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Rudankort
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Post by Rudankort »

dshaw62197 wrote:Another MP issue. This one is in my game with Razz, "Operation Zitadelle." When I load the game, it shows his previous replay, then CTD in the middle of the replay. I've reloaded the game three times, and it crashed all three times. First time since I've been a beta tester that I've had a CTD with PzC.
Hi Dave! Thx for reporting, I checked your game with Razz and identified and fixed the problem. So hopefully such issues won't happen again.
Rudankort
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Post by Rudankort »

dshaw62197 wrote:I'm currently involved in a Hunters in the Atlantic MP game with Dam. For some reason, all of my naval units have "lost" their movement sounds in the game. All other combat/movement sounds are fine. It seems to have affected only this game. Not sure it's a bug, but figured you guys would want to know.
Could not repro this one though.
OmegaMan1
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Post by OmegaMan1 »

Thanks for looking into my game with Razz, I appreciate it! As for the Hunters issue, it's hardly a game-killer (certainly not like the Zitadelle problem) but again I just wanted to let you all know about it. So far that's the only game I've had that happen, so if/when it happens again I'll mention it.
OmegaMan1
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Post by OmegaMan1 »

Alex, it looks like the Zitadelle scenario is still crashing for me. Tried it three times again, every time it CTD at the exact same point in the replay.
Rudankort
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Post by Rudankort »

dshaw62197 wrote:Alex, it looks like the Zitadelle scenario is still crashing for me. Tried it three times again, every time it CTD at the exact same point in the replay.
Yes of course. That game is broken, it is not possible to restore it. New version of the game's EXE I have locally would at least load it, although with no replay. But with old EXE you have it is not possible, unfortunately.

There was a bug in the game which causeed writing of incorrect data. I fixed it, so many issues with replays should go away in the new version. Which btw is coming very soon.
OmegaMan1
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Post by OmegaMan1 »

Ah, now I understand. Thanks for straightening me out LOL. And glad to hear the replay issue has been addressed. Looking forward to the next release!
Razz1
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RC4 tool tip overlap

Post by Razz1 »

We still have a problem with the tool tip over lapping and causing it to click on the button you are reviewing in place of the button you clicked on.
Rudankort
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Re: RC4 tool tip overlap

Post by Rudankort »

Razz1 wrote:We still have a problem with the tool tip over lapping and causing it to click on the button you are reviewing in place of the button you clicked on.
Are we? I could easily repro it in RC3, but in RC4 I've just now tried for 5 minutes and could not repro it. Tooltip is always removed correctly when you move the cursor from Supply button to Elite Replace button, and so you cannot click it and invoke Supply by accident.
Razz1
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Post by Razz1 »

All I can say is it happened to me.

New problem:

AI still blindly goes into a ambush or unexpected counter when it knows the enemy is spotted.

Example: Norway in 1939 campaign.
weather = clear
Battleship 2 hexes away from two cruisers.
BB withdraws and attacks BB

Destroyer comes in and runs into one of the two cruisers. Result unexpected encounter.

Problem = AI unit does not check to see if other units are spotted by friendly units. Uses it's own visibilty range, then blindly moves into unexpected counters and ambushes.

This should be an easy coding fix using what if statements.
pupski
Sergeant First Class - Panzer IIIL
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BF110F cannot be unselected after attack with movement left

Post by pupski »

In the Moscow scenario in the second turn my BF110F was on top of a SU85 which is surrounded by 3 German tanks. After it attacked the tank it was not possible to unselect it (leave it in place) after the attack. It was possible to select and unselect another plane but if I clicked the BF110F again it would again be impossible to unselect by clicking on it. Other planes and units worked fine. I tried to repeat the move but couldn't after 3 tries.
Razz1
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Post by Razz1 »

No way to cancel the Embark command with land unit in a port city with RR


No way to cancel end turn in MP game. Click end turn, chat screen pops up but no way to cancel.
bobk
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Post by bobk »

The cute little Schnellboote has no movement sound as of RC4.
Kerensky
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Post by Kerensky »

110. Five equals seven.

I noticed an Me-109 attacking a tactical bomber results in 0 - 6 odds. So why is a FW-190A attacking the same target 0 - 5 odds?

Go to C:\Games\Panzer Corps Beta\Panzer Corps\Graphics\Overlays
Open prediction.png

Count the first line of numbers. -1 -2 -3 -4 -5 -6 -7 -8 -9
Count the second line of numbers. -1 -2 -3 -4 -5 -6 -5 -8 -9... wait what?
Last edited by Kerensky on Sun Jul 03, 2011 2:31 am, edited 1 time in total.
IainMcNeil
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Post by IainMcNeil »

Thats an easy fix - make sure Alex and Lukas know about this one!
Kerensky
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Post by Kerensky »

111. Recon movement continues after disembark action. (unsolved)

http://www.youtube.com/watch?v=kmwi81UASI4
Pupec
Corporal - Strongpoint
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Post by Pupec »

Pupec wrote:2) German "Schnellboot" vs other ship - Schnellboot has sound --> other ship no sound / Schnellboot no sound --> other ship is ok

After the start the game works sound for unit first moved. First move schnelboot, sound ok, other ship missed. Exit game--> start game--> start scenario, first move ships, schnelboot no sound..
¨

RC4 have the same problem..
Nomercu
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Post by Nomercu »

I dont know if this was posted or not... but: how do you move an antiair unit into one empty ground hex that has an enemy airplane without firing at it first! ....
Razz1
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Post by Razz1 »

Can't, unless it is in a truck.
Rudankort
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Post by Rudankort »

Nomercu wrote:I dont know if this was posted or not... but: how do you move an antiair unit into one empty ground hex that has an enemy airplane without firing at it first! ....
Well spotted. This issue was brought up internally, but I don't think anybody mentioned it on this forum yet. It still exists in 1.0 but will be resolved in future updates. Most likely, move or attack will be available depending on what plane (ground or air) is active.
Iscaran
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Post by Iscaran »

Wasnt it already like this in one of the RC's ???

I thought by using the "tab" button to select Air/ground one could make the AA move to the field below the airplane - at least I think this was the case when this occured to me once.
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