Bug with "switchable" units?
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- Major-General - Jagdtiger
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Bug with "switchable" units?
I was trying to give Heavy AA units a triple purpose... Meaning that they could be switched from AA to AT and to artillery mode... I am pretty sure I could implement "triple purpose" units in the v1.05 equipment file, but for some reason, this seems not to work in v1.10. Anytime I mod the file to incorporate the triple unit, the game will cease to respond when I click the switch button while said unit is selected (while playing a scenario).
Anyone tested this feature in the present game version and/or in the previous one?
It is really a pity not to be able to use this feature to its fullest, because I think is one of the best improvements of this game when you compare to Panzer General.
Thanks!
Anyone tested this feature in the present game version and/or in the previous one?
It is really a pity not to be able to use this feature to its fullest, because I think is one of the best improvements of this game when you compare to Panzer General.
Thanks!
Re: Bug with "switchable" units?
It has to be a way switch.
That should work.
AA to AT AT to Art Art to AA
So you need to switch 3 times before you can come back to the original unit.
You need 3 icons and 3 ID numbers.
4000 to 4001 to 4003
4003 to 4001
This is how logic works.
That should work.
AA to AT AT to Art Art to AA
So you need to switch 3 times before you can come back to the original unit.
You need 3 icons and 3 ID numbers.
4000 to 4001 to 4003
4003 to 4001
This is how logic works.
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- Major-General - Jagdtiger
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Re: Bug with "switchable" units?
Indeed, I'm familiar with the switch system workings, and the multipurpose column in the equipment file, but I could not make it work. Anyone tried? What were the test results? It would be Unit A --> Unit B --> Unit C --> Unit A, but the game freezes...
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- Panzer Corps Moderator
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Re: Bug with "switchable" units?
There was an issue with the 'primary' trait not being applied to a switch unit. No, I haven't tried it but am about to! 

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- Sergeant First Class - Panzer IIIL
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Re: Bug with "switchable" units?
But it is not possible to switch Transport units.
(I try it with the Land-Wasser-Schlepper from Churchy)
(I try it with the Land-Wasser-Schlepper from Churchy)
Sorry, for my bad school english...
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- Panzer Corps Moderator
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Re: Bug with "switchable" units?
Hmmm. Just tested it without a problem - Wehrmacht to grenadier to fallschirmer back to wehrmacht. Didn't need to make any changes except to have the switch number in the correct column. Using 1.10.
AA in artillery mode? How does that work?
AA in artillery mode? How does that work?
Re: Bug with "switchable" units?
The 88 was used on occasions as field artillery firing HE rounds way before it was discovered it can be deadly against tanks when switched to AP ammo. I believe in Spain and in France it was used as an artillery piece.El_Condoro wrote:AA in artillery mode? How does that work?
Also, some varieties of 75mm AA guns were nothing more than the good old 'French 75' field gun on a new mount allowing for extreme elevation levels and with AA sights.
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- Major-General - Jagdtiger
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Re: Bug with "switchable" units?
El_Condoro: Thanks! I will test again, I suppose I am making some mistake.
About AA used as artillery... yes, the 88 AA guns were used as artillery, they were perfectly capable to fulfill that role... you only need the correct range table to calculate elevations. 12.8 cm Flak guns mounted in flak towers were used also as artillery, when the cities they were built were being invaded by the russians (for example, Berlin). As I could read, they were a very tough nut to crack, holding large forces at bay.
About AA used as artillery... yes, the 88 AA guns were used as artillery, they were perfectly capable to fulfill that role... you only need the correct range table to calculate elevations. 12.8 cm Flak guns mounted in flak towers were used also as artillery, when the cities they were built were being invaded by the russians (for example, Berlin). As I could read, they were a very tough nut to crack, holding large forces at bay.
Re: Bug with "switchable" units?
Yeah, other countries did it too....the Japanese used 75mm AA guns in their original role of course, but then also as AT, "normal" arty or even coastal arty....
edit: though for gameplay reasons one unit having lotsa switches might be overpowering it, or at least making some of the more special types rather useless (if you end up with some types performing all tasks too well)...
*my 2 cents
edit: though for gameplay reasons one unit having lotsa switches might be overpowering it, or at least making some of the more special types rather useless (if you end up with some types performing all tasks too well)...
*my 2 cents

Re: Bug with "switchable" units?
Switchable units should be significantly more expensive than their non-switchable counterparts.bebro wrote:though for gameplay reasons one unit having lotsa switches might be overpowering it, or at least making some of the more special types rather useless (if you end up with some types performing all tasks too well)...
*my 2 cents
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- Major-General - Jagdtiger
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Re: Bug with "switchable" units?
Besides, an AA unit switched to Artillery (for example) cannot defend itself or nearby units from air attack in the turn which was used as arty. I think this rebalances things a bit. For the turn, you gain an artillery unit, but loose an AA one.
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- Major-General - Jagdtiger
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Re: Bug with "switchable" units?
Well... I continued with tests about "switchable" units and found that there my be a problem after all...
I did the same test as El_Condoro and everything was OK. That is to make "switchable" the first three units of the eqp table by means of adding the correct numbers to the "multipurpose" column. But when I copied the three units to the last rows of the file (as if they were new units added to the file), simply copying those first three infantry units to the last rows of the table, the problem reappeared, and the game froze when I attempted to switch them. I attach the "new" units in case someone want to test this problem, you only have to open the present file and copy/paste the three units rows in the game equipment file (make a backup of the original, to play it safe, just in case). The problem was the same when I added a third switch option to a unit that it was already two-way switchable.
I don't feel well about this, because the "switch" feature is one of the best improvements (in my opinion) this game offered to old Pz Gen players like me. If this is really a bug, it should be taken care of by the game developers. Or may be (I hope!) someone could point me if I am making some mistake, causing the program to freeze.
Maybe someone when have time, can have a look a this file and see if there is really a problem.
Thanks!!
I did the same test as El_Condoro and everything was OK. That is to make "switchable" the first three units of the eqp table by means of adding the correct numbers to the "multipurpose" column. But when I copied the three units to the last rows of the file (as if they were new units added to the file), simply copying those first three infantry units to the last rows of the table, the problem reappeared, and the game froze when I attempted to switch them. I attach the "new" units in case someone want to test this problem, you only have to open the present file and copy/paste the three units rows in the game equipment file (make a backup of the original, to play it safe, just in case). The problem was the same when I added a third switch option to a unit that it was already two-way switchable.
I don't feel well about this, because the "switch" feature is one of the best improvements (in my opinion) this game offered to old Pz Gen players like me. If this is really a bug, it should be taken care of by the game developers. Or may be (I hope!) someone could point me if I am making some mistake, causing the program to freeze.
Maybe someone when have time, can have a look a this file and see if there is really a problem.
Thanks!!
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equipment2.rar
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Last edited by guille1434 on Sun Sep 16, 2012 10:09 pm, edited 1 time in total.
Re: Bug with "switchable" units?
I bet your data is not in the correct columns.
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- Major-General - Jagdtiger
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Re: Bug with "switchable" units?
No, it is not the case, I was very careful about such kind of mistakes. Because of this reason, I just copied and pasted to the end of the file the first three units, and just added the numbers in the "multipurpose" column. Maybe someone could check the file I uploaded in my previous post.
Re: Bug with "switchable" units?
If you used exactly these entrys I bet the engine get confused since you didnt changed the name of the switch units ...Grenadiers and Fallschirmjäger are at the beginning of the list...they even use the same .png..now if you add the same entry again even with a multipurpose switch..how you expect the engine to differ between the equal entrys when you hit the button... ?
Give them different names in order to have clear IDs and I bet it works

Give them different names in order to have clear IDs and I bet it works

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- Major-General - Jagdtiger
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Re: Bug with "switchable" units?
No, already checked with other names (and in the file it could be seen that I changed the name of the primary unit to Whermacht Infantry-2). I suppose the program "reads" the unit ID by the number in the first column. So, I don´t believe this would be the reason.
Re: Bug with "switchable" units?
hmmm..dunno then..will give it a try myself tomorrowguille1434 wrote:No, already checked with other names (and in the file it could be seen that I changed the name of the primary unit to Whermacht Infantry-2). I suppose the program "reads" the unit ID by the number in the first column. So, I don´t believe this would be the reason.

Re: Bug with "switchable" units?
Try getting rid of the word primary
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- Major-General - Jagdtiger
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Re: Bug with "switchable" units?
Thanks Razz! Getting rid of "primary" trait, this I did not think about, I will try... Please if someone have time try this thing! Is very important to me... And I want to know if I am making some mistake or if there is a bug in program (which we have to make it being squashed!) Thanks Chris10 also for getting time to think and test about this matter!
Re: Bug with "switchable" units?
I already did this exact same thing a couple of weeks ago in my equipment file, so I know it works. I have AA, AT and AP/Aty version of various 8.8 cm guns and I use a set of three ID numbers to switch them around. I typically use different classes however when switching units (but not always, so I know it works either way). I know it sounds obvious but double check that you updated your equipment file between scenarios, you can't do it using a saved game. Also, that you actually updated the Data folder version of your equipment file and not just the MOD\Data folder version of your equipment file. Check that you don't have any empty records in your equipment file, or rows that should start with # but don't etc. In other words, sorry, but it sounds like operator error. Good luck!
I use the switch feature more and more in my own equipment file, e.g., for entrenched infantry, dismounted cavalry, hull down tanks, AP versions of AA guns, etc. It is a great feature once you start to play with it. All of my SE units have been removed and my bonus units are SS units named after the various divisions, 1SS LSSAH, 2SS Das Reich, etc, and their series are 1SS, 2SS, etc. I also have them so they can switch between infantry and panzers to make the bonus units more useful (as a typical SS Panzer division had a couple of Panzergrenadier battalions and one Panzer regiment). So as their TOE changes over time I can upgrade the bonus units on their historical date, e.g, from foot infantry, to motorized infantry, and eventually to Panzers but I have multiple records with the dates overlapping, so I can switch back and forth between panzer and infantry as needed. The only bug I have right now that I haven't been able to figure out how to fix, is that when I switch to a panzer unit and then move it, the panzer unit still has the full infantry HT movement allowance (5+3) tacked on to the end of the armored movement allowance (5), and will switch from panzer to Infantry in HT/Truck if I move it more than 5 (in clear terrain), even though I have removed Land from the Panzer units' transport type. Anyone have any thoughts on how to resolve that?

I use the switch feature more and more in my own equipment file, e.g., for entrenched infantry, dismounted cavalry, hull down tanks, AP versions of AA guns, etc. It is a great feature once you start to play with it. All of my SE units have been removed and my bonus units are SS units named after the various divisions, 1SS LSSAH, 2SS Das Reich, etc, and their series are 1SS, 2SS, etc. I also have them so they can switch between infantry and panzers to make the bonus units more useful (as a typical SS Panzer division had a couple of Panzergrenadier battalions and one Panzer regiment). So as their TOE changes over time I can upgrade the bonus units on their historical date, e.g, from foot infantry, to motorized infantry, and eventually to Panzers but I have multiple records with the dates overlapping, so I can switch back and forth between panzer and infantry as needed. The only bug I have right now that I haven't been able to figure out how to fix, is that when I switch to a panzer unit and then move it, the panzer unit still has the full infantry HT movement allowance (5+3) tacked on to the end of the armored movement allowance (5), and will switch from panzer to Infantry in HT/Truck if I move it more than 5 (in clear terrain), even though I have removed Land from the Panzer units' transport type. Anyone have any thoughts on how to resolve that?
Last edited by blindsey on Fri Oct 12, 2012 3:19 pm, edited 1 time in total.