Bug with "switchable" units?

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ThvN
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Re: Bug with "switchable" units?

Post by ThvN »

blindsey wrote: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'm not sure, but it might have something to do with the different movement values? The game engine must calculate how much movement you have trough the different terrain types, and it might not be set up to properly accomodate changing values/types, but that is just speculation from me.

Maybe the transport is the problem, you could try to not add a transport to the infantry unit but make it switchable into a transport (so instead of infantry+transport switching to panzer, you have an infantry unit without tranport, switchable to a transport unit, and then switchable to panzer) ?

And, out of curiosity, another stupid suggestion/question, but what happens if you add the 'recon' trait to those units? This will change the way they move, I'm curious if that gives weird results as well? The most reliable info about this is from Rudankort, who warned about odd behaviour being possible, I will give you a quote underlined with what he said:

viewtopic.php?f=147&t=36352#p342090

Rudankort wrote:If unit A contains the ID of unit B in this column, A can switch to B. In this case, B should switch to A as well, or you won't be able to switch back. It is possible to have longer switch chains, like A->B->C->A or A->B->C->D->A etc. The units in switch chain should have some similar properties, or certain side effects are possible. Thus, I advice to have the same fuel and ammo on them, or some strange effects could occur. There is one unit in switch chain which is considered primary. This unit is designated with "primary" trait. This unit determines unit class of the unit. E. g. 88mm gun is AA even when switched to AT mode, and it is upgraded as AA (in cities or between missions), because 88mm AA is marked as primary.
blindsey
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Re: Bug with "switchable" units?

Post by blindsey »

Thanks ThvN
I never knew what primary was used for, and haven't been using it, that may help. Currently between scenarios when not using primary I see the unit in whatever type/screen it was last left in, AT or AA, Inf or Dism Inf, etc. I will tinker with the primary (and recon traits) and see how they work. I may have to designate switchable units using the primary tag.
Razz1
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Re: Bug with "switchable" units?

Post by Razz1 »

Your only fixing one data parameter.
You need to change the set.
Movement
Type
Messmann
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Re: Bug with "switchable" units?

Post by Messmann »

I have done some testing with three switches, using the 8.8 Flak.

- The triple switch (Flak to Pak to Artillery) does NOT work for me, the game freezes. I took great care to avoid obvious mistakes, also made sure the numbers are right, took care that the primary trait is removed, changed switching order etc. So far, I do not see a working triple switch.

- If you think you got a triple switch up and running for 1.24, please inform me. I am still interested in this, and how to overvome it. :)
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
phcas
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Re: Bug with "switchable" units?

Post by phcas »

Messmann wrote:I have done some testing with three switches, using the 8.8 Flak.

- The triple switch (Flak to Pak to Artillery) does NOT work for me, the game freezes. I took great care to avoid obvious mistakes, also made sure the numbers are right, took care that the primary trait is removed, changed switching order etc. So far, I do not see a working triple switch.

- If you think you got a triple switch up and running for 1.24, please inform me. I am still interested in this, and how to overvome it. :)
This is the problem. Make the 3rd line like the orange example and it will work.

Greetings PHCAS
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wrm76
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Re: Bug with "switchable" units?

Post by wrm76 »

make first 2 units primary ! ex. : 1.....primary......switch on 2 ; 2....primary....sw. on 3 ; 3......nopurchase......sw. on 1
phcas
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Re: Bug with "switchable" units?

Post by phcas »

wrm76 wrote:make first 2 units primary ! ex. : 1.....primary......switch on 2 ; 2....primary....sw. on 3 ; 3......nopurchase......sw. on 1
This works
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wrm76
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Re: Bug with "switchable" units?

Post by wrm76 »

4012 SS SD 0 250 12 0 4 2 0 4 11 8 -2 1 11 18 4 0 0 SS_InfS.png 1.1.1943 1.1.1946 3 Waffen SS Leibstandarte primay close meng minekiller reconmove Eng 4013 sea rail air glider
4013 SS SD Assault 3 250 12 0 4 2 0 5 8 11 -2 1 11 18 5 0 0 SS_InfA.png 1.1.1943 1.1.1946 4 Waffen SS Leibstandarte (Assault) primay close meng minekiller reconmove Eng 4014 sea rail air glider
4014 SS SD Defense 6 250 12 0 0 2 0 1 12 12 -3 1 24 28 9 0 0 SS_InfD.png 1.1.1943 1.1.1946 4 Waffen SS Leibstandarte (Defense) nopurchase close meng minekiller Eng 4012 no_transport
phcas
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Re: Bug with "switchable" units?

Post by phcas »

99 88mm FlaK36 5 274 12 0 1 1 3 8 -5 -8 18 -3 2 10 0 0 0 8.8_cm_FlaK_36.png 27.5.1939 1.1.1946 4 primary FlaK 72 T3 sea rail glider

72 88mm FlaK36 3 274 12 0 1 1 0 8 5 17 -7 3 5 10 0 0 0 8.8_cm_Pak_36.png 27.5.1939 1.1.1946 4 fixedt nopurchase camo 5126 T3 sea rail glider

5126 88mm FlaK36 4 274 12 0 1 1 2 1 8 5 0 1 2 10 0 0 0 8.8_cm_art.png 1.1.1946 1.1.1946 4 fixedt 99 T3 sea rail glider
Messmann
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Re: Bug with "switchable" units?

Post by Messmann »

Many thanks for the quick reply! :)

I went for the primary 2x method, because I think changing the dates could impair possible scenarios in 1946.

However, thank for you the advice, I will incorporate triple switches in my Amulet Mod.
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
peterw
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Re: Bug with "switchable" units?

Post by peterw »

The bug is here the game crashes, if you switch from a unit with nopurchase flag to a unit with nopurchase flag.

As workaround I put one of the units to a newly designed country (i don't use for other purpose).

But I prefer now the workaround of phcas (delete the nopurchase flag for the second unit and set it's starting date to the future).
My Italian Panzer Corps campaign Italia Victor!:
http://www.streitmacht.com/downloads.php?view=detail&df_id=53
Akkula
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Re: Bug with "switchable" units?

Post by Akkula »

What I do is set one of the units as purchasable but I set a very "futuristic" date for it in order to avoid the actual purchase chance. This is for "special" units of course.
I did that with many units of my Soviet Storm mod.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Messmann
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Re: Bug with "switchable" units?

Post by Messmann »

peterw wrote:The bug is here the game crashes, if you switch from a unit with nopurchase flag to a unit with nopurchase flag.
That might be, but I had crashes when I changed form a purchase flak to a nopurchase AT as well. The only difference to a normal switch was that I added a third switch, which was nopurchase.

However, glad to see there are several solutions here. For example, the "downside" of the "two primary" solution is that you can see the second switch version of the unit in a second purchase window, like antitank.
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
wrm76
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Re: Bug with "switchable" units?

Post by wrm76 »

the only way to make it work is to make first 2 units primary ! i have tried all options . see the eqip file in Ostfront : SE_InfA ;SE_InfD ;SE_InfD !
Razz1
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Re: Bug with "switchable" units?

Post by Razz1 »

It works if they are not primary. They need to be Purchased
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