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Bug or Feature II

Posted: Tue May 16, 2000 7:08 am
by Paul Vebber
That other thread is getting a bit long, I'll start a new one and close that one out...

Posted: Tue May 16, 2000 3:19 pm
by Voriax

I just played the 'Bordj Toum Bridge' as Germans and I noticed that the 75mm gun in the M3A1 Lee tanks behaved as it would be a turret gun, I was receiving it's fire at the 7 o'clock position. The firing sector of this gun should be about same as a hull machine gun. (and no, the Lee's that fired at 7 o'clock didn't turn their hulls)

Voriax

Posted: Wed May 17, 2000 5:08 pm
by Voriax

In those scenarios that I've played to the end(4-5 scens) game always ended at the exact turn given in the scenario briefing. Now in previous SP games there has been a random factor that possibly lenghtens the game. Is this feature removed or was it just a coincidence that games ended as 'announced'?

Voriax

Posted: Wed May 17, 2000 7:16 pm
by Larry Holt
Originally posted by Voriax:

In those scenarios that I've played to the end(4-5 scens) game always ended at the exact turn given in the scenario briefing. Now in previous SP games there has been a random factor that possibly lenghtens the game. Is this feature removed or was it just a coincidence that games ended as 'announced'?

Voriax
I read that this was intentional to make scenarios less uncertain. I can't remember if I read it in the manual (I think so) or online.

Posted: Wed May 17, 2000 7:43 pm
by Voriax
Originally posted by Larry Holt:
I read that this was intentional to make scenarios less uncertain. I can't remember if I read it in the manual (I think so) or online.
Ahhh...indeed. Another case of RTFM Image
Perhaps I should read it more thorougly instead of skimming...

Voriax

Posted: Wed May 17, 2000 8:32 pm
by Panther
I am playing the long campaign WWII. In 1940 I was upgrating my units and noticed that I can buy panzer III with the fording capabilty(propably because of operation sealion) with a 50mm KwK short version gun. But I did not see the standart panzer III with a 50mm KwK short version at that time. Should it be the other way around first the standart tank then its modified version. Also after examening a couple of sources I found a few pictures of these vehicles and I think the fording tanks had the 37 mm KwK guns.

Posted: Wed May 17, 2000 11:07 pm
by harpas
It's possible to deploy vehicles/tanks to buildinghexes.

Posted: Thu May 18, 2000 12:17 am
by Juha Kerätär
I encountered a strange bug when playin the Back with Vengeance campaign.

After the first scenario, I had my infantry had lost men, few halftracks were immobilized and few destroyed. When the scenario ended, I saved the game and quit.

When loading the game later, I was presented with the upgrade screen. The weird thing was, only the two halftracks that were destroyed were listed as having damage, and could be fixed.

When the next scenario began, those units that had been immobilized in the first scenario couldn't move at all. Infantry squads were listed as having both 10 men damage from previous combat.

-Lunael

Posted: Thu May 18, 2000 1:58 am
by StuNZ
Campaign Generator - seems to do one of either of the following every time at the end of a battle:

A) Pass over the upgrade/fix screen completely, placing you at the purchase support units screen for the next battle. Going to the battle from this screen finds you deployed as you were at the end of the previous battle;
or
B) Go to the upgrade screen, but allow you access to it twice - soon as you click done for it the first time, you go back to the screen with a fresh bunch of points and all upgrades/fixings from the previous screen kept.

In both cases the campaign score appears very funny (this is after the first battle of a campaign, decisive victory) - reporting 1 decisive for a total score of 20. I see that A0 is ranked as a colonel (bug/oversight? I'd have thought it would be back down at major like SP1 & 2 again?), and I know that the campaign gives 10 points per promotion above major (hence in SP3, presumably SP WaW as well, 20 points right off the bat for colonel), but even so, points should be 23 after the first one.

German OOB - the 10.5cm RCL has the MG42 LMG as it's crew weapon rather than the Kar 98k rifle like the 7.5cm RCL - whatever crew weapon it's actually supposed to have (MP44, Kar98k, etc), I figure it's safe to assume it's not the MG42 Image.

Posted: Thu May 18, 2000 2:13 am
by Jon Grasham
they must have seen To Hell and Back...
After seeing Murphy runnin around with that thing, all the Germans wanted to do it. :-)

I seem to remember in SP1, majority of the Soviet tank crews "bailed out" and were toting around PTRD AT Rifles... Funny that in some cases, I had to be more carefull of the enemy crews than infantry! :-)

Posted: Thu May 18, 2000 3:25 am
by StuNZ
Offboard artillery unable to be upgraded. As designed, or an oversight? Would be nice to at least be able to upgrade that 75mm battery to 105mm.
Originally posted by Jon Grasham:
they must have seen To Hell and Back...
After seeing Murphy runnin around with that thing, all the Germans wanted to do it. :-)

I seem to remember in SP1, majority of the Soviet tank crews "bailed out" and were toting around PTRD AT Rifles... Funny that in some cases, I had to be more carefull of the enemy crews than infantry! :-)
Heh, I can just see it - "Full platoon of elite guardsmen, no problem!" Couple of minutes later, "Ack, driver, get us outta here NOW! Crewman advancing and he looks pissed!" Image


Posted: Thu May 18, 2000 5:33 am
by JimY
Some feel that in SP1 and SP3 artillery was too powerful especially against vehicles. However, if even the large caliber artillery was this ineffective against armored vehicles, why would all the countries invest in it. The smaller caliber mortars and artillery would take care of infantry.
Also, while the plane chances of hitting something probably should be increased, as others have pointed out, the fact that the planes do not expend ammo makes up for their inaccuracy.

Posted: Thu May 18, 2000 6:28 am
by RogerBacon
Helecopter Bug:

When you order a helicpoter to move the game makes the mouse clicking sound 4 times before the helicopter actually starts moving. I can see how this was missed since there were no helicopters in SP, but it might become important for the Nam version.

Posted: Thu May 18, 2000 6:29 am
by Kev
In Win2k most of my desktop and taskbar icons reverted to windows "generic exe" icons or the picture (not text) disapeared - this could not be fixed by changing the Icon in properties or multiple reboots.

I re started SP WAW to the Play/Exit screen and they all came back fine.

Also SP WAW will not run if the CD player icon is visible in the systray in Win2k

For info.


Posted: Fri May 19, 2000 2:07 am
by Winston Smith
Originally posted by Paul Vebber:
That other thread is getting a bit long, I'll start a new one and close that one out...
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Thanks for a terrific game and a terrific website! I'm going to do my best to give you helpful comments in return....

I've been working my way through the smaller scenarios. So far I really appreciate the enhancements to the system, especially the targetting, penetration and spotting changes. The game seems a lot more realistic to me now. I've run across a couple of things that seemed odd in the Betio scenario, but I'll put them in another post as it may be that I just don't understand the amphibious equipment well enough.

I've been having a lot of problems with the sound. It's like the soundtrack gets 'stuck' in a spot - I get lots of reverb and silly noises. It seems to happen almost all the time with artillery if I have fast-art off. Also whenever there is a lot of stuff going on - fire and return fire, etc. It will also freeze the screen while it's trying to sort the sound out - makes the movements all jerky. Basically, I just can't use the sound.

I know this won't be an easy one to figure out. In case you are interested, I'm using a Dell, P2-300mz, 128 ram, SoundBlaster AWE64 soundcard, and a 3dfx 'voodoo 3000' graphics adapter. I've spent quite a bit of time poking around the system settings looking for something that would cure this, but haven't gotten any closer. This is the only application that I have this trouble with.

Thanks again for a TERRIFFIC game!

ws

Posted: Fri May 19, 2000 2:24 am
by Winston Smith
Originally posted by Paul Vebber:
That other thread is getting a bit long, I'll start a new one and close that one out...
OK, here's my other post. I've been playing the 'Brave Men at Betio' scenario as the US. Maybe I just don't understand Alligators and LVCP's well enough, but they do some things that I find to be unexpected.

- The crew and/or passengers keep abandoning their vehicles when they take HMG fire, even though they are still 100 yards or more from the beach! I mean, I can understand jumping out of a vehicle that is drawing a lot of fire, but would you jump into the water to be shot at unprotected? Sometimes I can rally the units, reboard and continue towards the beach. Other times units are too suppressed to load. Worse is when the crew takes a casualty - then I can't reload. Oddest is when my units start 'retreating' towards deeper water.

- Are you supposed to be able to drive the Alligators out of the water and onto the 'wooden bridge'? Seems like cheating. I thought the bridge was supposed to be more of a pier - I've used it to offload some of the troops from the LVCP's but didn't think I could drive onto it from the water.

- When an LVCP takes a solid hit it just disapears. Sinks instantly with all hands, I guess. It didn't seem like they were being hit with big guns, but I haven't peeked at what the defenses are yet. Is that supposed to happen?

Thanks again for a great game.

ws

Posted: Fri May 19, 2000 2:56 am
by Desert Fox
This goes along with Jean-Luc's post about immobilized vehicles in the campaign.
If a unit is damaged in the campaign battle, but not destroyed, it will show up in the upgrade/repair screen with 0 damage. This obviously leads you to believe that they are fully refitted after the battle, which they are not. They retain their damage in the next battle, even though it would have cost 0 to fix them. This is fixed, of course, by pressing the 'fix all' button, but I believe there should be costs for fixing damaged units as in the other SP games.

Posted: Fri May 19, 2000 1:03 pm
by Recon_slith
There is something strange about some of the armament of the US infantry in the Corregidor scenario. The offenders are the "CA" reinforcement infantry and they all have 2 60mm mortars each (at positions 2 and 3). Fortunately they do not have any ammo for said mortars.

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Wait for Death. There's a choice?
Recon

Posted: Sat May 20, 2000 4:28 pm
by ASDN
I don't know if it is was written, I don't know how to abort the replay in SPW@W. I just can't interrupt it and have to watch all of it even if I pressed the V key by mistake Image . Is there any way to abort replay ?
Please add it to the game or remove the 'V' hotkey. It is so close to the C key Image .
Or maybe do the both Image .

Posted: Sat May 20, 2000 4:45 pm
by Pack Rat
Oh yeah, well I had one worse. Image I hit the VCR button twice during an Arty. test with single fire on. The computer remembered it and ran it agian. I would have just turned it off but it took me along time to set up.
Sheeeze. I'm glad I didn't hit the V key trying to turn it off.

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Hell On Wheels