Updated Bug List for Ver. 2.0
Posted: Mon Sep 18, 2000 7:26 am
Hello to everyone,
Two things of importance with the opening of this new thread.
First - the old Bugs thread has been locked down. Things were getting to be too hard to keep track of, so I have opend this new thread. Please use this thread to post any reports you may have on the Ver. 2.0 release of WIR:TMP.
Second - coding is proceeding nicely on many of the bugs identified by you all an dour Beta Team. We received a build today from Arnaud Bouis which have addressed SEVERAL of the known issues and the suggestions made by all of you who posted. We are listening and hope to encorporate as many of your suggestions as is possible in the next public patch.
With that said, the remainder of this post is a compilation of as many of the bugs and
problems I could find that were reported on this Forum and with our Beta Team. If I missed any, I appologize - coordinating and sorting between to the two source was not so easy. If you see something you posted not addresses, or something I outright missed, respond on this thread and we will take do our best to get it looked at.
Regards,
Nick Papp
=============================================
WIR: TMP Forum Bugs and Beta Team Bugs
Confirmed Bugs -
1. Reinforcements in ‘41 - Appeared in pre-release version. All reinforcements show up and all or nearly all for the entire game have arrived by the end of 1941. The reinforcements are showing up with their default equipment that they should have when they are actually scheduled for arrival. One post thought it might have to do with the delayed weeks schedule. This is accelerated by up to 50% for each turn that passes - i.e. Volksgrenadier units go from 148 weeks to 90 weeks in one turn. These problems also apply to the Soviet units as well. The air divisions do not seem to be affected. It also appears to be a coding problem and not a scenario problem.
This has already been fixed in the most recent version, now in Beta Testing.
2. Active Tank and Aircraft Pools overstated - Appeared in v2011. Several confirmations of this problem which is apparently due to a bug in the WIR Scenario Editor (which goes back to the original game). Whenever you modify the starting pool for active tank or aircraft types in the scenario, the bug will add additional quantities to each type modified. This can be edited out with Editwir.exe, but still has to be corrected to reflect historical totals.
3. Shattering of the African Front in early ‘41 - Another consistent report on the Forum. Many players experience the shattering of the North African front within a few turns at the start of the game. Several factors have been identified, most common being the actual movement of the Italian HQ. Players have reported the same problem from transferring in air or ground formations into a motionless HQ. Some have said this happens just by selecting and looking at the units in the HQ. The same is true if they modify the HQ contents in the Scenario Editor or with Editwir. One possible cause is that readiness for the HQ or subunits may get so low due to movement or transfer that the N.A. Front shatters the following turn. There was a post on the Beta Forum from Aug. 9, 2000 regarding a possible readiness bug for StuG’s and JgdPz’s attached the HQ causing the problem (one poster on the Forum noted the same). If the Italian HQ replacement level is kept above 80%, there seems to be very little occurrence of this problem.
This has already been fixed in the most recent version, now in Beta Testing.
4. Production Delay for Danzig Factory - The 4 factory in Danzig that produces Fw-190A shows 3*(106) for the delay. One post on the Forum indicated this remained even when the old ‘41 Campaign file was put in, or if the number was edited with Editwir.
5. Axis Blizzard Turns Equipment Loss - In Blizzard turns it seems that the Axis loose ALL their equipment if they try to move (even when moving in Germany). After more testing, the equipment loss problem is definitely there when the German readiness is below 50%.
6. Reduction in Rail Pool Bug - An old bug existed through v1.13x effecting the available rail-pool. If you accidentally selected (highlighted) the wrong unit for rail-transfer, then cancelled it, the Rail-pool was reduced anyway as if the unit had actually been transferred. This happens in WIR:TMP version.
This has already been fixed in the most recent version, now in Beta Testing.
7. Moving of Sub-units in HQ’s - When trying to move a unit out of a corps with 8 units (A-H), the game won’t let you transfer that unit directly to another corps. You have to transfer it to a HQ, then to the destination Corps. This occurs in the game and with the Scenario Editor - so it’s not likely an issue of readiness.
8. Mouse alignment problem in HQs - The mouse is not aligned properly. Positioning on the HQ is off by about half a line. You think you are clicking on one unit, but you get the one above it. When this is another HQ unit, it jumps you to the map with that HQ selected.
9. Movement Problems in Scenario Editor - An error message appears every time you move (Alt-M) a corps. Sometimes the error specifically refers to something about "low supply" level for the square, but mostly its just "not allowed".
10. Secure PBEM Play Bug - There have also been a couple of posts that reference problems with readiness, supply and OP point totals ONLY during secured PBEM play. I don’t know how reliable these posts are as being specific to just the PBEM game, as there seems to be some overlap with what is going on in the regular game.
11. Creation of a Unit by the AI in a Lost Hex - The AI, at least for the Soviets, will create a second unit in a hex at times, when the first one is thrown back or shattered. I have seen this one through all versions, I guess but had forgotten about it. At certain weird times, throughout the game, the AI can create a second unit when the first is thrown out. I don’t think this happens in human games.
Possible Bugs/ Modifications -
The remaining comments are also from Forum or Beta Team posts, basically directly or restated from the original. These are not all confirmed, but are things we should look at to check the validity. Not all are bugs, as some merely state observations to better modify the play routines.
1. CAP from a second HQ will not support a HQ under attack if the primary HQ has CAP capable fighters of it own. This has always been the game's behavior.
Possible Modification.
2. Recapturing a city that was originally your own did not get the population back. For the Russians this is critical.
Possible Bug.
3. After a Finnish unit occupied the bridge hex north of Leningrad it was reported as being at supply level 5, not as supply level 0 (even during July '41 when the Finish supply lines are short).
Possible Bug.
4. Units take losses in France before the invasion even at a replacement level of 80 - the units drop in strength.
Possible Modification.
5. Fortification Level - suggestion to consider using the old method if the city is at a SL>0 and the new method when its supply level is 0.
Possible modifications of new game routine.
6. Units that were completely isolated from their, or any, HQ (ie. in a cut off pocket behind lines) are reinforced during combat with tank divisions. It should not be possible to send combat reinforcements to any unit that has supply of zero, cut off or not.
Possible modification.
7. Before a unit shatters, older version tanks are swapped in to the unit, newer tanks are swapped out (AI only?)
Possible cheat - possible game modification.
8. Readiness levels don't seem to be affected during Mud turns. (Due to changes in readiness in the game versus the old manual?)
Possible bug.
9. Able to use air units at OKW and OKH to bomb the Soviet HQ's (Western and SWestern Fronts) with Do-17's and Me-110's even though the objectives are beyond the range of the aircraft.
Possible bug.
10. In Autumn and Winter 1941 (campaign played as the Russians), factories can't be moved to the Urals, even if Rail points are 2000 or 5000.
Possible bug. Likely related to Supply Level of hex with factory in it.
11. The computer is creating new units in its turn, attacking and moving them immediately. The player can't use units (new corps) on the turn they are created. This also happens in human vs. human with HQ's that are under the computer's control. Possible bug (existing part of game play).
Old Gameplay or Design Anomalies -
Some posts on the Bugs thread actually identified old or existing design or play anomalies. Not technically bugs, but more programming issues that me may or may not be able to address. The comments of Rick Bancroft, one of our best Beta Testers and a regular on the Forum, are included in responsee.
1. Combat Shattering for Surrounded Units - If you surround two armies in a turn and attack one of them, causing a retreat, the retreating army will shatter instead of surrendering due to the other unit still being in a hex with a supply greater than 0.
"This has always been the behavior of the game in a situation with multiple surrounded units. I don’t know if it has any significant game play effect, but it does look weird."
2. Problem with AI Defense of the South West Front - (Stories of this kind are pretty consistent.) "After capturing Kiev I sent the entire 4th Pz Army towards Moscow from the SW. The Soviet AI put up a screen of units to block my advance and in general seemed to be putting up a good defense in the north and center, but it left the south wide open. My minor allies walked into Sevastopol and Rostov unopposed and Italian units are busy racing towards Stalingrad and the Caucuses oil fields with not an enemy in sight. The AI might need some tweaking, I think. At the very least it should make sure that every city within a certain range of an enemy unit should have something to defend it." One poster questioned the placement of the Soviet forces on this Front being wrong, but gave no more details.
"This is definitely an old AI problem, as noted by someone on the Forum. If the AI is playing the Soviets and they are battered badly, they have always pulled in almost every single unit to the center and north, leaving the south undefended. This will probably be a tough one to fix."
3. 1941 Soviet Shattering on the Attack - "Also, the Russian unit that attacked it is shattered. Zukov was in command and the unit had base readiness of 60’s. This was in the early versions of WIR as well - the readiness of units makes them more vulnerable to shatter."
"Actually, as the poster said, the use of special supply seems to make a unit susceptible to shattering - I have noticed this through many games as the Soviets also. It seems to go away or become much more rare after the first year."
Memory Issues -
There have been several posts about the game either not starting or eventually crashing to the desktop following an "Insufficient Memory" error message. One of our Beta Testers followed this up and found that the release version of the game is now using about 575kb of 640kb base RAM, up 20kb from the prior builds. There may be several manifestations of this problem with attaching or transferring units. One of the clearest examples is an insufficient memory message in the HQ air screen if the number of air formations in the HQ exceeds five. When you try to choose an air formation, you get insufficient memory and are dumped out to the map screen. We are working to make sure the program is utilizing the memory available most efficiently to eliminate these kinds of problems in future builds.
[This message has been edited by Nick Papp (edited September 17, 2000).]
Two things of importance with the opening of this new thread.
First - the old Bugs thread has been locked down. Things were getting to be too hard to keep track of, so I have opend this new thread. Please use this thread to post any reports you may have on the Ver. 2.0 release of WIR:TMP.
Second - coding is proceeding nicely on many of the bugs identified by you all an dour Beta Team. We received a build today from Arnaud Bouis which have addressed SEVERAL of the known issues and the suggestions made by all of you who posted. We are listening and hope to encorporate as many of your suggestions as is possible in the next public patch.
With that said, the remainder of this post is a compilation of as many of the bugs and
problems I could find that were reported on this Forum and with our Beta Team. If I missed any, I appologize - coordinating and sorting between to the two source was not so easy. If you see something you posted not addresses, or something I outright missed, respond on this thread and we will take do our best to get it looked at.
Regards,
Nick Papp
=============================================
WIR: TMP Forum Bugs and Beta Team Bugs
Confirmed Bugs -
1. Reinforcements in ‘41 - Appeared in pre-release version. All reinforcements show up and all or nearly all for the entire game have arrived by the end of 1941. The reinforcements are showing up with their default equipment that they should have when they are actually scheduled for arrival. One post thought it might have to do with the delayed weeks schedule. This is accelerated by up to 50% for each turn that passes - i.e. Volksgrenadier units go from 148 weeks to 90 weeks in one turn. These problems also apply to the Soviet units as well. The air divisions do not seem to be affected. It also appears to be a coding problem and not a scenario problem.
This has already been fixed in the most recent version, now in Beta Testing.
2. Active Tank and Aircraft Pools overstated - Appeared in v2011. Several confirmations of this problem which is apparently due to a bug in the WIR Scenario Editor (which goes back to the original game). Whenever you modify the starting pool for active tank or aircraft types in the scenario, the bug will add additional quantities to each type modified. This can be edited out with Editwir.exe, but still has to be corrected to reflect historical totals.
3. Shattering of the African Front in early ‘41 - Another consistent report on the Forum. Many players experience the shattering of the North African front within a few turns at the start of the game. Several factors have been identified, most common being the actual movement of the Italian HQ. Players have reported the same problem from transferring in air or ground formations into a motionless HQ. Some have said this happens just by selecting and looking at the units in the HQ. The same is true if they modify the HQ contents in the Scenario Editor or with Editwir. One possible cause is that readiness for the HQ or subunits may get so low due to movement or transfer that the N.A. Front shatters the following turn. There was a post on the Beta Forum from Aug. 9, 2000 regarding a possible readiness bug for StuG’s and JgdPz’s attached the HQ causing the problem (one poster on the Forum noted the same). If the Italian HQ replacement level is kept above 80%, there seems to be very little occurrence of this problem.
This has already been fixed in the most recent version, now in Beta Testing.
4. Production Delay for Danzig Factory - The 4 factory in Danzig that produces Fw-190A shows 3*(106) for the delay. One post on the Forum indicated this remained even when the old ‘41 Campaign file was put in, or if the number was edited with Editwir.
5. Axis Blizzard Turns Equipment Loss - In Blizzard turns it seems that the Axis loose ALL their equipment if they try to move (even when moving in Germany). After more testing, the equipment loss problem is definitely there when the German readiness is below 50%.
6. Reduction in Rail Pool Bug - An old bug existed through v1.13x effecting the available rail-pool. If you accidentally selected (highlighted) the wrong unit for rail-transfer, then cancelled it, the Rail-pool was reduced anyway as if the unit had actually been transferred. This happens in WIR:TMP version.
This has already been fixed in the most recent version, now in Beta Testing.
7. Moving of Sub-units in HQ’s - When trying to move a unit out of a corps with 8 units (A-H), the game won’t let you transfer that unit directly to another corps. You have to transfer it to a HQ, then to the destination Corps. This occurs in the game and with the Scenario Editor - so it’s not likely an issue of readiness.
8. Mouse alignment problem in HQs - The mouse is not aligned properly. Positioning on the HQ is off by about half a line. You think you are clicking on one unit, but you get the one above it. When this is another HQ unit, it jumps you to the map with that HQ selected.
9. Movement Problems in Scenario Editor - An error message appears every time you move (Alt-M) a corps. Sometimes the error specifically refers to something about "low supply" level for the square, but mostly its just "not allowed".
10. Secure PBEM Play Bug - There have also been a couple of posts that reference problems with readiness, supply and OP point totals ONLY during secured PBEM play. I don’t know how reliable these posts are as being specific to just the PBEM game, as there seems to be some overlap with what is going on in the regular game.
11. Creation of a Unit by the AI in a Lost Hex - The AI, at least for the Soviets, will create a second unit in a hex at times, when the first one is thrown back or shattered. I have seen this one through all versions, I guess but had forgotten about it. At certain weird times, throughout the game, the AI can create a second unit when the first is thrown out. I don’t think this happens in human games.
Possible Bugs/ Modifications -
The remaining comments are also from Forum or Beta Team posts, basically directly or restated from the original. These are not all confirmed, but are things we should look at to check the validity. Not all are bugs, as some merely state observations to better modify the play routines.
1. CAP from a second HQ will not support a HQ under attack if the primary HQ has CAP capable fighters of it own. This has always been the game's behavior.
Possible Modification.
2. Recapturing a city that was originally your own did not get the population back. For the Russians this is critical.
Possible Bug.
3. After a Finnish unit occupied the bridge hex north of Leningrad it was reported as being at supply level 5, not as supply level 0 (even during July '41 when the Finish supply lines are short).
Possible Bug.
4. Units take losses in France before the invasion even at a replacement level of 80 - the units drop in strength.
Possible Modification.
5. Fortification Level - suggestion to consider using the old method if the city is at a SL>0 and the new method when its supply level is 0.
Possible modifications of new game routine.
6. Units that were completely isolated from their, or any, HQ (ie. in a cut off pocket behind lines) are reinforced during combat with tank divisions. It should not be possible to send combat reinforcements to any unit that has supply of zero, cut off or not.
Possible modification.
7. Before a unit shatters, older version tanks are swapped in to the unit, newer tanks are swapped out (AI only?)
Possible cheat - possible game modification.
8. Readiness levels don't seem to be affected during Mud turns. (Due to changes in readiness in the game versus the old manual?)
Possible bug.
9. Able to use air units at OKW and OKH to bomb the Soviet HQ's (Western and SWestern Fronts) with Do-17's and Me-110's even though the objectives are beyond the range of the aircraft.
Possible bug.
10. In Autumn and Winter 1941 (campaign played as the Russians), factories can't be moved to the Urals, even if Rail points are 2000 or 5000.
Possible bug. Likely related to Supply Level of hex with factory in it.
11. The computer is creating new units in its turn, attacking and moving them immediately. The player can't use units (new corps) on the turn they are created. This also happens in human vs. human with HQ's that are under the computer's control. Possible bug (existing part of game play).
Old Gameplay or Design Anomalies -
Some posts on the Bugs thread actually identified old or existing design or play anomalies. Not technically bugs, but more programming issues that me may or may not be able to address. The comments of Rick Bancroft, one of our best Beta Testers and a regular on the Forum, are included in responsee.
1. Combat Shattering for Surrounded Units - If you surround two armies in a turn and attack one of them, causing a retreat, the retreating army will shatter instead of surrendering due to the other unit still being in a hex with a supply greater than 0.
"This has always been the behavior of the game in a situation with multiple surrounded units. I don’t know if it has any significant game play effect, but it does look weird."
2. Problem with AI Defense of the South West Front - (Stories of this kind are pretty consistent.) "After capturing Kiev I sent the entire 4th Pz Army towards Moscow from the SW. The Soviet AI put up a screen of units to block my advance and in general seemed to be putting up a good defense in the north and center, but it left the south wide open. My minor allies walked into Sevastopol and Rostov unopposed and Italian units are busy racing towards Stalingrad and the Caucuses oil fields with not an enemy in sight. The AI might need some tweaking, I think. At the very least it should make sure that every city within a certain range of an enemy unit should have something to defend it." One poster questioned the placement of the Soviet forces on this Front being wrong, but gave no more details.
"This is definitely an old AI problem, as noted by someone on the Forum. If the AI is playing the Soviets and they are battered badly, they have always pulled in almost every single unit to the center and north, leaving the south undefended. This will probably be a tough one to fix."
3. 1941 Soviet Shattering on the Attack - "Also, the Russian unit that attacked it is shattered. Zukov was in command and the unit had base readiness of 60’s. This was in the early versions of WIR as well - the readiness of units makes them more vulnerable to shatter."
"Actually, as the poster said, the use of special supply seems to make a unit susceptible to shattering - I have noticed this through many games as the Soviets also. It seems to go away or become much more rare after the first year."
Memory Issues -
There have been several posts about the game either not starting or eventually crashing to the desktop following an "Insufficient Memory" error message. One of our Beta Testers followed this up and found that the release version of the game is now using about 575kb of 640kb base RAM, up 20kb from the prior builds. There may be several manifestations of this problem with attaching or transferring units. One of the clearest examples is an insufficient memory message in the HQ air screen if the number of air formations in the HQ exceeds five. When you try to choose an air formation, you get insufficient memory and are dumped out to the map screen. We are working to make sure the program is utilizing the memory available most efficiently to eliminate these kinds of problems in future builds.
[This message has been edited by Nick Papp (edited September 17, 2000).]