Bugs

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Benedict151
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Bugs

Post by Benedict151 »

Please use this thread to report any bugs found whilst playing Strategic Command

As Hubert has said

"If you do encounter any errors, typically what will happen is a dialog screen will pop up with information on the crash.

If it is possible to receive the following it would be fantastic and really help us track things down :)

1) Screenshot of the error screen.

2) The contents of the ERROR folder that is generated in your Users\<your name>\My Documents\My Games\Strategic Command - WWII War in Europe\ERROR folder.

3) Steps to reproduce the error and any information on whether it was repeatable or not."

If you can also email Hubert (see his error reporting thread) that would be helpful

regards

Ben Wilkins


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crispy131313
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RE: Bugs

Post by crispy131313 »

Script Errors:

Rommel/DAK - Actual Cost does not align with Decision Text
Italian Resurface Vichy Fleet - The naval unit that is resurfaced (Light Carrier) does not align with the Decision Text (Cruiser)
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sPzAbt653
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RE: Bugs

Post by sPzAbt653 »

Not a bug but a map suggestion. I'm a Bulge buff and I would feel better if the hexes number 1 and 2 were part of Belgium, and if Bastogne was moved to hex 1, and if a road ran thru hex 2 to Sedan from Luxembourg.

I understand that changing maps can start a snowball rolling, so if it is left the way it is I won't cry anymore. But knowing what I know I wouldn't feel right unless I mentioned it.

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sPzAbt653
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RE: Bugs

Post by sPzAbt653 »

Here is a 20m/hex overlay of the area. It's not the same overlay the game has, but it suffices for the distances and locations. Bastogne is the Red dot.

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sPzAbt653
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RE: Bugs

Post by sPzAbt653 »

I posted one of these in another thread, but now that we have a possible bug thread, I'll post another one. The Experience Loss seems a bit odd. The unit only took 1 replacement to raise itself from 9 to 10, but it took a 20% hit. [My poor German Panzers !]

This isn't global oddness, often the Experience Loss looks normal.

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BillRunacre
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RE: Bugs

Post by BillRunacre »

ORIGINAL: sPzAbt653

Not a bug but a map suggestion. I'm a Bulge buff and I would feel better if the hexes number 1 and 2 were part of Belgium, and if Bastogne was moved to hex 1, and if a road ran thru hex 2 to Sedan from Luxembourg.

I understand that changing maps can start a snowball rolling, so if it is left the way it is I won't cry anymore. But knowing what I know I wouldn't feel right unless I mentioned it.

Image

I think you're right about the border changes.

The only thing about moving Bastogne is that doing so would put it directly astride the Sedan-Luxembourg road, whereas I think it's current position is more correct.

I know it's not easy to get things perfect at this scale, but would doing everything you're suggesting apart from moving Bastogne work ok for you?

You'll notice that I've also tentatively added a road from Sedan to Verdun.

This is all provisional at the moment. Please click on the attachment below to take a look:
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ReinerAllen
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RE: Bugs

Post by ReinerAllen »

Aircraft Carriers have too much range. Example, a British AC launched an attack six hexes away (from Le Harvre to Luxembourg). I recommend the range should start at four and increase with each research level of Naval Warfare.
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sPzAbt653
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RE: Bugs

Post by sPzAbt653 »

The only thing about moving Bastogne is that doing so would put it directly astride the Sedan-Luxembourg road, whereas I think it's current position is more correct.

We can agree to disagree, and I'm ok with that. However ... I will continue ...

I tried to use the map editor but couldn't figure it out, so I'll use the screenshot below.

Concerning 1940:
St. Vith was the other major road junction and is at location 1.
Bastogne is at location 2.
Road at Location 5 could be removed and the road from Coblenz could run to location 1.
Locations 1 and 2 could have a connection.
From Coblenz the road would then run to 1 and then thru 2 and 6 to Sedan.
1, 2 and Luxembourg can all stay connected.
The road at locations 3 and 9 don't need to be there.
Road from Sedan to Verdun may not be necessary, but from 7 to 8 is, as this is where PzK. Hoth crossed in 1940 [north of Sedan]. This would also require a connection from 6 to 7.

In summary, in 1940 the Germans can run from Coblenz thru 1, 2, and 6 to Sedan; and thru 1, 2, 6, 7 and 8.

Concerning 1944:
The objective was location 4, so their route of advance would have been 1, 2, 6, 7 and 4.

I know you are very busy with way more important things, and I'm a little sorry I brought this up. If you would rather ignore all this, I'm fine with that decision.




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RE: Bugs

Post by BillRunacre »

No need to apologise, there is no rule about what can't be brought up, we just can't always promise to do everything suggested. [:)]

I've bookmarked this to look at again, as you're right that it's not my top priority right now, but that doesn't mean that I won't find some time to look into it more at some point.
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Ason
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RE: Bugs

Post by Ason »

I also noticed this, and I like your suggestion of where to put those names/locations instead.
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RE: Bugs

Post by sPzAbt653 »

Ok, just one more of these. This one might be the best one yet ! Either there is a display issue or a calculation issue.

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RE: Bugs

Post by sPzAbt653 »

I've got a Coast Gun unit that can move a hex, sometimes. Thought I would mention it as the manual says they can't move, and most of the time it can't. Note the Action Points are '1/0' !

I liked being able to move it as the Coast Gun units tend to get in the way sometimes ... might be nice if they could always move 1 hex.

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RE: Bugs

Post by sPzAbt653 »

In the screen shot, the selected Artillery Unit can move 1 hex, but when I try to move it northeast into the town, I get the red attack outline and it fires on the town instead of moving. The unit can move into the hex to the southeast as normal. I don't know if I don't know something, or if there is something wrong. I looked in the manual and didn't see anything about this, other than Artillery can fire on vacant hexes.

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BillRunacre
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RE: Bugs

Post by BillRunacre »

Because the town is enemy held the Artillery unit will by default attempt to fire at it.

If you hold down Ctrl and/or Shift and attempt to move it hopefully it'll be able to occupy the town.
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RE: Bugs

Post by sPzAbt653 »

Ctrl and/or Shift didn't do it, but I moved another unit thru the hex and then the Art could follow.
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RE: Bugs

Post by Ostwindflak »

With the Coastal Artillery in my game, 2 out of the 3 towns that they spawn in I had garrisoned by infantry units so the the coastal guns spawned 1 hex behind each town. So the following turn I had to move the infantry units out of the town and then "operate" the CGs into the towns as they have no movement points. So 20 MPP was spent moving the guns where they were supposed to spawn.

I wonder if it is possible for the computer to move any friendly unit out of the spawn town for the CG's if the town is occupied and place the CG in the town? (Kind of like how units are moved from Eastern Poland to German territory when the Ribbentrop-Molotov pact goes into effect)

20 MPP isn't much when I am pulling in 950 MPP a turn, but I was just wondering if it possible from a programming stand point.
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RE: Bugs

Post by Ason »

ORIGINAL: Ostwindflak

With the Coastal Artillery in my game, 2 out of the 3 towns that they spawn in I had garrisoned by infantry units so the the coastal guns spawned 1 hex behind each town. So the following turn I had to move the infantry units out of the town and then "operate" the CGs into the towns as they have no movement points. So 20 MPP was spent moving the guns where they were supposed to spawn.

I wonder if it is possible for the computer to move any friendly unit out of the spawn town for the CG's if the town is occupied and place the CG in the town? (Kind of like how units are moved from Eastern Poland to German territory when the Ribbentrop-Molotov pact goes into effect)

20 MPP isn't much when I am pulling in 950 MPP a turn, but I was just wondering if it possible from a programming stand point.


Or they could be deployed like units but only have those specific hexes to be deployed at (like german ships)
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BillRunacre
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RE: Bugs

Post by BillRunacre »

I can't think of a simple solution using the scripts to move other units out immediately before the Coastal Guns deploy, because the Loop scripts fire after the Unit ones.

A more convoluted way might be possible, but it would require some testing. I'll see what I can do but I can't promise anything as it may not work.


Though I do wonder if rather than operate the Coastal Guns, would swapping them with the unit occupying the town work?

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RE: Bugs

Post by crispy131313 »

Bill what about decision event to begin the turn and advise in notes they will deploy at turns end. Also note that during the current turn garrisons should move out of the towns if players want batteries in the city and not outside. Then use a end of turn dummy decision event to trigger the units. This would also give players the option on placement which could help with defensive strategy.
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RE: Bugs

Post by xwormwood »

Is it correct that newly placed russian artillery units (probably true for all nations) are instantly able to shoot?
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