7.1.6 Unit issues

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GabeKnight
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Re: 7.1.6 Unit issues

Post by GabeKnight »

terminator wrote: Sat Mar 23, 2019 4:46 pm Finnish Infantry '38: does this unit appear somewhere in Winterwar ?
Yes, they do actually. In the very first mission. I think the player even gets some as core units, although you can upgrade them to the '39 version right away.
terminator
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Re: 7.1.6 Unit issues

Post by terminator »

GabeKnight wrote: Sun Mar 24, 2019 2:44 pm
terminator wrote: Sat Mar 23, 2019 4:46 pm Finnish Infantry '38: does this unit appear somewhere in Winterwar ?
Yes, they do actually. In the very first mission. I think the player even gets some as core units, although you can upgrade them to the '39 version right away.
Yes, in the Winter War first mission all the Finnish Infantry units deployed and in the reserve are '38 :

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But I still don’t understand why we don’t add dates, it’s not complicated :?:
terminator
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Re: 7.1.6 Unit issues

Post by terminator »

It is impossible to switch between these two units : Bug :?:

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Mojko
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Re: 7.1.6 Unit issues

Post by Mojko »

Landing paratroopers on an airfield via land action (regular landing, not paradrop) will result in the fuel from the transport being used for the paratroopers. This means if the air transport has 13 fuel, the paratroopers will have 13 fuel too and will be able to hold out 13 turns without supply.
Author and maintainer of Unit Navigator Tool for Order Of Battle (http://mfendek.byethost16.com/)
terminator
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Re: 7.1.6 Unit issues

Post by terminator »

The Battle of Britain -> Bug with the Destroyed Texture of the Population Center : all white :!:

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PS : added to the Bug Database
terminator
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Re: 7.1.6 Unit issues

Post by terminator »

Winter War, 1st mission = Ladoga Karelia :

Finnish Infantry '38 does not have the good animation (one man):

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PS: added to the Bug Database
GabeKnight
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Re: 7.1.6 Unit issues

Post by GabeKnight »

terminator wrote: Mon Apr 01, 2019 3:56 am Finnish Infantry '38 does not have the good animation (one man):
PS: added to the Bug Database
Yeah, a suggested fix was posted here.
Mojko wrote: Sat Mar 30, 2019 9:40 pm Landing paratroopers on an airfield via land action (regular landing, not paradrop) will result in the fuel from the transport being used for the paratroopers. This means if the air transport has 13 fuel, the paratroopers will have 13 fuel too and will be able to hold out 13 turns without supply.
Good find. Confirmed and added to the BugDB
But...why would you land paras on an airfield??? :roll: :wink: :lol:
terminator wrote: Fri Mar 29, 2019 9:05 am It is impossible to switch between these two units : Bug :?:
Feltkanon75mm.JPG
Yes, that's a bug alright. I've already fixed that in my mod.
terminator
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Re: 7.1.6 Unit issues

Post by terminator »

Feltkanon 75mm (4023) (2):

No Transport(Horse Transport) for the AT version :!:

Feltkanon75mm(2).jpg
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PS: I will add these units (Feltkanon 75mm ART & AT) to the Bug Database (switching & transport bugs)
GabeKnight
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Re: 7.1.6 Unit issues

Post by GabeKnight »

terminator wrote: Mon Apr 01, 2019 2:11 pm PS: I will add these units (Feltkanon 75mm ART & AT) to the Bug Database (switching & transport bugs)
Thanks, I forgot. At some point during the work on my mod it was just too much to report every single small detail. :oops:

Additionally the attack type has to be change from artillery to "mechanical" in the AT-mode of this unit.
terminator
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Re: 7.1.6 Unit issues

Post by terminator »

GabeKnight wrote: Tue Apr 02, 2019 6:17 am Additionally the attack type has to be change from artillery to "mechanical" in the AT-mode of this unit.
Thanks for the info, I forgot to change the attack type.
Now, this unit has normal behavior. If you do not change the attack type to mechanical, the Artillery version switch automatically to the AT version and then do nothing in my upcoming scenario.

In conclusion, the necessary changes for the AT version are :
- switch to Artillery (and vice versa)
- transport = Horse Transport
- attack type = mechanical
terminator
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Re: 7.1.6 Unit issues

Post by terminator »

Mortar Team animation Bug :

In some positions, one of the Mortar team’s men has a very strange animation :shock:

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terminator
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Re: 7.1.6 Unit issues

Post by terminator »

Finnish Ski Troops :

There is another problem with the Finnish Ski Troops, the problem is the infantryidle effectSequence ? (I don’t know what the real animation should be)

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terminator
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Re: 7.1.6 Unit issues

Post by terminator »

No Transport Required for the 105 K/13 :?:

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terminator
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Re: 7.1.6 Unit issues

Post by terminator »

Why do these 2 defensive stats (defense against artillery and defense against naval targets) change between the 2 switchable versions :?:

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terminator
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Re: 7.1.6 Unit issues

Post by terminator »

Fallschirmjägers animation bugs :

Same models for the differents Fallschirmjägers but 3 idleEffect differents :!:

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terminator
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Re: 7.1.6 Unit issues

Post by terminator »

Example "after attacking, the animation is very strange" :

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terminator
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Re: 7.1.6 Unit issues

Post by terminator »

There should be 2 types of US Mortar Infantry with different helmets and not a single US Mortar Infantry with mixed helmets :

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GabeKnight
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Re: 7.1.6 Unit issues

Post by GabeKnight »

terminator wrote: Wed May 01, 2019 4:28 pm Fallschirmjägers animation bugs :

Same models for the differents Fallschirmjägers but 3 idleEffect differents :!:
Oh yes, those have to be wrong. The first entry's probably the right one for all of the annual versions. Thanks, will be corrected in my mod.
terminator
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Re: 7.1.6 Unit issues

Post by terminator »

GabeKnight wrote: Thu May 02, 2019 2:36 pm
terminator wrote: Wed May 01, 2019 4:28 pm Fallschirmjägers animation bugs :

Same models for the differents Fallschirmjägers but 3 idleEffect differents :!:
Oh yes, those have to be wrong. The first entry's probably the right one for all of the annual versions. Thanks, will be corrected in my mod.
I will add the "Fallschirmjägers animation bugs" in the Bud Database.

I’d love to see a Fallschirmjäger with a Panzerfaust (or Panzerschreck):

4f4794f73e60c87b21a2357b99d0f797.jpg
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PS: US Mortar Infantry with different helmets is a detail that it seems I’m the only one who noticed :|
Igor1941
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Re: 7.1.6 Unit issues

Post by Igor1941 »

terminator wrote: Thu May 02, 2019 3:07 pm
GabeKnight wrote: Thu May 02, 2019 2:36 pm
terminator wrote: Wed May 01, 2019 4:28 pm Fallschirmjägers animation bugs :

Same models for the differents Fallschirmjägers but 3 idleEffect differents :!:
Oh yes, those have to be wrong. The first entry's probably the right one for all of the annual versions. Thanks, will be corrected in my mod.
I will add the "Fallschirmjägers animation bugs" in the Bud Database.

I’d love to see a Fallschirmjäger with a Panzerfaust (or Panzerschreck):


4f4794f73e60c87b21a2357b99d0f797.jpg


PS: US Mortar Infantry with different helmets is a detail that it seems I’m the only one who noticed :|
German paratroopers are hiding behind a padded American tank M4 "Sherman" (M4A3 "Sherman") in the area of ​​the Dutch village Overloon
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