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Kerensky
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Post by Kerensky »

I load the save you linked and made the attack, my combat log is a carbon copy of what you posted. I wish I took a picture of my combat log, but I was so anxious to load my autosave I didn't think to take a screenshot. Problem was autosave did not take me to the beginning of my turn, so I effectively lost my ability to re-create the issue. BTW, under what conditions does autosave not work? I noticed it doesn't always kick in, sometimes loading an autosave will take me to an entirely different scenario than the one I've been playing X amount of turns on.

Also having to go SYSTEM BUTTON -> MAIN MENU -> LOAD -> PICK FILE, is infuriating for testing bugs like this. Like I could load your save, move and fire with other units to mix up the RNG, and then go back to IVJ VS Artillery, but it's not worth the effort. Trimming the load system to SYSTEM BUTTON -> LOAD OPTION -> PICK FILE would be great, or even better, a hotkey like control L to skip right to PICK FILE step would make it bearable, but I can't be bothered to go through 4 steps every single time I want to re-load and try something new.

If I see the problem come up against, I'll do my best to provide the 5 items you asked for, but autosave not autosaving all the time is problematic to say the least. So what can you do/tell me about autosave functionality to help me out in that regard?
Kerensky
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Post by Kerensky »

Just happened again.

Here's the 5 things you requested.
http://www.theonslaught.org/forums/atta ... 1301546853

- Saved game after attack (0StrEngineer.pzsav)
- Game log (00043.pzlog)
- Combat log screenshot (Combatlog)
- Autosave at the beginning of the turn when the issue happens (0StrEngineerAutosave.pzsav)
- Error log (%My Documents%/My Ganes/Panzer Corps/Log/log.txt) (Log Folder, which apparently is empty?)

By the way, check out that combat log. No dice rolls at all. Strange. I was attacking a 1 strength engineer with 0 ammo with a PZ IVD with 1 strength, heh.
Good luck, hope it helps. I dunno what more I can provide, this is all 5 you asked for. :P

OH, and there's probably zero chance of this affecting the bug, but the only other programs I had running at the time were Winamp and Irfanview.
And since I mentioned it, here's the song. :P
http://www.youtube.com/watch?v=cBY-0n4esNY
with mp3 download
http://www.mediafire.com/?zsyzlcjj3w3iiy5
Muammar Gaddafi is what I listen to when I play PzC. lol
Rudankort
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Post by Rudankort »

Thanks for sharing all these files. I did not understand why in autosave the tank's and engineer's positions are switched, compared to the save. :? But the log is very interesting indeed. From the log it is clear that combat resolver was working in predictor mode. Which means it calculates losses, but it does not remove units from the map, reduce ammo, roll dice for initiative and actual shots. So this explains the facts we've gathered so far.

Now the question is, why the heck the game uses this mode to resolve combat?!

BTW, can you remember if there were any animations, like explosions, attacker and defender markings when the combat resulting in zero-strength unit took place?
Kerensky
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Post by Kerensky »

Rudankort wrote:Thanks for sharing all these files. I did not understand why in autosave the tank's and engineer's positions are switched, compared to the save. :?
Was a funny little merry-go-round. Infantry attacked city, then 3 strength tank attacked city and pushed the engineer out into DEEP SEA hex 9,5, then the 1 strength tank moved into city and attacked the now ousted engineer, which forced him into the hex where the 1 strength tank used to be, because the IVJ and the ocean were blocking the normal retreat paths. Or something like that, you saw the pzlog, so you know, or at least you can recreate the events, right? lol
Rudankort wrote:BTW, can you remember if there were any animations, like explosions, attacker and defender markings when the combat resulting in zero-strength unit took place?
Animations...? There are no animations in game yet. What are attacker/defender markers? You mean the little hex highlights? I'm 90% certain the explosion sound did play, not sure about hex highlights though.
Rudankort wrote:Now the question is, why the heck the game uses this mode to resolve combat?!
If the combat log could be expanded to show more than just the last engagement, such as the last 5 or 10, or even all the combats that take place in a single turn, it would be much easier to locate the times when predictor mode is being invoked and found out what conditions cause it to happen. Without a way to view and compare a series of combat logs, I don't see how you're going to find the pattern causing this behavior. It's something that obviously occurs repeatedly, I see it at least once per run through of a campaign, so it's no fluke. I did notice that it always happens when a tank unit of mine is attacking, but that just may be because the vast majority of my units are tanks, the rest being a few infantry and fighters.
Rudankort
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Post by Rudankort »

I tried to play the game in AI vs. AI mode for some time, but this condition never occurred. So, the best idea I have for now is to add detailed logging to all combat-related code in the next build. When we see the problem next time, we will hopefully get some insights into what's going on here.
Kerensky
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Post by Kerensky »

38. Truck transport interferes with normal movement. (Unsolved)

Pictures should provide necessary explanation.
Normal mountain movement:
http://img813.imageshack.us/img813/6127/75367039.jpg
Mountain unit with truck transport:
http://img823.imageshack.us/img823/4651/78371416.jpg
Rudankort
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Post by Rudankort »

Kerensky wrote:38. Truck transport interferes with normal movement. (Unsolved)
This is by design. Unit cannot go where its transport cannot go (the opposite is not true). I plan to add a button "discard truck" next to "disband" for those rare cases when you absolutely need to move somewhere but transport prevents you from doing so.
Kerensky
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Post by Kerensky »

Rudankort wrote: This is by design. Unit cannot go where its transport cannot go (the opposite is not true). I plan to add a button "discard truck" next to "disband" for those rare cases when you absolutely need to move somewhere but transport prevents you from doing so.
That's slightly disappointing to hear. I shuffled it off the bug list and marked it as 'intended', but I'm not completely convinced. Personally I don't like to use specialty infantry (mountain or bridging for example) so it doesn't bother me that much (in my opinion the extra price tag these units have isn't worth it because they have exact same combat abilities a standard, cheaper inf unit has), but now I probably won't be buying or using these types of units at all now.
Rudankort
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Post by Rudankort »

Kerensky wrote: That's slightly disappointing to hear. I shuffled it off the bug list and marked it as 'intended', but I'm not completely convinced. Personally I don't like to use specialty infantry (mountain or bridging for example) so it doesn't bother me that much (in my opinion the extra price tag these units have isn't worth it because they have exact same combat abilities a standard, cheaper inf unit has), but now I probably won't be buying or using these types of units at all now.
Well, I think that from common sense point of view it makes perfect sense that trucks cannot travel several hexes across high mountains only because they are accompanied by mountain infantry. :) As for gameplay, without this rule mountain infantry would become an "improved" general-purpose infantry unit, and many players would prefer to buy it instead of normal infantry units, which does not sound right either. As it stands now, mountain infantry is a special unit, and I think the biggest problem is that mountains do not play an important role in most battles. So, it does not make sense to buy such units for core. But in separate scenario mode they might have their use.

We can think about how we can make mountain infantry more balance, for example add a special transport type (like horses or mules) to use with them, or increase their movement by one more hex. Not sure it is a good idea, just brainstorming.
Kerensky
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Post by Kerensky »

Newest beta fixed a few bugs, but there are still some that continue to remain. Most notably, bad weather can still cause air units to stack, and soviet trucks still contribute to mass attacks.
Far as I can tell, the bridge engineer crash is definitely solved though.
Rudankort
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Post by Rudankort »

Kerensky wrote:Newest beta fixed a few bugs, but there are still some that continue to remain. Most notably, bad weather can still cause air units to stack, and soviet trucks still contribute to mass attacks.
While working on this version, I could allocate less time than I would prefer on bug fixing, but I'll get my hands on them. At least, bridge engineers should no longer crash. :roll:
Obsolete
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Post by Obsolete »

I finished playing the second last tutorial scenario. While attacking the last objective hex, I caused the defender to retreat off from it. I was then awarded a decisive victory, however I had not captured the hex at that moment. Is this normal?

I did have a stuka hovering above the hex, perhaps the engine thought planes could capture terrain?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Kerensky
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Post by Kerensky »

I just hit
15. Enemy units morph into other units upon retreat, also skewering previous battle prediction numbers. (Unsolved)
with a vengeance. I'll give you the five items again.

A tank unit south of Lodz morphed into a 7 strength infantry unit upon retreat.
http://www.theonslaught.org/forums/atta ... 1302772923

- Saved game after attack (RetreatError.pzsav)
- Game log (00060.pzlog)
- Combat log screenshot (Combatlog)
- Autosave at the beginning of the turn when the issue happens
- Error log (%My Documents%/My Ganes/Panzer Corps/Log/log.txt) (Log Folder)

By the way, you'll notice the autosave is actually of Sealion apparently.... remember how I was saying autosave didn't always work, and would sometimes send me back to scenarios from way back when? Yea, this is one of those times. So because autosave didn't work properly, I don't have a beginning turn autosave for you, but I have the other 4.

Lemme know what you gather from it.
Obsolete
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Post by Obsolete »

It has been quite a while since I used the Combat Log in detail, so I may be missing a few things. For example, if I attack a unit with a strength of 10, and I win INITIATIVE, while scoring 5 Kills.... how can I unit return fire with a value of 6 unsuppressed? Where is this extra pip coming from?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Kerensky
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Post by Kerensky »

Obsolete wrote:I finished playing the second last tutorial scenario. While attacking the last objective hex, I caused the defender to retreat off from it. I was then awarded a decisive victory, however I had not captured the hex at that moment. Is this normal?

I did have a stuka hovering above the hex, perhaps the engine thought planes could capture terrain?
I tried to recreate this bug, but the game still continued normally and did not award a victory until I took the last hex with a ground unit.
Can you provide more details? Can you recreate the bug?
Obsolete
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Post by Obsolete »

Now that I KNOW it's a bug I'll keep a much closer eye on this.

Still getting used to the old mechanics, etc. There's a few other things that have come up though it's possible I'm just interpreting things wrong.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Obsolete
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Post by Obsolete »

Hmm, yet another tutorial bug. I completed capturing all objectives in time, yet instead of getting a Decisive Victory, I was awarded with....

...a Loss ?


Unfortunately I can't see on this forum where to attach files.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Razz1
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Post by Razz1 »

When I reinforce a unit, it does not get Ammo supplies.

For example I reinforce my Stug III and it is next to an enemy unit. On the next turn it has zero Ammo.
Razz1
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Post by Razz1 »

I'm not getting feedback from my strategic bombers. It should have a pop up with the number of Prestige point I killed.


Also the value of the cities prestige points should be displayed on the map.
Kerensky
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Post by Kerensky »

@Obsolete

I've been using a third party website for my file hosting needs, I think you'll have to do the same. What scenario of the tutorial? Does it happen every time?

@Razz1

Post #3, bug #4
4. Reinforcement button does not fully supply unit. (Intended feature)

STUGIII has 4 total ammunition. Each press of the supply button yields half (2). Each enemy unit adjacent also reduces amount of supply received. So either you were near two enemy units, or being near just one enemy unit removed the 2 you would normally receive. I've tried to convince them how terrible this is, mainly for offense and especially for low ammunition units, but so far they haven't budged.

And with regard to level bombers:
Hit 'L' after bombing a target with level bombers, that extended combat log has information on the amount of prestige you destroyed.
As for value of cities, I think it's 50 for taking a non VH, and 100 for a VH, is that what you mean?
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