" appear as it has before.
I will mention that one. ...WB
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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
Posted: Thu May 18, 2000 5:11 pm
by Larry Holt
--
Originally posted by Desert Fox:
[snip] I think if you guys could just add in something to the pop-up mouse-triggered info boxes that tells if a vehicle is immobilized, it would solve everything (Like showing loaded or abandoned status). It would definitely help when figuring out target priority.
IRL this is a problem for tank crews also, how to kill all enemy vehicles without wasting rounds on already killed or abandoned ones but not mistake not-catastrophic killed/abandoned ones for just playing dead. If it isn't on fire or had the turret suddenlyand forcefully removed how do you know that its dead? Tank crews/platoons spend a lot of time on fire distribution drills due to this dilemma So this is realistic in SPWAW. Actually since you can't shoot at a dead/abandoned vehicle you get more info than you would in real life.
As I've said before some like it fun and some like it historical so perhaps this can be set to switch on/off.
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An old soldier but not yet a faded one.
Posted: Thu May 18, 2000 7:17 pm
by Dave R
[QUOTE]Originally posted by Larry Holt:
-- IRL this is a problem for tank crews also, how to kill all enemy vehicles without wasting rounds on already killed or abandoned ones but not mistake not-catastrophic killed/abandoned ones for just playing dead. If it isn't on fire or had the turret suddenlyand forcefully removed how do you know that its dead? Tank crews/platoons spend a lot of time on fire distribution drills due to this dilemma So this is realistic in SPWAW. Actually since you can't shoot at a dead/abandoned vehicle you get more info than you would in real life.
As I've said before some like it fun and some like it historical so perhaps this can be set to switch on/off.
I've got to agree with you fully here. The point I made earlier on was around working out why my own armour wouldn't move. As for opposing armour for myself I would like to retain that element of doubt. Even to the point of not being told if an eneny tank has been abandoned, and also to be able to still target it. Especially when I'm playing against another human player, I'd like the opportunity to make sure that a tank that looks dead will stay dead <grins>
Posted: Fri May 19, 2000 10:50 pm
by Wild Bill
If you try to target a dead or abandoned enemy tank, you can't. That is one sure way to know.
And watch that crew. Kill it!
I just a couple of slimebags climb back into a UUSR BA-6 in "Surprise on the Steppes" and start shooting again...ARGH!
Wild Bill
Wild Bill
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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
Posted: Sat May 20, 2000 12:06 am
by Paul Vebber
There are several aspects to "limited intel" we didn't fully implement, one is being able to target abondoned vehicles, teh other is being able to get info from "right clicking" on enemy units.
The problem with a lot addded info type things is that it requires a new database structure for the units, because of the way the current database is arranged that is very hard...
This leads us to take the view of the higher level commander being interested in "effectives" under his command and not necessairly the specifics of why its broke.
We will look into this, but for now consider this to be the price you pay for never having to worry about engaging in a blue on blue

Posted: Sun May 21, 2000 11:42 pm
by Supervisor
[QUOTE]Originally posted by Desert Fox:
I agree with Dave, we have no clue if the vehicles are immobilized or not
That is the way it is supposed to be. It's called Fog of War
Adds to the realism and makes it less "gamey"
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Grenadier
SPWAW Beta Team