_[BUG] (bRC4) Ranged Combat with Impact Combat combat panels

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FedeM
2nd Lieutenant - Elite Panzer IVF/2
2nd Lieutenant - Elite Panzer IVF/2
Posts: 742
Joined: Sat Dec 11, 2010 4:04 am

_[BUG] (bRC4) Ranged Combat with Impact Combat combat panels

Post by FedeM »

Hi,

I want to make an attack by shooting and I do not understand the POA descriptions for attacker and defender.

Image

Tks!
cothyso
NewRoSoft
NewRoSoft
Posts: 1213
Joined: Tue Sep 13, 2005 7:32 pm

Re: [FDB] Do not Understand the POA description

Post by cothyso »

The combat presented into the detailed combat and combat panels is actually an impact combat, not a ranged combat as it should (accordingly with the highlighted ranged combat icon).

At a quick look, I couldn't find any problem into the code. From what I see, it looks like you've previously moved this BG during your turn phase (as you only have enough MP to only move 1 more hex), I've tried to replicate this, but I haven't succeeded to reproduce it.

Can you reproduce it, and provide a saved game, and instructions about the reproduction steps, please?
FedeM
2nd Lieutenant - Elite Panzer IVF/2
2nd Lieutenant - Elite Panzer IVF/2
Posts: 742
Joined: Sat Dec 11, 2010 4:04 am

Re: [BUG] (bRC4) Ranged Combat with Impact Combat combat pan

Post by FedeM »

Not exactly but a similar problem.

First: Charge with the Libyan Chariot the LF on the right.

Second: reproduce the next picuture.

Image

Save game attached.

Console after making the charge:

0]BG[25] Tribal was selected
[2] BG[25] already took an anarchy charge test this turn
[2] BG[25] charges BG[2]
[2] BG[25] Tribal impact attacks BG[2] Hoplites
[3] BG[25] vs BG[2] combat -> quality re-rolls are enabled
[3] BG[25] impact combat dice no: 4 => 4 dice
[3] 4(most BG's are rolling 4 dice in combat) (base)
[3] BG[2] impact combat dice no: 4 => 4 dice
[3] 4(most BG's are rolling 4 dice in combat) (base)
[3] BG[25]'s impact combat POA: +1 = 1
[3] +1(LSpFT vs any, unless charging shMT) BG[25] vs BG[2]
[3] BG[2]'s impact combat POA: +1 = 1
[3] +1(charged,nofrg,str>=50% OSp,DSp,Pk) BG[2]
[3] BG[25] dice roll: [5],1,[4],[6] (0 POA [4,5,6]) => 3 hits..
[3] BG[2] dice roll: [5],3,2,1 (0 POA [4,5,6]) => 1 hit..
[3] BG[25](3 hits) vs BG[2](1 hit) combat => attacker BG[25] critically wins
[3] BG[2] (defeated) lost 14.75% (222) strength
[3] BG[25] (winner) lost 1.17% (12) strength
[4] BG[2] must pass an impact combat CHT
[4] BG[2] CHT -> quality re-rolls are enabled
[4] BG[2] CHT test score: 2+5 -2 = 5 < 7 => failed
[4] -2(received 2 or more hits than it inflicted in a lost melee,impact combat) BG[2]
[4] BG[2]'s cohesion dropped down to Disrupted
[2] BG[25] Tribal was deselected

Tks!
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cothyso
NewRoSoft
NewRoSoft
Posts: 1213
Joined: Tue Sep 13, 2005 7:32 pm

Re: [BUG] (bRC4) Ranged Combat with Impact Combat combat pan

Post by cothyso »

I've succeeded to reproduce it. Now, I'll have to start looking through the code and see what's wrongly going on in there to cause it.
cothyso
NewRoSoft
NewRoSoft
Posts: 1213
Joined: Tue Sep 13, 2005 7:32 pm

Re: [BUG] (bRC4) Ranged Combat with Impact Combat combat pan

Post by cothyso »

addressed in revision 690

Problem was caused by AM.OnMouseExit() not being triggered all the time (Unity bug), resulting in some flags remaining active, and wrongly triggering BGUI.Update() code sections.

// cleaned up, streamlined and optimized BGUI.Update()
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