Problems with Version 0.18.1

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azpops
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 205
Joined: Mon Jul 09, 2012 5:36 am

Problems with Version 0.18.1

Post by azpops »

Just started a new game with the latest version. Found the following problems:

1) Units on water transport: You have to remember to move them manually. They do not cycle through as an unmoved unit in a turn.

2) When research is completed, there is no longer a screen telling you what the completed research does. You simply get the event marker that such and such research is completed.
azpops
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 205
Joined: Mon Jul 09, 2012 5:36 am

Re: Problems with Version 0.18.1

Post by azpops »

Another problem I found. You can't kill an Aspidoch with artillery. I have gotten an Aspidoch down to 0 with waterborne artillery but I have now fired on it over 10 times and it will not die.
SephiRok
Proxy Studios
Proxy Studios
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Re: Problems with Version 0.18.1

Post by SephiRok »

Thanks. Saves for the transport and artillery bug would help a lot. I couldn't reproduce them.
Rok Breulj
Designer and Programmer
Proxy Studios
azpops
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 205
Joined: Mon Jul 09, 2012 5:36 am

Re: Problems with Version 0.18.1

Post by azpops »

I finally killed the Aspidoch after about 20 turns of firing on it at zero strength. I'll try to find another and see if I can reproduce the problem.

In the attached save, there is a seeker on a transport at hex 2,26. I have found that the problem exists when you do not give the transport a destination hex but simply move it into the water in preparation for moving it somewhere next turn. If given a destination hex when moved into the water, the transport moves fine. If you cycle through the next turn in the attached save you will see that the transport in hex 2,26 never appears as a unit awaiting a command to move.
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azpops
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 205
Joined: Mon Jul 09, 2012 5:36 am

Re: Problems with Version 0.18.1

Post by azpops »

azpops wrote:In the attached save, there is a seeker on a transport at hex 2,26. I have found that the problem exists when you do not give the transport a destination hex but simply move it into the water in preparation for moving it somewhere next turn. If given a destination hex when moved into the water, the transport moves fine. If you cycle through the next turn in the attached save you will see that the transport in hex 2,26 never appears as a unit awaiting a command to move.
I have found that this problem does not occur consistently. Some turns it will skip the transport, and other times it will cycle through to the transport for you to move it. After I sent you the saved file, everything worked fine with the transport in hex 2,26. When I was cycling through unmoved units, it cycled through to the transport so I could move it. About 15 turns later I had another unit that I had enter a lake prior to deciding which hex to move it to in the next turn. The unit never appeared as one of the units needed movement orders in the next three movement cycles. It's crazy. Sometimes things work fine, sometimes they don't.
SephiRok
Proxy Studios
Proxy Studios
Posts: 1024
Joined: Thu Jul 19, 2012 10:19 am
Contact:

Re: Problems with Version 0.18.1

Post by SephiRok »

Thanks a lot azpops! It will be fixed in the next version!
Rok Breulj
Designer and Programmer
Proxy Studios
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